https://www.dustloop.com/wiki/api.php?action=feedcontributions&user=Sobosswagner&feedformat=atomDustloop Wiki - User contributions [en]2024-03-28T16:00:04ZUser contributionsMediaWiki 1.39.6https://www.dustloop.com/wiki/index.php?title=GGACR/A.B.A&diff=413031GGACR/A.B.A2023-10-02T02:23:52Z<p>Sobosswagner: /* {{clr|2|5K}} */ redid description</p>
<hr />
<div>==Overview==<br />
{{GGACR/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content= A.B.A is a pure Risk/Reward character who thrives on duality. She can be considered a cross between a rushdown and stance change character, who swaps between two different modes to bulldoze over her opponents.<br />
<br />
A.B.A begins the round in '''Normal Mode''' (NM), in which she has neither great damage nor mobility, save for the low-profile slide {{MMC|input=236P|label=Dragging}}. A.B.A plays very defensively in this mode, using her powerful anti-airs in {{clr|1|5P}} and {{clr|3|2S}} alongside her solid grounded pokes to space against her opponent. Her goal in this mode is to navigate neutral against her opponent and attempt to land her signature {{MMC|input=63214H|label=Bonding}} command grab, or otherwise create an opportunity to spend a bloodbag resource for {{MMC|input=63214P|label=Injecting}}.<br />
<br />
If either of these conditions are met, A.B.A enters '''Moroha Mode''' (lit. Double-Edge Mode). While in Moroha, A.B.A gains a vastly more powerful moveset. She gains new normals and specials, a massive increase in the damage of her attacks, gains the ability to run (with one of the best run speeds in the game at that), gains access to one of the best pressure toolsets in the game, as well as several other bonuses that force the opponent to think twice about disrespecting her. Most notably, Moroha Mode gives A.B.A access to the best install super in the game, {{MMC|input=6321463214S|label=Altercation}}, allowing her to get into '''Goku Moroha Mode'''. With even better running speed, two airdashes, and a full suite of jump-cancellable normals, Goku Moroha allows A.B.A to blitz her opponent to death before they can even blink.<br />
<br />
This comes at a cost, however. In Moroha and Goku Moroha mode, A.B.A's attacks will drain her own health whenever make contact with an opponent, whether that's a hit or block. She also has an active meter which will slowly drain towards empty, and will lose about 30% every time she is knocked down and goes into a wakeup animation. When the meter empties, she forcefully reverts back into NM with {{MMC|input=Suka Motion}}, a lengthy stance that makes her susceptible to eating a full combo or even getting Instant Killed depending on the matchup. She can avoid this vulnerability and regain most of her self-inflicted damage by exiting MM/GM manually via landing another keygrab, consuming a bloodpack, or entering GM. With these many options and resources, 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.<br />
<br />
A.B.A is best for players who love to balance risk against reward. If you can get around her complex kit, A.B.A will reward you with nearly unmatched aggression as one of the most terrifying characters in the game. Learn to love her double-edged playstyle. <br />
}}<br />
{{GGACR/Infobox<br />
|fastestAttack= [[#5P|5P]] (3F)<br />
|reversal= [[#Judgement|623H]] (Armor 18F/12F)<br/>[[#FB Judgement|623D]] (Armor 18F/12F)<br/>[[#FB Dragging|236D]] (Invincible 26F)<br/>[[#Altercation|6321463214S]] (17F)<br />
}}<br />
{{ProsAndCons<br />
|intro= puts a strong emphasis on risk/reward by managing her slow, yet versatile, "Normal" Mode and her two incredibly oppressive, but life draining, "Moroha" and "Goku Moroha" Modes.<br />
|pros=<br />
* '''Strong Anti-airs:''' A.B.A has access to powerful anti-airs in all 3 forms that can all lead to great damage, corner carry and knockdowns on hit, as well as cover a variety of aerial approach options.<br />
* '''Deceptive Tangibility:''' A.B.A's infamously weird hurtboxes combined with her heavyweight nature make her weirdly hard to combo.<br />
* '''Burst Mobility:''' Normal Mode has slow walk speed, but {{MMC|input=236P|label=Dragging}} can be used to duck under attacks in neutral. Moroha and Goku Moroha have multiple airdashes, jump-cancellable normals, and one of the fastest runspeeds in the game, making Moroha A.B.A an extreme threat in neutral.<br />
* '''Great Installs:''' Normal Moroha mode improves ABA mobility, pressure, mixups, pokes and damage, and gives her access to Danzai and GM. Goku Moroha gives her a massive boost in offensive capabilities and life refill, and even the activation is an oppressive attack.<br />
* '''Tanky:''' A.B.A has a high defense modifier and stun resist, and she can self-heal with {{MMC|input=63214P[m]|label=Bloodpack}}, {{MMC|input=63214H|label=Keygrab}}, or when activating {{MMC|input=6321463214S|label=Goku Moroha}} to make up for her health drain.<br />
* '''Snowball Potential:''' Even in Normal Mode {{MMC|input=236D|label=FB Dragging}} 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. <br />
|cons=<br />
* '''Normal Mode:''' ABA begins every round in Normal Mode, which has somewhat awkward normals, as well as generally poor and committal mobility. ABA often needs to RPS at the start of every round in order to gain access to her stronger tools in Moroha mode<br />
* '''Health drain:''' During both Moroha and Goku Moroha, ABA will constantly take self inflicted damage as she hits the opponent, which can only be healed back by using Bloodpacks, Keygrab or Goku Moroha. Poor management of her health can often lead to sudden deaths by abare<br />
* '''Limited Unique Resource:''' ABA uses her bloodpacks to enter and exit Moroha Mode safely, as well as to enter Goku Moroha, and mismanagement of these can leave her stuck in Normal Mode, or in a disadvantageous position in Moroha Mode with no means of safely escaping it<br />
* '''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.<br />
}}<br />
</div><br />
<br />
==Unique Mechanics==<br />
==={{InvisibleText|Mode Switch}}===<br />
{{card|width=4<br />
|header=Mode Switch<br />
|content=A.B.A starts every round in her Normal mode.<br />
A.B.A can switch to her Moroha mode by either successfully hitting the opponent with Bonding (keygrab) or by using Injecting (bloodpack). While in Moroha mode, all of A.B.A's normals (notably S and H) and specials are significantly changed for the better, but she must manage a constantly depleting unique meter, and she will inflict self damage upon hitting the opponent or making them block. Also, with 50 meter, A.B.A also has access to a heavily-improved version of this mode called Goku Moroha mode.<br><br />
<br />
The amount of self damage A.B.A takes varies because of different factors: in Moroha mode she takes 50% recoil damage this is raised to 85% in Goku Moroha mode. However all of this it is scaled by A.B.A's own defensive modifier and guts, meaning her self damage is never fixed. As an example this means at full health she takes roughly 44,5% self damage in Moroha and 75,65% in Goku Moroha.<br />
}}<br />
<br />
=={{InvisibleText|Blood Packs}}==<br />
{{card|width=4<br />
|header=Blood Packs [[File:GGACR_ABA_BloodPack.png|24px]]<br />
|content=A.B.A starts each round with a limited resource known as Blood Packs.<br />
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.<br />
}}<br />
=={{InvisibleText|Starter Guide}}==<br />
{{StarterBlurb}}<br />
=={{InvisibleText|Moroha Mode Movement Stat Changes}}==<br />
{{card|width=4<br />
|header=Moroha Mode Movement Stat Changes<br />
|content=<br />
Below is a basic overview of movement stats which change during each of A.B.A's modes. For a full list of movement values, check the [[GGACR/A.B.A/Frame Data#Movement Stats|full frame data page]].<br />
{{#cargo_query:tables=ggacrCharacters<br />
|fields=name=Mode,CONCAT(backdashDuration, "F \(1~", backdashInvulnerability, "F Strike Invuln\)")=Backdash,numberOfAirDashes=Air Dashes,initialDashSpeed=Initial Dash Speed,jumpVXForwards=Forwards Jump Speed,airDashForwardsSpeed=Forwards Air Dash Speed<br />
|where=name in ("A.B.A", "A.B.A (Moroha)", "A.B.A (Goku Moroha)")<br />
|format=table<br />
|order by=Air Dashes, Mode<br />
}}<br />
}}<br />
{{FrameChartKey}}<br />
<br />
==Normal Moves==<br />
<div class="movelist-toggles sticky"><br />
<div id="movelist-toggle-1" class="movelist-toggle-button">[[File:GGACR_ABA_Normal_Icon.png|link=|32x32px]] &nbsp; Normal</div><br />
<div id="movelist-toggle-2" class="movelist-toggle-button">[[File:GGACR_ABA_Moroha_Icon.png|link=]] &nbsp; Moroha</div><br />
<div id="movelist-toggle-3" class="movelist-toggle-button">[[File:GGACR_ABA_Goku_Moroha_Icon.png|link=]] &nbsp; Goku Moroha</div><br />
</div><br />
<div id="movelist-1" class="movelist"><br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGACR Move Card<br />
|input=5P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 2<br />
|recovery = 7<br />
}}<br />
While {{clr|1|5P}} isn't much of a traditional FG jab, it sees good use as a reactionary anti-air/counter-poke, with three frames of head invulnerability. Its speed also helps ABA convert falling {{clr|4|j.H}} at any height into {{clr|5|2D}} > keygrab.<br />
<br />
On block, however, this is where the move really shines, as you have the option to mix them up with a proximity throw keygrab or with a frame trap, using either {{clr|2|5K}}, {{clr|2|2K}}, {{clr|5|2D}} or {{clr|4|6H}}, to prevent jump-outs.<br />
<br />
Whiffs on crouching Faust, Zappa, Kliff, Millia, and Anji (only when in hitstun)<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGACR Move Card<br />
|input=5K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 5<br />
|recovery = 6<br />
}}<br />
A go-to poke, balancing speed and range amongst Normal Mode's overall slow moveset. Being able to self-cancel on hit and staying plus on block very much helps.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|2|5K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGACR Move Card<br />
|input=c.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 3<br />
|recovery = 12<br />
}}<br />
Proximity normal. Rather important for combos leading to keygrab or rekkas.<br />
<br />
Interestingly enough, you can do a reverse gatling cancel on block into {{clr|1|2P}} to remain more plus.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|2P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGACR Move Card<br />
|input=f.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 3<br />
|recovery = 14<br />
}}<br />
Standing low with acceptable speed. Will catch opponents off guard due to how far forward it moves, which makes a great frame trap after {{clr|3|c.S}}.<br />
<br />
Being safe on block means you can try to go for big frame traps like {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, or even an IAD {{clr|4|j.H}} pressure reset.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGACR Move Card<br />
|input=5H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 7<br />
|recovery = 27<br />
}}<br />
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.<br />
<br />
On hit, you can combo into keygrab or rekkas > bloodpack to enter MM. On block, thanks to its great pushback, you can cancel into bloodpack or whiff cancel {{clr|5|2D}} to reset back to neutral. You can also cancel into slide and remain fairly safe as a gimmicky way to stay close to the opponent.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===<br />
{{GGACR Move Card<br />
|input=5D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 25<br />
|active = 4<br />
|recovery = 15<br />
}}<br />
Despite its decent nature, you probably won't use this much since you'll mostly be on the defensive in Normal Mode. If you land it, you should do a short air combo into Keygrab.<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGACR Move Card<br />
|input=6P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 8<br />
|recovery = 10<br />
|offset = 3<br />
|inactive = 5<br />
}}<br />
A relatively fast two-hitting {{clr|1|6P}}. Serves its purpose well enough as a situational AA. You can only combo this into 2S though, aside from jump and special cancels.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|3|2S}}<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGACR Move Card<br />
|input=6H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 18<br />
|active = 9<br />
|recovery = 25<br />
}}<br />
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.<br />
<br />
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 <br />
{{clr|2|236K}} to remain somewhat safer. Don't whiff this.<br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGACR Move Card<br />
|input=2P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 2<br />
|recovery = 6<br />
}}<br />
2F slower than {{clr|1|5P}}, but more far-reaching and plus on block. Standard crouching jab.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGACR Move Card<br />
|input=2K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 4<br />
|recovery = 10<br />
}}<br />
A low poke with OK range. Leads to either rekkas or {{clr|5|2D}} > Keygrab on hit.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|3|c.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGACR Move Card<br />
|input=2S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 6<br />
|recovery = 13<br />
}}<br />
Fantastic hitboxes makes this move a great anti-air that leads to a short air combo ending with keygrab. Moves ABA slightly forward.<br />
<br />
Essentially an air KD on CH, so you often can combo into keygrab from trades.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGACR Move Card<br />
|input=2H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 15<br />
|recovery = 10<br />
|offset = 8<br />
|inactive = 3<br />
}}<br />
1st hit launches the opponent, which leads to easy combos ending with keygrab. Although {{clr|4|2H}} is slow, its hitboxes are rather disjointed, which can stuff things unexpectedly and might win against jump-ins and moves behind her, or trade with them favorably.<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGACR Move Card<br />
|input=2D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 3<br />
|recovery = 15<br />
}}<br />
Pretty typical. You'll usually end ground strings with this into keygrab.<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGACR Move Card<br />
|input=j.P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 14<br />
}}<br />
Excellent fast A2A with a good disjointed hitbox. You can do neutral/forward jump > {{clr|1|j.P}} as rather safe roundstart option. On hit, you can confirm into (JC) {{clr|1|j.P}} > keygrab.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGACR Move Card<br />
|input=j.K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 8<br />
|recovery = 12<br />
}}<br />
Hits directly above ABA, so this attack functions well as a rising anti-air. As it can launch grounded opponents with fairly generous untechable frames, you use this to convert stray IAD strings (i.e. IAD {{clr|3|j.S}} {{clr|1|j.P}} {{clr|2|j.K}}) into a short air combo ending with keygrab. <br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGACR Move Card<br />
|input=j.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 8<br />
|recovery = 11<br />
}}<br />
Pretty safe to just throw this around in neutral. Works well in most situations due to its speed and good hitbox.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|4|j.H}}<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGACR Move Card<br />
|input=j.H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 1<br />
}}<br />
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.<br />
<br />
Generally safe enough on standing block that you can cancel it to {{clr|1|5P}} to extend your pressure. If IB'd though, you can be punished by DPs or throws, though you can gamble with keygrab as a frametrap. High risk - high reward.<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGACR Move Card<br />
|input=j.D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 16<br />
|active = 4<br />
|recovery = 13<br />
|specialRecovery = 5<br />
}}<br />
Nice horizontal range, but very slow. Works mainly as a preemptive AA. On CH, provided you're close enough to the opponent, you might be able to get a keygrab. Otherwise, just use a bloodpack after hits.<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GGACR Move Card<br />
|input=Ground Throw<br />
|description=<br />
Tosses them away into a knockdown. Your best option after landing a grab is often to (dash) keygrab. Can wallbounce if you're near the corner.<br />
<br />
{{clr|4|6H}} sends the opponent backward while {{clr|4|4H}} sends them forward. Best OSed with either {{clr|2|5K}} or {{clr|3|c.S}} unless keeping the corner is necessary<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGACR Move Card<br />
|input=Air Throw<br />
|description=<br />
Standard airthrow. (Dash) keygrab is possible if you airthrow them close to the ground, for a burst safe mode switch.<br />
}}<br />
<br />
===<big>Dead Angle Attack</big>===<br />
{{GGACR Move Card<br />
|input=DAA<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 7<br />
|recovery = 29<br />
}}<br />
ABA's Dead angle is faster than most dead angles and comes with significantly more invulnerability and knocks down the opponent. However, it's usually a much better use of meter if you can IB > FB slide (see below) their pressure/oki, especially when your back is against the corner.<br />
<br />
On regular hit, you can keygrab out of the knockdown. Oddly enough, this is not possible on CH.<br />
}}<br />
<br />
===<big>Blue Burst</big>===<br />
{{GGACR_Move_Card<br />
|input=D+X<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 6<br />
|recovery = 24<br />
|specialRecovery = 3<br />
}}<br />
A.B.A has a unique Blue Burst. Unlike other characters, her Burst has 2F less startup and 3F shorter recovery. <br />
}}<br />
<br />
==Special Moves==<br />
===<big>Deletion</big>===<br />
{{InputBadge|{{clr|3|236S}}}}<br />
{{GGACR Move Card<br />
|input=236S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 2<br />
|recovery = 17<br />
}}<br />
The start of ABA's rekkas. One of the better hitboxes in NM. Works great as a knockdown tool in case {{clr|5|2D}} > keygrab isn't possible.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Ruin</big>===<br />
{{InputBadge|{{clr|3|236S}} > {{clr|3|46S}}}}<br />
{{GGACR Move Card<br />
|input=236S > 46S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 3<br />
|recovery = 19<br />
}}<br />
2nd part of the rekkas. Staggers on hit, but it’s rather wimpy in Normal Mode and requires an RC to get any sort of advantage. You can also frame trap with this, but can easily be disrespected by almost all reversal options, or just backdash.<br />
}}<br />
<br />
===<big>Condemnation</big>===<br />
{{InputBadge|{{clr|3|46S}} > {{clr|3|63214S}}}}<br />
{{GGACR Move Card<br />
|input=236S > 46S > 63214S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 3<br />
|recovery = 31<br />
|frcStart = 14<br />
|frcEnd = 15<br />
}}<br />
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].<br />
<br />
In the corner, provided ABA's close enough to the opponent, you can do continue the combo meterlessly by linking with {{clr|3|c.S}}/{{clr|3|f.S}}/{{clr|3|2S}} > keygrab, or {{clr|2|2K}} {{clr|3|c.S}} > keygrab (on mids/heavies only), though both of this are rather tight.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Bonding</big>===<br />
{{InputBadge|{{clr|4|63214H}} (Air OK)}}<br />
{{GGACR Move Card<br />
|input=63214H,j.63214H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 12<br />
|recovery = 30<br />
}}<br />
Keygrab. The most important move in your arsenal. <br />
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.<br />
<br />
This move acts as both a command throw and a strike. If from anywhere from frames 4-9, the opponent is in a throwable state and the move is in range, it will grab them. Afterwards, it will turn into a strike for the remainder of its active frames, meaning that the move can also be combo'd into. If the strike is blocked, however, it becomes very unsafe.<br />
}}<br />
<br />
===<big>Dragging</big>===<br />
{{InputBadge|{{clr|1|236P}}}}<br />
{{GGACR Move Card<br />
|input=236P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 28<br />
|frcStart = 11<br />
|frcEnd = 13<br />
}}<br />
Vitally useful. Being an evasive slide, A.B.A. becomes '''very''' low-profile when executing this move, making it great for sliding under projectiles or anticipated pokes for a throw > Keygrab. You can even slide under stuff like {{clr|1|2P}}s or Robo-Ky’s knee bazooka! Just beware of lows/being thrown before the slide is over.<br />
<br />
Has an FRC point just as A.B.A. tucks herself inward, which can be used as a last resort to cancel the slide if baited, or to bait your opponent into attempting a punish. At times, slide can also be a gimmicky movement option, especially after {{clr|4|5H}} on CH/block or {{clr|4|6H}} on hit.<br />
}}<br />
<br />
===<big>Retribution</big>===<br />
{{InputBadge|{{clr|2|236K}}\{{clr|3|46S}} > {{clr|2|236K}}}}<br />
{{GGACR Move Card<br />
|input=236K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 22<br />
|active = 3<br />
|recovery = 20<br />
|frcStart = 28<br />
|frcEnd = 30<br />
}}<br />
A far reaching overhead. Throw and feet invincible mid kick, making for a good meaty. Slightly unsafe on hit/block, though it has a rather late FRC point, so you can use it to confirm into {{clr|2|5K}}/{{clr|3|c.S}} > xxx > keygrab. Staggers on CH for quite a while, giving you a free keygrab. Can also be used in place of the 3rd Rekka ({{clr|3|63214S}}).<br />
}}<br />
<br />
===<big>Avoidance</big>===<br />
{{InputBadge|{{clr|4|236H}}}}<br />
{{GGACR Move Card<br />
|input=236H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 35<br />
|isProjectile = true<br />
|recovery = 6<br />
|frcStart = 23<br />
|frcEnd = 24<br />
}}<br />
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.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Injecting</big>===<br />
{{InputBadge|{{clr|1|63214P}}}}<br />
{{GGACR Move Card<br />
|input=63214P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 38<br />
}}<br />
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.<br />
<br />
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.<br />
}}<br />
<br />
==Force Breaks==<br />
===<big>FB Dragging</big>===<br />
{{InputBadge|{{clr|5|236D}}}}<br />
{{GGACR Move Card<br />
|input=236D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 26<br />
|frcStart = 9<br />
|frcEnd = 23<br />
}}<br />
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.<br />
<br />
It will evade oki, including meaty setups. It will slide through moves and supers, even stuff like Raou’s Bellows Malice, for easy Keygrabs. It has a huge FRC point, which is highly useful in certain situations since you can FRC to choose which side of the opponent A.B.A will appear on, or to buffer into a surprise Keygrab. A 25% "reversal" option never looked so good.<br />
*Doesn't work out of dash normally, but can be done with a Negative Edge {{clr|5|D}} held during dash startup then let go during it's cancel frames, giving you stronger control of positioning in situations such as going through Justice N.B. sets from further away and Testament Zeinest/HITOMI setups designed to catch normal FB Dragging distance.<br />
}}<br />
<br />
==Overdrives==<br />
===<big>Evidence: Concealment</big>===<br />
{{InputBadge|{{clr|4|632146H}}}}<br />
{{GGACR Move Card<br />
|input=632146H,632146H > 236H,632146H > 236H > 236H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 19<br />
|active = 6<br />
|recovery = 34<br />
|frcStart = 19<br />
|frcEnd = 22<br />
}}<br />
Normal mode exclusive. Despite not having full invul all the way through startup, it can kind of work as a reversal, sometimes.<br />
<br />
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.<br />
----<br />
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.<br />
}}<br />
<br />
===<big>Evidence: Destruction</big>===<br />
{{InputBadge|{{clr|1|j.632146P}}}}<br />
{{GGACR Move Card<br />
|input=j.632146P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = <br />
|active = <br />
|recovery = <br />
}}<br />
Highly situational air super, with some startup invuln. You can use this as an expensive air-to-air to kill low health opponents, as it will beat almost any air normal and a lot of anti airs, though it will trade sometimes. You can also use this to end air combos with it if it'll kill, or extend ground ones via TK'ing after {{clr|3|f.S}}. <br />
}}<br />
<br />
<!--------------------- MOROHA MODE ---------------------------------><br />
</div><br />
<div id="movelist-2" class="movelist"><br />
In Moroha mode, ABA's attacks receive slight to moderate damage boosts, along with different, greatly improved {{clr|3|S}}, {{clr|4|H}}, and {{clr|5|D}} normals.<br />
<br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGACR Move Card<br />
|input=5P[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 2<br />
|recovery = 7<br />
}}<br />
While {{clr|1|5P}} isn't much of a traditional FG jab, it sees good use as a reactionary anti-air/counter-poke, with three frames of head invulnerability. Its speed also helps ABA convert falling {{clr|4|j.H}} at any height into MM {{clr|3|c.S}} > {{clr|4|2H}} > etc, or {{clr|3|f.S}} > rekkas.<br />
<br />
On block, you can mix the opponent up with tick throws, or extend your pressure into {{clr|4|2H}} to remain plus.<br />
<br />
Whiffs on crouching Faust, Zappa, Kliff, Millia, and Anji (only when in hitstun)<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGACR Move Card<br />
|input=5K[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 5<br />
|recovery = 6<br />
}}<br />
As good as it was in Normal Mode but sees less use due to her other strong pokes and counterpokes in Moroha such as {{clr|3|f.S}} or {{clr|5|2D}}. Notably its much faster and quicker to recover than some of her other options which can help her in staying safe in neutral to things like jumping or {{keyword|low profile}} options<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|6P}}, {{clr|2|5K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGACR Move Card<br />
|input=c.S[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 3<br />
|recovery = 14<br />
}}<br />
A great pressure starter/extender that cranks up their guardbar rather well. In Moroha mode, this normal gains a monstrous hitbox along with foot invuln during startup and active frames, while being just 2f slower than NM {{clr|3|c.S}}. Cancel this into {{clr|3|f.S}}, {{clr|4|5H}}, or {{clr|4|2H}} to continue your pressure.<br />
<br />
As it's 0 on block, you can also try to frametrap with her gatling options or with specials, or even Goku Moroha activation ({{clr|3|6321463214S}}).<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGACR Move Card<br />
|input=f.S[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 2<br />
|inactive2 = 2<br />
|active3 = 2<br />
|recovery = 16<br />
}}<br />
With its amazing range and disjointed hitboxes, Moroha {{clr|3|f.S}} is a staple for your neutral, and is also a beefy poke to start your pressure game.<br />
<br />
As it hits twice, you can throw this out to stuff hyper armored moves or familiars that eat hits (Little Eddie, Zappa's Dog, Dizzy's Fish), which nicely leads to {{clr|4|5H}} or rekkas. No longer hits low unlike in Normal mode.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGACR Move Card<br />
|input=5H[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 5<br />
|inactive2 = 6<br />
|active3 = 2<br />
|recovery = 12<br />
}}<br />
Even though it's 2f slower than NM {{clr|4|5H}}, this move hits twice, builds a ridiculous amount of guard bar on block, and vacuums on the second hit, which is also an important part in your Moroha refresh combos (xxx > {{clr|4|5H}} with both hits > 1st rekka > 2nd rekka > double keygrab). On crouching opponents, you can also combo this into {{clr|4|6H}} for optimal damage and meter gain.<br />
<br />
Due to its lenient cancel window, you can also frame trap with Moroha ABA's various gatling options: either {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|2D}}, or even rekkas, allowing you to keep the opponent close and get their guard bar flashing in about a second. An excellent pressure tool that is somehow 0 on block.<br />
<br />
There is a gap between {{clr|4|5H}} 2nd hit and the first hit of {{clr|4|2H}} on block that can be reversaled through, but is unthrowable on normal block. 3 frame normals such as Sol and Order-Sols {{clr|2|5K}} or A.B.As {{clr|1|5P}} will beat this. 4 frame normals will trade with the second hit but will leave A.B.A at enough advantage for her to be able to combo dash {{clr|3|c.S}}. {{clr|4|5H}} 1st hit to {{clr|4|2H}} is gapless unless IBed<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|3|2S}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===<br />
{{GGACR Move Card<br />
|input=5D[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 24<br />
|active = 4<br />
|recovery = 15<br />
}}<br />
A frame faster than the Normal mode version and fairly safe for a {{clr|5|5D}} at only -5. On normal hit can lead into impossible dust combos, but very useful against an opponent with flashing risc due to the automatic counter hit properties. On counter hit gives you any combo you want since its completely untechable. Not particularly noteworthy but important to keep your opponent from getting too comfortable just down-backing.<br />
*Interestingly, you can cancel this into {{MMC|input=6321463214S|label=Altercation}}, to keep yourself plus on block or even get a free combo (provided you have the resources) by TKing the super input, cancelling the flash frame into dust Homing Jump and not using any meter or bloodpacks!<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGACR Move Card<br />
|input=6P[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 6<br />
|recovery = 17<br />
}}<br />
In Moroha mode, its hitbox is a little altered since Paracelsus' head changes shape, but functions the same as NM's. On block, you can now cancel it to {{clr|4|6H}} to reset or end pressure.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|3|2S}}, {{clr|4|6H}}<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGACR Move Card<br />
|input=6H[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 14<br />
|recovery = 30<br />
}}<br />
No longer a slow CH stun fishing move in Moroha, {{clr|4|6H}} now hits twice, gains jump cancels, sports exceptional range, cranks the guardbar nicely, and hurts a lot more. The fact that you can jump cancel this means that on block, you get to do some gimmicky pressure resets via {{clr|4|6H}} (1) > IAD {{clr|4|j.H}}. Alternatively, you can just do {{clr|3|236S}} to end pressure more safely.<br />
<br />
On its own, this move mostly sees use against people trying to backdash her oki on wakeup in the corner, or those trying to low profile {{clr|3|f.S}} or {{clr|4|5H}} from far away. If you managed to land a hit from max range, rekkas or butt ({{clr|4|421H}}, air hit only) are your only meterless options.<br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGACR Move Card<br />
|input=2P[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 2<br />
|recovery = 6<br />
}}<br />
Mostly identical to NM version, though thanks to the speed boost ABA gains in Moroha, you can dash in and use this to pressure the opponent or just tick throw them.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGACR Move Card<br />
|input=2K[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 4<br />
|recovery = 10<br />
}}<br />
Aside from a slight damage boost, this move is virtually the same as the NM version. Useful for opening the opponent up during mixups.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGACR Move Card<br />
|input=2S[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 6<br />
|recovery = 18<br />
}}<br />
A fantastic anti-air. Despite being 50% slower than NM {{clr|3|2S}}, it makes up for having ludicrous hitboxes and range. When done preemptively, this will hard punish most jump-ins. Great reward on CH. On block , you get a gimmicky high/low mixup with {{clr|5|5D}} and {{clr|5|2D}}, but going for {{clr|5|2D}} into rekkas is usually preferred.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGACR Move Card<br />
|input=2H[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 14<br />
|recovery = 6<br />
|frcStart = 20<br />
|frcEnd = 22<br />
}}<br />
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.<br />
<br />
Being slightly airborne before going active means ABA is throw-invuln during this window, so you can use this as a nice meaty button. To top it off, MM {{clr|4|2H}} also has an FRC point just as the axe touches the ground for the 2nd hit, which is excellent for applying baits or pressure. Insane.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|3|2S}}<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGACR Move Card<br />
|input=2D[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 2<br />
|recovery = 23<br />
}}<br />
In Morohaville, {{clr|5|2D}}'s range grows from standard to absurd. Near the corner, you can confirm into rekka loops (except on Axl, Baiken, Bridget, Millia, and May). At max range, you can use it to bait reversals, and include a hitstop OS with rekkas. It will convert on hit, but you'll be safe on whiff, as long as you space it properly.<br />
<br />
Notably, on CH or against light characters, you can combo this into GM activation, leading to a nice damaging combo with knockdown and oki.<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGACR Move Card<br />
|input=j.P[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 14<br />
}}<br />
Mostly identical to NM version, but you can now chain it on block to the improved MM {{clr|4|j.H}} to keep pressuring the opponent from air to ground.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGACR Move Card<br />
|input=j.K[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 8<br />
|recovery = 12<br />
}}<br />
Being 1f faster in Moroha mode means this move works rather nicely as a rising air-to-air now, even though {{clr|3|2S}} still yields far better rewards on CH. You will mostly use this move in tandem with her fuzzy high/low mixup along with {{clr|3|j.S}}.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGACR Move Card<br />
|input=j.S[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 5<br />
|recovery = 12<br />
}}<br />
Excellent air-to-air. Slightly slower in comparison to NM {{clr|3|j.S}}, but has much better range, damage, and attack level. Crucial for her fuzzy high/low mixups.<br />
<br />
Your standard setup for fuzzies is [{{clr|3|j.S}} > d{{clr|3|j.S}} > falling {{clr|4|j.H}} > land] into more combos. These lead to BIG damage, upwards of 300+ depending on guard bar and available tension. Since it combos to {{clr|1|j.P}} or {{clr|2|j.K}}, you can fuzzy guard by doing [{{clr|3|j.S}} > {{clr|2|j.K}}] or [{{clr|3|j.S}} > {{clr|1|j.P}}]. The latter isn't as useful since the hitstun on {{clr|1|j.P}} is subpar, but the reward from {{clr|3|j.S}} > {{clr|2|j.K}} is superb. Knock an opponent down in the corner do [running {{clr|3|j.S}} > {{clr|2|j.K}} > d{{clr|3|j.S}} > {{clr|4|j.H}}]. Done properly, this is airtight, and if the opponent blocks low at any point, they're getting fuzzied. Other options include land > throw after the fuzzy, or do more {{clr|1|j.P}}s.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGACR Move Card<br />
|input=j.H[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 6<br />
|recovery = 20<br />
}}<br />
ABA's notorious air normal. Aside from gaining huge hitboxes in Moroha, {{clr|4|j.H}} also tucks her hurtbox upwards, making it great not just for air-to-air interactions, but also for jump-ins, especially crossups. The built-in OS with airthrow doesn't do your opponents any favors either, so don't hesitate throwing this out in neutral.<br />
<br />
On CH, you can easily confirm it into a short KD combo or ludicrous damage, despite its prorate. On normal hit/block from IAD height, you can link it to {{clr|1|5P}}, which easily leads to your ground strings. People hate this move.<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGACR Move Card<br />
|input=j.D[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 4<br />
|recovery = 13<br />
|specialRecovery = 5<br />
}}<br />
Faster and more far-reaching than NM version, so {{clr|5|j.D}} can occasionally be used as a CH fishing move in neutral, as you have higher rewards in Moroha. This move is also a key ingredient in A.B.A.’s Orb loop. Otherwise, there are better air-to-air options.<br />
}}<br />
<br />
===<big>Universal Mechanics</big>===<br />
----<br />
===<big>Ground Throw</big>===<br />
{{GGACR Move Card<br />
|input=Ground Throw[m]<br />
|description=<br />
Moroha and Goku Moroha version slams into a ground bounce on hit. Standard range, but easily leads into a lot of damage, especially with a raised Guard Bar. Tick throw with any fast normals ({{clr|1|5P}}, {{clr|1|2P}}, {{clr|2|2K}}) or after vacuuming them in with {{clr|4|5H}}. A crucial part of A.B.A's offensive gameplan.<br />
<br />
{{clr|4|6H}} sends the opponent backward while {{clr|4|4H}} sends them forward. Can be OSed with {{clr|2|5K}} or {{clr|3|c.S}}, but even {{clr|4|5H}} and {{clr|4|6H}} are surprisingly good at catching jump-outs and backdashes, though are much slower.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGACR Move Card<br />
|input=Air Throw[m]<br />
|description=<br />
Identical to NM version. As usual, (dash) keygrab is possible if you airthrow them close to the ground, for a burst safe mode switch.<br />
}}<br />
<br />
===<big>Dead Angle Attack</big>===<br />
{{GGACR Move Card<br />
|input=DAA[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 2<br />
|inactive2 = 2<br />
|active3 = 2<br />
|recovery = 20<br />
}}<br />
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.<br />
}}<br />
<br />
===<big>Special Moves</big>===<br />
----<br />
===<big>Deletion</big>===<br />
{{InputBadge|{{clr|3|236S}}}}<br />
{{GGACR Move Card<br />
|input=236S[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 2<br />
|recovery = 17<br />
}}<br />
The start of ABA's rekkas. Having better hitboxes and startup, along with the forward momentum boost before its active frames, Moroha {{clr|3|236S}} is a rather nice poke you often can throw out in neutral that's difficult to low profile. It's unsafe, but its long range and decent pushback make it safe-ish from afar.<br />
}}<br />
<br />
===<big>Ruin</big>===<br />
{{InputBadge|{{clr|3|236S}} > {{clr|3|46S}}}}<br />
{{GGACR Move Card<br />
|input=236S > 46S[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 3<br />
|recovery = 19<br />
}}<br />
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.<br />
<br />
You can also immediately cancel it to GM activation {{clr|3|6321463214S}}, with 50 meter. Notably, you can do a short combo [xxx > 2nd rekka > keygrab x2] to refresh her Moroha gauge, thanks to its stagger effect on ground hit.<br />
}}<br />
<br />
===<big>Condemnation</big>===<br />
{{InputBadge|{{clr|3|46S}} > {{clr|3|63214S}}}}<br />
{{GGACR Move Card<br />
|input=236S > 46S > 63214S[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 3<br />
|recovery = 28<br />
|frcStart = 14<br />
|frcEnd = 15<br />
}}<br />
The last part of her rekkas. In Moroha, it gain even more groundslide time, which allows you to do rekka loops [xx > {{clr|5|2D}} > 1st rekka > 2nd rekka > delayed 3rd rekka] x 2/3. Still pretty unsafe on block, but the opponent still has to respect it due to its FRC point, as well as the fact you can activate GM as late as possible. <br />
}}<br />
<br />
===<big>Bonding</big>===<br />
{{InputBadge|{{clr|4|63214H}} (Air OK)}}<br />
{{GGACR Move Card<br />
|input=63214H[m],j.63214H[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 12<br />
|recovery = 30<br />
}}<br />
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.<br />
<br />
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.<br />
*On block, can cancel to {{MMC|input=6321463214S|label=Altercation}}, or be RC'd.<br />
}}<br />
<br />
===<big>Engorgement</big>===<br />
{{InputBadge|{{clr|4|421H}}}}<br />
{{GGACR Move Card<br />
|input=421H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 21<br />
|active = 11<br />
|recovery = 14<br />
}}<br />
Headbutt, aka butt. ABA hops forward along with Paracelsus. Works well as a combo ender, and is a staple of Butt loops. Its long active time can make it safe when it makes contact late, but otherwise it doesn't see much use in neutral. With meter, you can RC on hit or block to double jump or airdash afterwards.<br />
}}<br />
<br />
===<big>Judgment</big>===<br />
{{InputBadge|{{clr|4|623H}}}}<br />
{{GGACR Move Card<br />
|input=623H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 18<br />
|active = 6<br />
|inactive2 = 20<br />
|active3 = 3<br />
|recovery = 25<br />
}}<br />
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!<br />
<br />
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.<br />
<br />
As Danzai is a special move, it is also cancellable to GM activation (with 50 meter), making it a particularly dangerous offensive option.<br />
}}<br />
<br />
===<big>Displacement</big>===<br />
{{InputBadge|{{clr|1|63214P}}}}<br />
{{GGACR Move Card<br />
|input=63214P[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 40<br />
|frcStart = 10<br />
|frcEnd = 13<br />
}}<br />
Bloodpack exit. Spends one pack to return to Normal Mode and restore 120% of self-inflicted damage. Has an FRC point to make recovery less punishable.<br />
}}<br />
<br />
===<big>Blunder</big>===<br />
{{InputBadge|{{clr|2|41236K}}\{{clr|3|46S}} > {{clr|2|236K}}}}<br />
{{GGACR Move Card<br />
|input=41236K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 28<br />
|active = 1<br />
|recovery = 29<br />
}}<br />
Flipkick. Throw/low invincible overhead/pseudo-unblockable (can be air blocked) which ground bounces on hit and staggers the opponent on standing block. Most commonly used in tandem with {{MMC|input=236D[m]|label=FB Bloodball}} for an expensive but very powerful unblockable setup into {{MMC|input=6321463214S|label=Goku Moroha}}<br />
}}<br />
<br />
===<big>Eradication</big>===<br />
{{InputBadge|{{clr|3|j.41236S}}}}<br />
{{GGACR Move Card<br />
|input=j.41236S<br />
|description=<br />
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.<br />
<br />
You can also use this move low to the ground as a meaty to bait wake-up throw attempts. Moreover, it's possible for both orbs to touch the opponent on oki situations, which will hurt a LOT on hit, though this is usually not reversal safe. Has an FRC point to remain safe, though, just as A.B.A. begins to tuck her outstretched leg back in, right when the orbs become active. Dash jump at downed opponent > orbs (FRC) on top of them > {{clr|2|2K}}, {{clr|5|5D}}, etc. to begin pressure.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Suka Motion</big>===<br />
{{InputBadge|Moroha Gauge reaches 0}}<br />
{{GGACR Move Card<br />
|input=Suka Motion<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 52<br />
}}<br />
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.<br />
<br />
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:<br />
# Is in the middle of an attack animation<br />
# Follows regular Moroha's gatling rules (you will not be able to do gatlings that are only possible in Goku Moroha)<br />
# 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)<br />
<br />
If your Moroha gauge runs out mid-combo/blockstring, you can end it quickly with keygrab, bloodpack exit, or activate GM to recover safely.<br />
}}<br />
<br />
===<big>Force Breaks</big>===<br />
----<br />
===<big>FB Avoidance</big>===<br />
{{InputBadge|{{clr|5|236D}}}}<br />
{{GGACR Move Card<br />
|input=236D[m]<br />
|description=<br />
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. <br><br />
<br />
The multihit part of the projectile has a weird property where the gap will always be the same, ignoring hitstop when it hits. This means against Jam's parry and SB the projectile will still lock them in hitstop preventing them from even using a reversal option. <br />
}}<br />
<br />
===<big>FB Judgment</big>===<br />
{{InputBadge|{{clr|5|623D}}}}<br />
{{GGACR Move Card<br />
|input=623D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 18<br />
|active = 6<br />
|inactive2 = 20<br />
|active3 = 3<br />
|recovery = 25<br />
}}<br />
FB Danzai launches higher on hit and gets hyper armor for the upswing till Christmas, plowing through pretty much anything as long as you still have life left. Obscene.<br />
}}<br />
<br />
===<big>Overdrives</big>===<br />
----<br />
===<big>Evidence: Destruction</big>===<br />
{{InputBadge|{{clr|1|j.632146P}}}}<br />
{{GGACR Move Card<br />
|input=j.632146P[m],j.632146P > 214K<br />
|description=<br />
No longer hits overhead, but now allows you to follow up with additional hits by inputting {{clr|2|j.214K}} for some extra damage. Its usage is identical to NM version, though, and there's an even better super you can do in Moroha mode for which you should really save up meter.<br />
----<br />
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.<br />
}}<br />
<br />
===<big>Altercation</big>===<br />
{{InputBadge|{{clr|3|6321463214S}}}}<br />
{{GGACR Move Card<br />
|input=6321463214S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 3<br />
|recovery = 27<br />
}}<br />
Your win condition. Provided you have one bloodpack and enough meter, ABA performs an aggressive mode switch attack with hitboxes completely surrounding her, then switches her to '''Goku Moroha''' mode, replenishing her Moroha gauge and turning it blue in the process. It's invulnerable from frames 1-15, staggers on ground hit, wallbounces or knocks down on air hit, and cannot be interrupted. You can cancel into this super from '''anything''' grounded (normals/specials, except {{MMC|input=421H|label=Engorgement}}), rendering Moroha ABA a constant threat whenever she has 50 meter.<br />
<br />
In this state, ABA gains a tremendous speed boost for both her movement and her attacks, double airdash, jump cancels for most of her normals, extra FRC points for many of her specials along with wider FRC windows, and extra properties for some of her moves. But most importantly, her gatling limitations are removed, as she can now cancel any normal into anything, as well as reverse cancel them (i.e. {{clr|1|6P}} > {{clr|4|5H}} > {{clr|1|6P}} > {{clr|4|5H}} > etc). Let them know fear.<br />
<br />
Do note that in GM, ABA also inflicts more self-damage on hit/block, so make sure to not overextend in pressure. Additionally, despite its great hitbox it loses invincibility 2 frames before the attack itself comes out, making it prone to trading if timed incorrectly. It also goes active 2 frames after the super freeze, meaning it can be counter-supered, backdashed, DPed, or even {{keyword|slashback|}}ed with proper timing (-11 on SB). A.B.A is also left very vulnerable if this attack whiffs, as she has no way to Roman Cancel the attack and is in counter hit state for the entire recovery.<br />
}}<br />
<br />
<!--------------------- GOKU MOROHA MODE ---------------------------------><br />
</div><br />
<div id="movelist-3" class="movelist"><br />
<br />
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.<br />
<br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGACR Move Card<br />
|input=5P[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 2<br />
|recovery = 6<br />
}}<br />
{{clr|1|5P}} reaches its full potential in Goku Moroha mode thanks to its unrestricted gatling routes, allowing you to whiff cancel this move from virtually any other normal on block to remain completely safe. For instance, you can do xx > {{clr|3|f.S}} > {{clr|1|5P}} > whiff cancel {{clr|3|f.S}} > {{clr|1|5P}} > whiff cancel etc, which is an airtight blockstring if done correctly.<br />
<br />
On block, you can mix the opponent up with tick throws, or extend your pressure into {{clr|3|S}} or {{clr|4|H}} normals for frame traps/remaining plus. A more detailed explanation on this can be found [[GGACR/A.B.A/Strategy#5P_Rebeat|here]]<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal, including itself)<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGACR Move Card<br />
|input=5K[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 5<br />
|recovery = 4<br />
}}<br />
With the general GM gatling and speed buffs, this move becomes far more useful as a pressure extender and a safe-ish frame trap that can be DAA/burst-safe, while still being plus on block.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any normal, including itself)<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGACR Move Card<br />
|input=c.S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 3<br />
|recovery = 9<br />
}}<br />
Multipurpose normal. Good for throw OSes at 7 frames, amazing for pressure due to being +5 on block, jump cancels for IAD pressure, gatlings to lows with {{clr|2|2K}} and {{clr|5|2D}} and overheads with {{MMC|chara=A.B.A|input = 41236K[gm]|label = flipkick}} and {{clr|5|5D}}. Great for reverse gatlings to create burst safe routing from any hit and provide stability without sacrificing damage. From further out some gatlings may go into {{MMC|chara=A.B.A|input = f.S[gm]|label = f.S}} so be prepared to adjust combos on the fly in case of that. Can occasionally be used as a proximity anti-air due to its speed but is occasionally prone to trading due to a larger upward hurtbox than {{MMC|chara=A.B.A|input = 2S[gm]|label = 2S}}. Trades are usually in your favor but shouldn't be overly relied upon<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGACR Move Card<br />
|input=f.S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 2<br />
|inactive2 = 2<br />
|active3 = 2<br />
|recovery = 12<br />
}}<br />
A 7F-startup normal that is completely disjointed for the first hit, is +3 on its own, and ALSO jump-cancellable, this move retains all of what makes MM {{clr|3|f.S}} good, combined with all the juicy GM buffs ABA receives. Your party starter.<br />
<br />
On hit/block, it leads nicely to {{clr|4|5H}}, which you can reverse chain back into {{clr|3|f.S}} again, or go for a pressure reset with {{clr|1|5P}} whiff cancels.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal except {{clr|3|c.S}})<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGACR Move Card<br />
|input=5H[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 4<br />
|inactive2 = 4<br />
|active3 = 2<br />
|recovery = 11<br />
}}<br />
While still a tad slow at 11 frames, Goku Moroha {{clr|4|5H}} is still a fantastic and multipurpose normal. Still serves its purpose well as a poke and counterpoke, particularly due to its ability to {{keyword|rebeat}} into {{clr|1|5P}} on block to create huge frame advantage from far away, or if it counterhits avoid the 2nd hit undoing your stagger and allowing you to dash up and continue your combo. Also gains natural frame advantage on block due to the marginally shorter recovery<br />
<br />
There is a gap between {{clr|4|5H}} 2nd hit and the first hit of {{clr|4|2H}} on block that can be reversaled through, but is unthrowable on normal block. 3 frame normals such as Sol and Order-Sols {{clr|2|5K}} or A.B.As {{clr|1|5P}} will beat this. 4 frame normals will trade with the second hit but will leave A.B.A at enough advantage for her to be able to combo dash {{clr|3|c.S}}. {{clr|4|5H}} 1st hit to {{clr|4|2H}} is gapless unless IBed<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===<br />
{{GGACR Move Card<br />
|input=5D[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 22<br />
|active = 4<br />
|recovery = 15<br />
}}<br />
Another two frames shaved off the startup puts Goku {{clr|5|5D}} at the second fastest dust in the game after {{Character Label|GGACR|Sol}} Dragon Install 5D. Still decently safe, leads to impossible dust on normal hit, and extremely good when used on an opponent with high risc to cash out on damage. Even unoptimized 5D combos with high risc are liable to do an excess of 50%. Faster than her other overhead in Goku but a bit more situational. Still good to keep your opponent from trying to block everything<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGACR Move Card<br />
|input=6P[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 2<br />
|active2 = 3<br />
|recovery = 12<br />
}}<br />
In Moroha mode, its hitbox is a little altered since Paracelsus' head changes shape, but functions the same as NM's. On block, you can now cancel it to {{clr|4|6H}} to reset or end pressure.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGACR Move Card<br />
|input=6H[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 7<br />
|active2 = 7<br />
|recovery = 24<br />
}}<br />
No longer a slow CH stun fishing move in Moroha, {{clr|4|6H}} now hits twice, gains jump cancels, sports exceptional range, cranks the guardbar nicely, and hurts a lot more. The fact that you can jump cancel this means that on block, you get to do some gimmicky pressure resets via {{clr|4|6H}} (1) > IAD {{clr|4|j.H}}. Alternatively, you can just do {{clr|3|236S}} to end pressure more safely.<br />
<br />
On its own, this move mostly sees use against people trying to backdash her oki on wakeup in the corner, or those trying to low profile {{clr|3|f.S}} or {{clr|4|5H}} from far away. If you managed to land a hit from max range, rekkas or butt ({{clr|4|421H}}, air hit only) are your only meterless options.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGACR Move Card<br />
|input=2P[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 2<br />
|recovery = 6<br />
}}<br />
Mostly identical to NM version, though thanks to the speed boost ABA gains in Moroha, you can dash in and use this to pressure the opponent or just tick throw them.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal, including itself)<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGACR Move Card<br />
|input=2K[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 10<br />
}}<br />
Aside from a slight damage boost, this move is virtually the same as the NM version. Useful for opening the opponent up during mixups.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGACR Move Card<br />
|input=2S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 6<br />
|recovery = 9<br />
}}<br />
Goku 2S loses 3 frames of startup and half its recovery compared to {{MMC|chara=A.B.A|input = 2S[m]|label = Moroha 2S}} putting this at just a frame slower than {{MMC|chara=A.B.A|input = 2S|label = Normal 2S}}, and with significantly less risk associated with whiffing this move. It also gains a self gatling, though this is rarely used compared to its special cancels and reverse gatlings into all of her other normals<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal, including itself)<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGACR Move Card<br />
|input=2H[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 3<br />
|active2= 11<br />
|recovery = 6<br />
|frcStart = 20<br />
|frcEnd = 22<br />
}}<br />
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.<br />
<br />
Being slightly airborne before going active means ABA is throw-invuln during this window, so you can use this as a nice meaty button. To top it off, MM {{clr|4|2H}} also has an FRC point just as the axe touches the ground for the 2nd hit, which is excellent for applying baits or pressure. Insane.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGACR Move Card<br />
|input=2D[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 2<br />
|recovery = 23<br />
}}<br />
In Morohaville, {{clr|5|2D}}'s range grows from standard to absurd. Near the corner, you can confirm into rekka loops (except on Axl, Baiken, Bridget, Millia, and May). At max range, you can use it to bait reversals, and include a hitstop OS with rekkas. It will convert on hit, but you'll be safe on whiff, as long as you space it properly. In Goku can start pressure from halfscreen with 5P whiff rebeat pressure in order to give yourself better frame advantage on block. Against certain characters (Potemkin, Robo-Ky, Anji, Testament and Johnny) 2D->whiff 5P->f.S is a link that allows you to confirm into rekkas from max range on hit and is + enough on block for f.S to be a true blockstring<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGACR Move Card<br />
|input=j.P[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 4<br />
|recovery = 4<br />
}}<br />
1 frame faster than the NM or MM version puts this at the fastest air-to-air in the game tied with Order-Sol, Justice, Jam and Millia<br />
*Speed makes it impossible to IB>Throw when self gatlinged<br />
*Very disjointed. Difficult to contest due to the speed and hitbox<br />
*Very strong as a guts crush due to the self gatling. Good for closing out rounds<br />
*Gatlings to every air normal she has for easy air-to-air confirms<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal, including itself)<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGACR Move Card<br />
|input=j.K[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 8<br />
|recovery = 12<br />
}}<br />
Being 1f faster in Moroha mode means this move works rather nicely as a rising air-to-air now, even though {{clr|3|2S}} still yields far better rewards on CH. You will mostly use this move in tandem with her fuzzy high/low mixup along with {{clr|3|j.S}}.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal, including itself)<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGACR Move Card<br />
|input=j.S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 4<br />
|recovery = 2<br />
}}<br />
Excellent air-to-air. Slightly slower in comparison to NM {{clr|3|j.S}}, but has much better range, damage, and attack level. Crucial for her fuzzy high/low mixups.<br />
<br />
Your standard setup for fuzzies is [{{clr|3|j.S}} > d{{clr|3|j.S}} > falling {{clr|4|j.H}} > land] into more combos. These lead to BIG damage, upwards of 300+ depending on guard bar and available tension. Since it combos to {{clr|1|j.P}} or {{clr|2|j.K}}, you can fuzzy guard by doing [{{clr|3|j.S}} > {{clr|2|j.K}}] or [{{clr|3|j.S}} > {{clr|1|j.P}}]. The latter isn't as useful since the hitstun on {{clr|1|j.P}} is subpar, but the reward from {{clr|3|j.S}} > {{clr|2|j.K}} is superb. Knock an opponent down in the corner do [running {{clr|3|j.S}} > {{clr|2|j.K}} > d{{clr|3|j.S}} > {{clr|4|j.H}}]. Done properly, this is airtight, and if the opponent blocks low at any point, they're getting fuzzied. Other options include land > throw after the fuzzy, or do more {{clr|1|j.P}}s.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGACR Move Card<br />
|input=j.H[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 6<br />
|recovery = 20<br />
}}<br />
ABA's notorious air normal. Aside from gaining huge hitboxes in Moroha, {{clr|4|j.H}} also tucks her hurtbox upwards, making it great not just for air-to-air interactions, but also for jump-ins, especially crossups. The built-in OS with airthrow doesn't do your opponents any favors either, so don't hesitate throwing this out in neutral.<br />
<br />
On CH, you can easily confirm it into a short KD combo or ludicrous damage, despite its prorate. On normal hit/block from IAD height, you can link it to {{clr|1|5P}}, which easily leads to your ground strings. People hate this move.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGACR Move Card<br />
|input=j.D[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 4<br />
|recovery = 10<br />
|specialRecovery = 5<br />
}}<br />
Significantly faster than the other versions of j.D at 7 frames makes this a very nice air-to-air addition for ABA that's significantly rewarding on counter hit due to the wallbounce. Bear in mind that unlike her other air normals this cannot reverse gatling to other jump normals, but a cancel into {{MMC|chara=A.B.A|input = j.41236S[gm]|label = Orb}} with the FRC will generally keep you safe if your opponent blocks this<br />
}}<br />
<br />
===<big>Universal Mechanics</big>===<br />
----<br />
===<big>Ground Throw</big>===<br />
{{GGACR Move Card<br />
|input=Ground Throw[m]<br />
|description=<br />
Moroha and Goku Moroha version slams into a ground bounce on hit. Standard range, but easily leads into a lot of damage, especially with a raised Guard Bar. Tick throw with any fast normals ({{clr|1|5P}}, {{clr|1|2P}}, {{clr|2|2K}}) or after vacuuming them in with {{clr|4|5H}}. <br />
<br />
{{clr|4|6H}} sends the opponent backward while {{clr|4|4H}} sends them forward. Best OSed with either {{clr|2|5K}} or {{clr|3|c.S}} unless keeping the corner is necessary<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGACR Move Card<br />
|input=Air Throw[m]<br />
|description=<br />
Identical to NM version. As usual, (dash) keygrab is possible if you airthrow them close to the ground, for a burst safe mode switch.<br />
}}<br />
<br />
===<big>Dead Angle Attack</big>===<br />
{{GGACR Move Card<br />
|input=DAA[m]<br />
|description=<br />
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.<br />
}}<br />
<br />
===<big>Special Moves</big>===<br />
----<br />
===<big>Deletion</big>===<br />
{{InputBadge|{{clr|3|236S}}}}<br />
{{GGACR Move Card<br />
|input=236S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 2<br />
|recovery = 17<br />
|frcStart = 10<br />
|frcEnd = 13<br />
}}<br />
The start of ABA's rekkas. Having better hitboxes and startup, along with the forward momentum boost before its active frames, Moroha {{clr|3|236S}} is a rather nice poke you often can throw out in neutral that's difficult to low profile. It's unsafe, but its long range and decent pushback make it safe-ish from afar.<br />
}}<br />
<br />
===<big>Ruin</big>===<br />
{{InputBadge|{{clr|3|236S}} > {{clr|3|46S}}}}<br />
{{GGACR Move Card<br />
|input=236S > 46S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 3<br />
|recovery = 19<br />
|frcStart = 5<br />
|frcEnd = 8<br />
}}<br />
Largely identical to the Moroha version aside from the FRC point added just before the attack hits which can be used to OS whiffs or extend juggles and ground combos that would otherwise be difficult or impossible to extend. Less used due to her better combo options in Goku but still a vital part of Rekka loops in the corner, and can still refresh moroha due to the stagger effect on the 2nd hit allowing a combo into {{MMC|chara=A.B.A|input = 63214H|label = Keygrab}}<br />
}}<br />
<br />
===<big>Condemnation</big>===<br />
{{InputBadge|{{clr|3|46S}} > {{clr|3|63214S}}}}<br />
{{GGACR Move Card<br />
|input=236S > 46S > 63214S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 3<br />
|recovery = 23<br />
|frcStart = 14<br />
|frcEnd = 17<br />
}}<br />
Gains even more groundslide time in Goku Moroha, allowing for up to 4(!) reps of Rekka loops in the corner against most characters that Rekka loops work on. The FRC point is also wider and it has less recovery in general, but is still rather unsafe on block. Generally less favored than butt loops due to lower damage but still builds a lot of meter for A.B.A and gives her conversions from a lot of ranges<br />
}}<br />
<br />
===<big>Bonding</big>===<br />
{{InputBadge|{{clr|4|63214H}} (Air OK)}}<br />
{{GGACR Move Card<br />
|input=63214H[m],j.63214H[m]<br />
|description=<br />
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.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Engorgement</big>===<br />
{{InputBadge|{{clr|4|421H}}}}<br />
{{GGACR Move Card<br />
|input=421H[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 20<br />
|active = 11<br />
|recovery = 10<br />
}}<br />
Essential combo tool in Goku Moroha, leads to many of your max damage routes due to the jump cancel this move gains during Goku Moroha. Doing this move into 412369S will give you an auto-timed TK {{MMC|chara=A.B.A|input = j.41236S[gm]|label = Orb}} that will land both hits on most characters and gives easy extensions due to the widened FRC on Goku Orbs. Also useful for meterless extensions midscreen with the jump cancel, and gives you access to enormous damage and conversions that otherwise wouldn't be possible<br />
}}<br />
<br />
===<big>Judgment</big>===<br />
{{InputBadge|{{clr|4|623H}}}}<br />
{{GGACR Move Card<br />
|input=623H[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 4<br />
|inactive2 = 14<br />
|active3 = 2<br />
|recovery = 21<br />
|frcStart = 12<br />
|frcEnd = 14<br />
}}<br />
Danzai becomes even better in Goku Moroha, as it becomes a whopping 6 frames faster, with a shorter gap between the hits and less recovery, making it better for anti-airing, defense and generally just pestering your opponent with enormous armored hitboxes. Best of all, in Goku it gains an FRC point just as the first hit connects, which can make your opponent guess as to whether you'll let it rip or FRC it on block to get free plus frames to continue your pressure with, as well as allowing you to bypass the 2nd hits heavy forced proration for the cost of 25 meter. The FRC can also be done on whiff, potentially saving you from a whiffed danzai<br />
}}<br />
<br />
===<big>Displacement</big>===<br />
{{InputBadge|{{clr|1|63214P}}}}<br />
{{GGACR Move Card<br />
|input=63214P[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 40<br />
|frcStart = 10<br />
|frcEnd = 13<br />
}}<br />
Bloodpack exit. Spends one pack to return to Normal Mode and restore 120% of self-inflicted damage. Has an FRC point to make recovery less punishable.<br />
}}<br />
<br />
===<big>Blunder</big>===<br />
{{InputBadge|{{clr|2|41236K}}\{{clr|3|46S}} > {{clr|2|236K}}}}<br />
{{GGACR Move Card<br />
|input=41236K[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 28<br />
|active = 1<br />
|recovery = 19<br />
|frcStart = 28<br />
|frcEnd = 30<br />
}}<br />
Flipkick. Throw/low invincible overhead/pseudo-unblockable (can be air blocked) which ground bounces on hit and staggers the opponent on standing block. Has significantly less recovery than regular flipkick making combos out of it on both hit and block much more standard. Gains an FRC point in Goku point which can be used to safely bait things that would normally beat her unblockable setups like a {{keyword|Dead Angle}}, backdash, certain {{keyword|dragon punch}}es or low profile moves like {{MMC|chara=Sol Badguy|input=214S|label=Grand Viper}}<br />
}}<br />
<br />
===<big>Eradication</big>===<br />
{{InputBadge|{{clr|3|j.41236S}}}}<br />
{{GGACR Move Card<br />
|input=j.41236S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 6<br />
|active2 = 5<br />
|specialRecovery = 12<br />
|frcStart = 15<br />
|frcEnd = 18<br />
}}<br />
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.<br />
<br />
You can also use this move low to the ground as a meaty to bait wake-up throw attempts. Moreover, it's possible for both orbs to touch the opponent on oki situations, which will hurt a LOT on hit, though this is usually not reversal safe. Has an FRC point to remain safe, though, just as A.B.A. begins to tuck her outstretched leg back in, right when the orbs become active. Dash jump at downed opponent > orbs (FRC) on top of them > {{clr|2|2K}}, {{clr|5|5D}}, etc. to begin pressure.<br />
}}<br />
<br />
===<big>Suka Motion</big>===<br />
{{InputBadge|Moroha Gauge reaches 0}}<br />
{{GGACR Move Card<br />
|input=Suka Motion<br />
|description=<br />
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.<br />
<br />
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:<br />
# Is in the middle of an attack animation<br />
# Follows regular Moroha's gatling rules (you will not be able to do gatlings that are only possible in Goku Moroha)<br />
# 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)<br />
<br />
If your Moroha gauge runs out mid-combo/blockstring, you can end it quickly with keygrab or bloodpack exit to recover safely.<br />
}}<br />
<br />
===<big>Force Breaks</big>===<br />
----<br />
===<big>FB Avoidance</big>===<br />
{{InputBadge|{{clr|5|236D}}}}<br />
{{GGACR Move Card<br />
|input=236D[m]<br />
|description=<br />
Moroha-exclusive bloodball. A lingering projectile that hits 6 times and is often used in conjunction with A.B.A's {{MMC|input=41236K[gm]|label=flipkick}} to create difficult to escape unblockable setups. In the corner its even possible to loop these setups using a {{MMC|input=j.H[gm]|label={{clr|4|j.H}}}} ender to set up a meaty bloodball and repeat the sequence afterward. The projecile will stay out even if A.B.A gets hit after a certain point, and the multihit nature means that opponents that {{keyword|Faultless Defense}} this attack will burn through a lot of tension, forcing opponents who are low on health to sacrifice their meter to stay alive if they block this attack. Can be very useful vs characters with limited grounded mobility to give them something extra to think about when attempting to approach, as fireballs tend to be<br><br />
<br />
The multihit part of the projectile has a weird property where the gap will always be the same, ignoring hitstop when it hits. This means that against Jam's parry and SB the projectile will still lock them in hitstop preventing them from even using a reversal option. <br />
}}<br />
<br />
===<big>FB Judgment</big>===<br />
{{InputBadge|{{clr|5|623D}}}}<br />
{{GGACR Move Card<br />
|input=623D[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 4<br />
|inactive2 = 14<br />
|active3 = 2<br />
|recovery = 21<br />
|frcStart = 12<br />
|frcEnd = 14<br />
}}<br />
Everything good about regular FB Danzai becomes better in Goku due to the faster startup allowing you to more easily blow through and punish things. Coupled with the FRC point that's identical to meterless Goku Danzai gives ABA a disgustingly powerful callout tool at the cost of 50 meter, that on block is completely safe and on hit gives her an unscaled launcher. Everything you could want in a special and then some<br />
}}<br />
<br />
===<big>Overdrives</big>===<br />
----<br />
===<big>Evidence: Destruction</big>===<br />
{{InputBadge|{{clr|1|j.632146P}}}}<br />
{{GGACR Move Card<br />
|input=j.632146P[m],j.632146P > 214K<br />
|description=<br />
No longer hits overhead, but now allows you to follow up with additional hits by inputting {{clr|2|j.214K}} for some extra damage. Its usage is identical to NM version, though, and there's an even better super you can do in Moroha mode for which you should really save up meter.<br />
----<br />
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.<br />
}}<br />
<!--------------------- END DON'T MESS WITH ME ---------------------------------><br />
</div><br />
<br />
==Instant Kill==<br />
===<big>Darkness of Ignorance</big>===<br />
{{InputBadge|During IK Mode: {{clr|4|236236H}}}}<br />
{{GGACR Move Card<br />
|input=236236H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 36<br />
|active = 5<br />
|recovery = 40<br />
}}<br />
Standard IK. Rather useful after CH NM {{clr|4|6H}} punish attempts.<br />
}}<br />
<br />
==Colors==<br />
{{GGACRColors|Character=A.B.A}}<br />
<br />
==Navigation==<br />
{{notice|To edit frame data, edit values in [[GGACR/A.B.A/Data]].}}<br />
{{#lst:GGACR/Navigation}}<br />
[[Category:Guilty Gear XX Accent Core + R]]<br />
[[Category:A.B.A]]<br />
[[Category:Unga]]</div>Sobosswagnerhttps://www.dustloop.com/wiki/index.php?title=GGACR/A.B.A&diff=404161GGACR/A.B.A2023-07-29T13:39:14Z<p>Sobosswagner: /* Altercation */ corrected recovery on the frame chart</p>
<hr />
<div>==Overview==<br />
{{GGACR/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content= 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 {{MMC|input=236P|label=Dragging}}. By landing her command throw/hitgrab {{MMC|input=63214H|label=Bonding}}, or spending resources to perform {{MMC|input=63214P|label=Injecting}}, 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, {{MMC|input=6321463214S|label=Altercation}}, 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.<br />
<br />
This comes at a cost, however. In Moroha and Goku Moroha mode, A.B.A's attacks will drain her own health whenever make contact with an opponent, whether that's a hit or block. She also has an active meter which will slowly drain towards empty, and will lose about 30% every time she is knocked down and goes into a wakeup animation. When the meter empties, she forcefully reverts back into NM with {{MMC|input=Suka Motion}}, a lengthy stance that makes her susceptible to eating a full combo or 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.<br />
<br />
A.B.A is best for players who love to balance risk against reward. Learn to love her double-edged playstyle. <br />
}}<br />
{{GGACR/Infobox<br />
|fastestAttack= [[#5P|5P]] (3F)<br />
|reversal= [[#Judgement|623H]] (Armor 18F/12F)<br/>[[#FB Judgement|623D]] (Armor 18F/12F)<br/>[[#FB Dragging|236D]] (Invincible 26F)<br/>[[#Altercation|6321463214S]] (17F)<br />
}}<br />
{{ProsAndCons<br />
|intro= puts a strong emphasis on risk/reward by managing her slow, yet versatile, "Normal" Mode and her two incredibly oppressive, but life draining, "Moroha" and "Goku Moroha" Modes.<br />
|pros=<br />
* '''Strong Anti-airs:''' A.B.A has access to powerful anti-airs in all 3 forms that can all lead to great damage, corner carry and knockdowns on hit, as well as cover a variety of aerial approach options.<br />
* '''Deceptive Tangibility:''' A.B.A's infamously weird hurtboxes combined with her heavyweight nature make her weirdly hard to combo.<br />
* '''Burst Mobility:''' Normal Mode has slow walk speed, but {{MMC|input=236P|label=Dragging}} can be used to duck under attacks in neutral. Moroha and Goku Moroha have multiple airdashes, jump-cancellable normals, and one of the fastest runspeeds in the game, making Moroha A.B.A an extreme threat in neutral.<br />
* '''Great Installs:''' Normal Moroha mode improves ABA mobility, pressure, mixups, pokes and damage, and gives her access to Danzai and GM. Goku Moroha gives her a massive boost in offensive capabilities and life refill, and even the activation is an oppressive attack.<br />
* '''Tanky:''' A.B.A has a high defense modifier and stun resist, and she can self-heal with {{MMC|input=63214P[m]|label=Bloodpack}}, {{MMC|input=63214H|label=Keygrab}}, or when activating {{MMC|input=6321463214S|label=Goku Moroha}} to make up for her health drain.<br />
* '''Snowball Potential:''' Even in Normal Mode {{MMC|input=236D|label=FB Dragging}} 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. <br />
|cons=<br />
* '''Normal Mode:''' ABA begins every round in Normal Mode, which has somewhat awkward normals, as well as generally poor and committal mobility. ABA often needs to RPS at the start of every round in order to gain access to her stronger tools in Moroha mode<br />
* '''Health drain:''' During both Moroha and Goku Moroha, ABA will constantly take self inflicted damage as she hits the opponent, which can only be healed back by using Bloodpacks, Keygrab or Goku Moroha. Poor management of her health can often lead to sudden deaths by abare<br />
* '''Limited Unique Resource:''' ABA uses her bloodpacks to enter and exit Moroha Mode safely, as well as to enter Goku Moroha, and mismanagement of these can leave her stuck in Normal Mode, or in a disadvantageous position in Moroha Mode with no means of safely escaping it<br />
* '''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.<br />
}}<br />
</div><br />
<br />
==Unique Mechanics==<br />
==={{InvisibleText|Mode Switch}}===<br />
{{card|width=4<br />
|header=Mode Switch<br />
|content=A.B.A starts every round in her Normal mode.<br />
A.B.A can switch to her Moroha mode by either successfully hitting the opponent with Bonding (keygrab) or by using Injecting (bloodpack). While in Moroha mode, all of A.B.A's normals (notably S and H) and specials are significantly changed for the better, but she must manage a constantly depleting unique meter, and she will inflict self damage upon hitting the opponent or making them block. Also, with 50 meter, A.B.A also has access to a heavily-improved version of this mode called Goku Moroha mode.<br><br />
<br />
The amount of self damage A.B.A takes varies because of different factors: in Moroha mode she takes 50% recoil damage this is raised to 85% in Goku Moroha mode. However all of this it is scaled by A.B.A's own defensive modifier and guts, meaning her self damage is never fixed. As an example this means at full health she takes roughly 44,5% self damage in Moroha and 75,65% in Goku Moroha.<br />
}}<br />
<br />
=={{InvisibleText|Blood Packs}}==<br />
{{card|width=4<br />
|header=Blood Packs [[File:GGACR_ABA_BloodPack.png|24px]]<br />
|content=A.B.A starts each round with a limited resource known as Blood Packs.<br />
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.<br />
}}<br />
=={{InvisibleText|Starter Guide}}==<br />
{{StarterBlurb}}<br />
=={{InvisibleText|Moroha Mode Movement Stat Changes}}==<br />
{{card|width=4<br />
|header=Moroha Mode Movement Stat Changes<br />
|content=<br />
Below is a basic overview of movement stats which change during each of A.B.A's modes. For a full list of movement values, check the [[GGACR/A.B.A/Frame Data#Movement Stats|full frame data page]].<br />
{{#cargo_query:tables=ggacrCharacters<br />
|fields=name=Mode,CONCAT(backdashDuration, "F \(1~", backdashInvulnerability, "F Strike Invuln\)")=Backdash,numberOfAirDashes=Air Dashes,initialDashSpeed=Initial Dash Speed,jumpVXForwards=Forwards Jump Speed,airDashForwardsSpeed=Forwards Air Dash Speed<br />
|where=name in ("A.B.A", "A.B.A (Moroha)", "A.B.A (Goku Moroha)")<br />
|format=table<br />
|order by=Air Dashes, Mode<br />
}}<br />
}}<br />
{{FrameChartKey}}<br />
<br />
==Normal Moves==<br />
<div class="movelist-toggles sticky"><br />
<div id="movelist-toggle-1" class="movelist-toggle-button">[[File:GGACR_ABA_Normal_Icon.png|link=|32x32px]] &nbsp; Normal</div><br />
<div id="movelist-toggle-2" class="movelist-toggle-button">[[File:GGACR_ABA_Moroha_Icon.png|link=]] &nbsp; Moroha</div><br />
<div id="movelist-toggle-3" class="movelist-toggle-button">[[File:GGACR_ABA_Goku_Moroha_Icon.png|link=]] &nbsp; Goku Moroha</div><br />
</div><br />
<div id="movelist-1" class="movelist"><br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGACR Move Card<br />
|input=5P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 2<br />
|recovery = 7<br />
}}<br />
While {{clr|1|5P}} isn't much of a traditional FG jab, it sees good use as a reactionary anti-air/counter-poke, with three frames of head invulnerability. Its speed also helps ABA convert falling {{clr|4|j.H}} at any height into {{clr|5|2D}} > keygrab.<br />
<br />
On block, however, this is where the move really shines, as you have the option to mix them up with a proximity throw keygrab or with a frame trap, using either {{clr|2|5K}}, {{clr|2|2K}}, {{clr|5|2D}} or {{clr|4|6H}}, to prevent jump-outs.<br />
<br />
Whiffs on crouching Faust, Zappa, Kliff, Millia, and Anji (only when in hitstun)<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGACR Move Card<br />
|input=5K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 5<br />
|recovery = 6<br />
}}<br />
A go-to poke, balancing speed and range amongst Normal Mode's overall slow moveset. Being able to self-cancel on hit and staying plus on block very much helps.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|2|5K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGACR Move Card<br />
|input=c.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 3<br />
|recovery = 12<br />
}}<br />
Proximity normal. Rather important for combos leading to keygrab or rekkas.<br />
<br />
Interestingly enough, you can do a reverse gatling cancel on block into {{clr|1|2P}} to remain more plus.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|2P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGACR Move Card<br />
|input=f.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 3<br />
|recovery = 14<br />
}}<br />
Standing low with acceptable speed. Will catch opponents off guard due to how far forward it moves, which makes a great frame trap after {{clr|3|c.S}}.<br />
<br />
Being safe on block means you can try to go for big frame traps like {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, or even an IAD {{clr|4|j.H}} pressure reset.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGACR Move Card<br />
|input=5H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 7<br />
|recovery = 27<br />
}}<br />
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.<br />
<br />
On hit, you can combo into keygrab or rekkas > bloodpack to enter MM. On block, thanks to its great pushback, you can cancel into bloodpack or whiff cancel {{clr|5|2D}} to reset back to neutral. You can also cancel into slide and remain fairly safe as a gimmicky way to stay close to the opponent.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===<br />
{{GGACR Move Card<br />
|input=5D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 25<br />
|active = 4<br />
|recovery = 15<br />
}}<br />
Despite its decent nature, you probably won't use this much since you'll mostly be on the defensive in Normal Mode. If you land it, you should do a short air combo into Keygrab.<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGACR Move Card<br />
|input=6P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 8<br />
|recovery = 10<br />
|offset = 3<br />
|inactive = 5<br />
}}<br />
A relatively fast two-hitting {{clr|1|6P}}. Serves its purpose well enough as a situational AA. You can only combo this into 2S though, aside from jump and special cancels.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|3|2S}}<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGACR Move Card<br />
|input=6H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 18<br />
|active = 9<br />
|recovery = 25<br />
}}<br />
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.<br />
<br />
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 <br />
{{clr|2|236K}} to remain somewhat safer. Don't whiff this.<br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGACR Move Card<br />
|input=2P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 2<br />
|recovery = 6<br />
}}<br />
2F slower than {{clr|1|5P}}, but more far-reaching and plus on block. Standard crouching jab.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGACR Move Card<br />
|input=2K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 4<br />
|recovery = 10<br />
}}<br />
A low poke with OK range. Leads to either rekkas or {{clr|5|2D}} > Keygrab on hit.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|3|c.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGACR Move Card<br />
|input=2S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 6<br />
|recovery = 13<br />
}}<br />
Fantastic hitboxes makes this move a great anti-air that leads to a short air combo ending with keygrab. Moves ABA slightly forward.<br />
<br />
Essentially an air KD on CH, so you often can combo into keygrab from trades.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGACR Move Card<br />
|input=2H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 15<br />
|recovery = 10<br />
|offset = 8<br />
|inactive = 3<br />
}}<br />
1st hit launches the opponent, which leads to easy combos ending with keygrab. Although {{clr|4|2H}} is slow, its hitboxes are rather disjointed, which can stuff things unexpectedly and might win against jump-ins and moves behind her, or trade with them favorably.<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGACR Move Card<br />
|input=2D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 3<br />
|recovery = 15<br />
}}<br />
Pretty typical. You'll usually end ground strings with this into keygrab.<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGACR Move Card<br />
|input=j.P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 14<br />
}}<br />
Excellent fast A2A with a good disjointed hitbox. You can do neutral/forward jump > {{clr|1|j.P}} as rather safe roundstart option. On hit, you can confirm into (JC) {{clr|1|j.P}} > keygrab.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGACR Move Card<br />
|input=j.K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 8<br />
|recovery = 12<br />
}}<br />
Hits directly above ABA, so this attack functions well as a rising anti-air. As it can launch grounded opponents with fairly generous untechable frames, you use this to convert stray IAD strings (i.e. IAD {{clr|3|j.S}} {{clr|1|j.P}} {{clr|2|j.K}}) into a short air combo ending with keygrab. <br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGACR Move Card<br />
|input=j.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 8<br />
|recovery = 11<br />
}}<br />
Pretty safe to just throw this around in neutral. Works well in most situations due to its speed and good hitbox.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|4|j.H}}<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGACR Move Card<br />
|input=j.H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 1<br />
}}<br />
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.<br />
<br />
Generally safe enough on standing block that you can cancel it to {{clr|1|5P}} to extend your pressure. If IB'd though, you can be punished by DPs or throws, though you can gamble with keygrab as a frametrap. High risk - high reward.<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGACR Move Card<br />
|input=j.D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 16<br />
|active = 4<br />
|recovery = 13<br />
|specialRecovery = 5<br />
}}<br />
Nice horizontal range, but very slow. Works mainly as a preemptive AA. On CH, provided you're close enough to the opponent, you might be able to get a keygrab. Otherwise, just use a bloodpack after hits.<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GGACR Move Card<br />
|input=Ground Throw<br />
|description=<br />
Tosses them away into a knockdown. Your best option after landing a grab is often to (dash) keygrab. Can wallbounce if you're near the corner.<br />
<br />
{{clr|4|6H}} sends the opponent backward while {{clr|4|4H}} sends them forward. Best OSed with either {{clr|2|5K}} or {{clr|3|c.S}} unless keeping the corner is necessary<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGACR Move Card<br />
|input=Air Throw<br />
|description=<br />
Standard airthrow. (Dash) keygrab is possible if you airthrow them close to the ground, for a burst safe mode switch.<br />
}}<br />
<br />
===<big>Dead Angle Attack</big>===<br />
{{GGACR Move Card<br />
|input=DAA<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 7<br />
|recovery = 29<br />
}}<br />
ABA's Dead angle is faster than most dead angles and comes with significantly more invulnerability and knocks down the opponent. However, it's usually a much better use of meter if you can IB > FB slide (see below) their pressure/oki, especially when your back is against the corner.<br />
<br />
On regular hit, you can keygrab out of the knockdown. Oddly enough, this is not possible on CH.<br />
}}<br />
<br />
===<big>Blue Burst</big>===<br />
{{GGACR_Move_Card<br />
|input=D+X<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 6<br />
|recovery = 24<br />
|specialRecovery = 3<br />
}}<br />
A.B.A has a unique Blue Burst. Unlike other characters, her Burst has 2F less startup and 3F shorter recovery. <br />
}}<br />
<br />
==Special Moves==<br />
===<big>Deletion</big>===<br />
{{InputBadge|{{clr|3|236S}}}}<br />
{{GGACR Move Card<br />
|input=236S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 2<br />
|recovery = 17<br />
}}<br />
The start of ABA's rekkas. One of the better hitboxes in NM. Works great as a knockdown tool in case {{clr|5|2D}} > keygrab isn't possible.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Ruin</big>===<br />
{{InputBadge|{{clr|3|236S}} > {{clr|3|46S}}}}<br />
{{GGACR Move Card<br />
|input=236S > 46S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 3<br />
|recovery = 19<br />
}}<br />
2nd part of the rekkas. Staggers on hit, but it’s rather wimpy in Normal Mode and requires an RC to get any sort of advantage. You can also frame trap with this, but can easily be disrespected by almost all reversal options, or just backdash.<br />
}}<br />
<br />
===<big>Condemnation</big>===<br />
{{InputBadge|{{clr|3|46S}} > {{clr|3|63214S}}}}<br />
{{GGACR Move Card<br />
|input=236S > 46S > 63214S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 3<br />
|recovery = 31<br />
|frcStart = 14<br />
|frcEnd = 15<br />
}}<br />
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].<br />
<br />
In the corner, provided ABA's close enough to the opponent, you can do continue the combo meterlessly by linking with {{clr|3|c.S}}/{{clr|3|f.S}}/{{clr|3|2S}} > keygrab, or {{clr|2|2K}} {{clr|3|c.S}} > keygrab (on mids/heavies only), though both of this are rather tight.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Bonding</big>===<br />
{{InputBadge|{{clr|4|63214H}} (Air OK)}}<br />
{{GGACR Move Card<br />
|input=63214H,j.63214H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 12<br />
|recovery = 30<br />
}}<br />
Keygrab. The most important move in your arsenal. <br />
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.<br />
<br />
This move acts as both a command throw and a strike. If from anywhere from frames 4-9, the opponent is in a throwable state and the move is in range, it will grab them. Afterwards, it will turn into a strike for the remainder of its active frames, meaning that the move can also be combo'd into. If the strike is blocked, however, it becomes very unsafe.<br />
}}<br />
<br />
===<big>Dragging</big>===<br />
{{InputBadge|{{clr|1|236P}}}}<br />
{{GGACR Move Card<br />
|input=236P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 28<br />
|frcStart = 11<br />
|frcEnd = 13<br />
}}<br />
Vitally useful. Being an evasive slide, A.B.A. becomes '''very''' low-profile when executing this move, making it great for sliding under projectiles or anticipated pokes for a throw > Keygrab. You can even slide under stuff like {{clr|1|2P}}s or Robo-Ky’s knee bazooka! Just beware of lows/being thrown before the slide is over.<br />
<br />
Has an FRC point just as A.B.A. tucks herself inward, which can be used as a last resort to cancel the slide if baited, or to bait your opponent into attempting a punish. At times, slide can also be a gimmicky movement option, especially after {{clr|4|5H}} on CH/block or {{clr|4|6H}} on hit.<br />
}}<br />
<br />
===<big>Retribution</big>===<br />
{{InputBadge|{{clr|2|236K}}\{{clr|3|46S}} > {{clr|2|236K}}}}<br />
{{GGACR Move Card<br />
|input=236K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 22<br />
|active = 3<br />
|recovery = 20<br />
|frcStart = 28<br />
|frcEnd = 30<br />
}}<br />
A far reaching overhead. Throw and feet invincible mid kick, making for a good meaty. Slightly unsafe on hit/block, though it has a rather late FRC point, so you can use it to confirm into {{clr|2|5K}}/{{clr|3|c.S}} > xxx > keygrab. Staggers on CH for quite a while, giving you a free keygrab. Can also be used in place of the 3rd Rekka ({{clr|3|63214S}}).<br />
}}<br />
<br />
===<big>Avoidance</big>===<br />
{{InputBadge|{{clr|4|236H}}}}<br />
{{GGACR Move Card<br />
|input=236H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 35<br />
|isProjectile = true<br />
|recovery = 6<br />
|frcStart = 23<br />
|frcEnd = 24<br />
}}<br />
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.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Injecting</big>===<br />
{{InputBadge|{{clr|1|63214P}}}}<br />
{{GGACR Move Card<br />
|input=63214P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 38<br />
}}<br />
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.<br />
<br />
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.<br />
}}<br />
<br />
==Force Breaks==<br />
===<big>FB Dragging</big>===<br />
{{InputBadge|{{clr|5|236D}}}}<br />
{{GGACR Move Card<br />
|input=236D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 26<br />
|frcStart = 9<br />
|frcEnd = 23<br />
}}<br />
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.<br />
<br />
It will evade oki, including meaty setups. It will slide through moves and supers, even stuff like Raou’s Bellows Malice, for easy Keygrabs. It has a huge FRC point, which is highly useful in certain situations since you can FRC to choose which side of the opponent A.B.A will appear on, or to buffer into a surprise Keygrab. A 25% "reversal" option never looked so good.<br />
*Doesn't work out of dash normally, but can be done with a Negative Edge {{clr|5|D}} held during dash startup then let go during it's cancel frames, giving you stronger control of positioning in situations such as going through Justice N.B. sets from further away and Testament Zeinest/HITOMI setups designed to catch normal FB Dragging distance.<br />
}}<br />
<br />
==Overdrives==<br />
===<big>Evidence: Concealment</big>===<br />
{{InputBadge|{{clr|4|632146H}}}}<br />
{{GGACR Move Card<br />
|input=632146H,632146H > 236H,632146H > 236H > 236H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 19<br />
|active = 6<br />
|recovery = 34<br />
|frcStart = 19<br />
|frcEnd = 22<br />
}}<br />
Normal mode exclusive. Despite not having full invul all the way through startup, it can kind of work as a reversal, sometimes.<br />
<br />
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.<br />
----<br />
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.<br />
}}<br />
<br />
===<big>Evidence: Destruction</big>===<br />
{{InputBadge|{{clr|1|j.632146P}}}}<br />
{{GGACR Move Card<br />
|input=j.632146P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = <br />
|active = <br />
|recovery = <br />
}}<br />
Highly situational air super, with some startup invuln. You can use this as an expensive air-to-air to kill low health opponents, as it will beat almost any air normal and a lot of anti airs, though it will trade sometimes. You can also use this to end air combos with it if it'll kill, or extend ground ones via TK'ing after {{clr|3|f.S}}. <br />
}}<br />
<br />
<!--------------------- MOROHA MODE ---------------------------------><br />
</div><br />
<div id="movelist-2" class="movelist"><br />
In Moroha mode, ABA's attacks receive slight to moderate damage boosts, along with different, greatly improved {{clr|3|S}}, {{clr|4|H}}, and {{clr|5|D}} normals.<br />
<br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGACR Move Card<br />
|input=5P[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 2<br />
|recovery = 7<br />
}}<br />
While {{clr|1|5P}} isn't much of a traditional FG jab, it sees good use as a reactionary anti-air/counter-poke, with three frames of head invulnerability. Its speed also helps ABA convert falling {{clr|4|j.H}} at any height into MM {{clr|3|c.S}} > {{clr|4|2H}} > etc, or {{clr|3|f.S}} > rekkas.<br />
<br />
On block, you can mix the opponent up with tick throws, or extend your pressure into {{clr|4|2H}} to remain plus.<br />
<br />
Whiffs on crouching Faust, Zappa, Kliff, Millia, and Anji (only when in hitstun)<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGACR Move Card<br />
|input=5K[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 5<br />
|recovery = 6<br />
}}<br />
Not bad of a poke, but there are better options in Moroha mode, so this move is mostly situational. Being plus on block is still great though.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|6P}}, {{clr|2|5K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGACR Move Card<br />
|input=c.S[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 3<br />
|recovery = 14<br />
}}<br />
A great pressure starter/extender that cranks up their guardbar rather well. In Moroha mode, this normal gains a monstrous hitbox along with foot invuln during startup and active frames, while being just 2f slower than NM {{clr|3|c.S}}. Cancel this into {{clr|3|f.S}}, {{clr|4|5H}}, or {{clr|4|2H}} to continue your pressure.<br />
<br />
As it's 0 on block, you can also try to frametrap with her gatling options or with specials, or even Goku Moroha activation ({{clr|3|6321463214S}}).<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGACR Move Card<br />
|input=f.S[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 2<br />
|inactive2 = 2<br />
|active3 = 2<br />
|recovery = 16<br />
}}<br />
With its amazing range and disjointed hitboxes, Moroha {{clr|3|f.S}} is a staple for your neutral, and is also a beefy poke to start your pressure game.<br />
<br />
As it hits twice, you can throw this out to stuff hyper armored moves or familiars that eat hits (Little Eddie, Zappa's Dog, Dizzy's Fish), which nicely leads to {{clr|4|5H}} or rekkas. No longer hits low unlike in Normal mode.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGACR Move Card<br />
|input=5H[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 5<br />
|inactive2 = 6<br />
|active3 = 2<br />
|recovery = 12<br />
}}<br />
Even though it's 2f slower than NM {{clr|4|5H}}, this move hits twice, builds a ridiculous amount of guard bar on block, and vacuums on the second hit, which is also an important part in your Moroha refresh combos (xxx > {{clr|4|5H}} with both hits > 1st rekka > 2nd rekka > double keygrab). On crouching opponents, you can also combo this into {{clr|4|6H}} for optimal damage and meter gain.<br />
<br />
Due to its lenient cancel window, you can also frame trap with Moroha ABA's various gatling options: either {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|2D}}, or even rekkas, allowing you to keep the opponent close and get their guard bar flashing in about a second. An excellent pressure tool that is somehow 0 on block.<br />
<br />
There is a gap between {{clr|4|5H}} 2nd hit and the first hit of {{clr|4|2H}} on block that can be reversaled through, but is unthrowable on normal block. 3 frame normals such as Sol and Order-Sols {{clr|2|5K}} or A.B.As {{clr|1|5P}} will beat this. 4 frame normals will trade with the second hit but will leave A.B.A at enough advantage for her to be able to combo dash {{clr|3|c.S}}. {{clr|4|5H}} 1st hit to {{clr|4|2H}} is gapless unless IBed<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|3|2S}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===<br />
{{GGACR Move Card<br />
|input=5D[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 24<br />
|active = 4<br />
|recovery = 15<br />
}}<br />
A frame faster than the Normal mode version and fairly safe for a {{clr|5|5D}} at only -5. On normal hit can lead into impossible dust combos, but very useful against an opponent with flashing risc due to the automatic counter hit properties. On counter hit gives you any combo you want since its completely untechable. Not particularly noteworthy but important to keep your opponent from getting too comfortable just down-backing.<br />
*Interestingly, you can cancel this into {{MMC|input=6321463214S|label=Altercation}}, to keep yourself plus on block or even get a free combo (provided you have the resources) by TKing the super input, cancelling the flash frame into dust Homing Jump and not using any meter or bloodpacks!<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGACR Move Card<br />
|input=6P[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 6<br />
|recovery = 17<br />
}}<br />
In Moroha mode, its hitbox is a little altered since Paracelsus' head changes shape, but functions the same as NM's. On block, you can now cancel it to {{clr|4|6H}} to reset or end pressure.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|3|2S}}, {{clr|4|6H}}<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGACR Move Card<br />
|input=6H[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 14<br />
|recovery = 30<br />
}}<br />
No longer a slow CH stun fishing move in Moroha, {{clr|4|6H}} now hits twice, gains jump cancels, sports exceptional range, cranks the guardbar nicely, and hurts a lot more. The fact that you can jump cancel this means that on block, you get to do some gimmicky pressure resets via {{clr|4|6H}} (1) > IAD {{clr|4|j.H}}. Alternatively, you can just do {{clr|3|236S}} to end pressure more safely.<br />
<br />
On its own, this move mostly sees use against people trying to backdash her oki on wakeup in the corner, or those trying to low profile {{clr|3|f.S}} or {{clr|4|5H}} from far away. If you managed to land a hit from max range, rekkas or butt ({{clr|4|421H}}, air hit only) are your only meterless options.<br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGACR Move Card<br />
|input=2P[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 2<br />
|recovery = 6<br />
}}<br />
Mostly identical to NM version, though thanks to the speed boost ABA gains in Moroha, you can dash in and use this to pressure the opponent or just tick throw them.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGACR Move Card<br />
|input=2K[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 4<br />
|recovery = 10<br />
}}<br />
Aside from a slight damage boost, this move is virtually the same as the NM version. Useful for opening the opponent up during mixups.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGACR Move Card<br />
|input=2S[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 6<br />
|recovery = 18<br />
}}<br />
A fantastic anti-air. Despite being 50% slower than NM {{clr|3|2S}}, it makes up for having ludicrous hitboxes and range. When done preemptively, this will hard punish most jump-ins. Great reward on CH. On block , you get a gimmicky high/low mixup with {{clr|5|5D}} and {{clr|5|2D}}, but going for {{clr|5|2D}} into rekkas is usually preferred.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGACR Move Card<br />
|input=2H[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 14<br />
|recovery = 6<br />
|frcStart = 20<br />
|frcEnd = 22<br />
}}<br />
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.<br />
<br />
Being slightly airborne before going active means ABA is throw-invuln during this window, so you can use this as a nice meaty button. To top it off, MM {{clr|4|2H}} also has an FRC point just as the axe touches the ground for the 2nd hit, which is excellent for applying baits or pressure. Insane.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|3|2S}}<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGACR Move Card<br />
|input=2D[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 2<br />
|recovery = 23<br />
}}<br />
In Morohaville, {{clr|5|2D}}'s range grows from standard to absurd. Near the corner, you can confirm into rekka loops (except on Axl, Baiken, Bridget, Millia, and May). At max range, you can use it to bait reversals, and include a hitstop OS with rekkas. It will convert on hit, but you'll be safe on whiff, as long as you space it properly.<br />
<br />
Notably, on CH or against light characters, you can combo this into GM activation, leading to a nice damaging combo with knockdown and oki.<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGACR Move Card<br />
|input=j.P[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 14<br />
}}<br />
Mostly identical to NM version, but you can now chain it on block to the improved MM {{clr|4|j.H}} to keep pressuring the opponent from air to ground.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGACR Move Card<br />
|input=j.K[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 8<br />
|recovery = 12<br />
}}<br />
Being 1f faster in Moroha mode means this move works rather nicely as a rising air-to-air now, even though {{clr|3|2S}} still yields far better rewards on CH. You will mostly use this move in tandem with her fuzzy high/low mixup along with {{clr|3|j.S}}.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGACR Move Card<br />
|input=j.S[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 5<br />
|recovery = 12<br />
}}<br />
Excellent air-to-air. Slightly slower in comparison to NM {{clr|3|j.S}}, but has much better range, damage, and attack level. Crucial for her fuzzy high/low mixups.<br />
<br />
Your standard setup for fuzzies is [{{clr|3|j.S}} > d{{clr|3|j.S}} > falling {{clr|4|j.H}} > land] into more combos. These lead to BIG damage, upwards of 300+ depending on guard bar and available tension. Since it combos to {{clr|1|j.P}} or {{clr|2|j.K}}, you can fuzzy guard by doing [{{clr|3|j.S}} > {{clr|2|j.K}}] or [{{clr|3|j.S}} > {{clr|1|j.P}}]. The latter isn't as useful since the hitstun on {{clr|1|j.P}} is subpar, but the reward from {{clr|3|j.S}} > {{clr|2|j.K}} is superb. Knock an opponent down in the corner do [running {{clr|3|j.S}} > {{clr|2|j.K}} > d{{clr|3|j.S}} > {{clr|4|j.H}}]. Done properly, this is airtight, and if the opponent blocks low at any point, they're getting fuzzied. Other options include land > throw after the fuzzy, or do more {{clr|1|j.P}}s.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGACR Move Card<br />
|input=j.H[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 6<br />
|recovery = 20<br />
}}<br />
ABA's notorious air normal. Aside from gaining huge hitboxes in Moroha, {{clr|4|j.H}} also tucks her hurtbox upwards, making it great not just for air-to-air interactions, but also for jump-ins, especially crossups. The built-in OS with airthrow doesn't do your opponents any favors either, so don't hesitate throwing this out in neutral.<br />
<br />
On CH, you can easily confirm it into a short KD combo or ludicrous damage, despite its prorate. On normal hit/block from IAD height, you can link it to {{clr|1|5P}}, which easily leads to your ground strings. People hate this move.<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGACR Move Card<br />
|input=j.D[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 4<br />
|recovery = 13<br />
|specialRecovery = 5<br />
}}<br />
Faster and more far-reaching than NM version, so {{clr|5|j.D}} can occasionally be used as a CH fishing move in neutral, as you have higher rewards in Moroha. This move is also a key ingredient in A.B.A.’s Orb loop. Otherwise, there are better air-to-air options.<br />
}}<br />
<br />
===<big>Universal Mechanics</big>===<br />
----<br />
===<big>Ground Throw</big>===<br />
{{GGACR Move Card<br />
|input=Ground Throw[m]<br />
|description=<br />
Moroha and Goku Moroha version slams into a ground bounce on hit. Standard range, but easily leads into a lot of damage, especially with a raised Guard Bar. Tick throw with any fast normals ({{clr|1|5P}}, {{clr|1|2P}}, {{clr|2|2K}}) or after vacuuming them in with {{clr|4|5H}}. A crucial part of A.B.A's offensive gameplan.<br />
<br />
{{clr|4|6H}} sends the opponent backward while {{clr|4|4H}} sends them forward. Can be OSed with {{clr|2|5K}} or {{clr|3|c.S}}, but even {{clr|4|5H}} and {{clr|4|6H}} are surprisingly good at catching jump-outs and backdashes, though are much slower.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGACR Move Card<br />
|input=Air Throw[m]<br />
|description=<br />
Identical to NM version. As usual, (dash) keygrab is possible if you airthrow them close to the ground, for a burst safe mode switch.<br />
}}<br />
<br />
===<big>Dead Angle Attack</big>===<br />
{{GGACR Move Card<br />
|input=DAA[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 2<br />
|inactive2 = 2<br />
|active3 = 2<br />
|recovery = 20<br />
}}<br />
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.<br />
}}<br />
<br />
===<big>Special Moves</big>===<br />
----<br />
===<big>Deletion</big>===<br />
{{InputBadge|{{clr|3|236S}}}}<br />
{{GGACR Move Card<br />
|input=236S[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 2<br />
|recovery = 17<br />
}}<br />
The start of ABA's rekkas. Having better hitboxes and startup, along with the forward momentum boost before its active frames, Moroha {{clr|3|236S}} is a rather nice poke you often can throw out in neutral that's difficult to low profile. It's unsafe, but its long range and decent pushback make it safe-ish from afar.<br />
}}<br />
<br />
===<big>Ruin</big>===<br />
{{InputBadge|{{clr|3|236S}} > {{clr|3|46S}}}}<br />
{{GGACR Move Card<br />
|input=236S > 46S[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 3<br />
|recovery = 19<br />
}}<br />
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.<br />
<br />
You can also immediately cancel it to GM activation {{clr|3|6321463214S}}, with 50 meter. Notably, you can do a short combo [xxx > 2nd rekka > keygrab x2] to refresh her Moroha gauge, thanks to its stagger effect on ground hit.<br />
}}<br />
<br />
===<big>Condemnation</big>===<br />
{{InputBadge|{{clr|3|46S}} > {{clr|3|63214S}}}}<br />
{{GGACR Move Card<br />
|input=236S > 46S > 63214S[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 3<br />
|recovery = 28<br />
|frcStart = 14<br />
|frcEnd = 15<br />
}}<br />
The last part of her rekkas. In Moroha, it gain even more groundslide time, which allows you to do rekka loops [xx > {{clr|5|2D}} > 1st rekka > 2nd rekka > delayed 3rd rekka] x 2/3. Still pretty unsafe on block, but the opponent still has to respect it due to its FRC point, as well as the fact you can activate GM as late as possible. <br />
}}<br />
<br />
===<big>Bonding</big>===<br />
{{InputBadge|{{clr|4|63214H}} (Air OK)}}<br />
{{GGACR Move Card<br />
|input=63214H[m],j.63214H[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 12<br />
|recovery = 30<br />
}}<br />
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.<br />
<br />
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.<br />
*On block, can cancel to {{MMC|input=6321463214S|label=Altercation}}, or be RC'd.<br />
}}<br />
<br />
===<big>Engorgement</big>===<br />
{{InputBadge|{{clr|4|421H}}}}<br />
{{GGACR Move Card<br />
|input=421H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 21<br />
|active = 11<br />
|recovery = 14<br />
}}<br />
Headbutt, aka butt. ABA hops forward along with Paracelsus. Works well as a combo ender, and is a staple of Butt loops. Its long active time can make it safe when it makes contact late, but otherwise it doesn't see much use in neutral. With meter, you can RC on hit or block to double jump or airdash afterwards.<br />
}}<br />
<br />
===<big>Judgment</big>===<br />
{{InputBadge|{{clr|4|623H}}}}<br />
{{GGACR Move Card<br />
|input=623H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 18<br />
|active = 6<br />
|inactive2 = 20<br />
|active3 = 3<br />
|recovery = 25<br />
}}<br />
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!<br />
<br />
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.<br />
<br />
As Danzai is a special move, it is also cancellable to GM activation (with 50 meter), making it a particularly dangerous offensive option.<br />
}}<br />
<br />
===<big>Displacement</big>===<br />
{{InputBadge|{{clr|1|63214P}}}}<br />
{{GGACR Move Card<br />
|input=63214P[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 40<br />
|frcStart = 10<br />
|frcEnd = 13<br />
}}<br />
Bloodpack exit. Spends one pack to return to Normal Mode and restore 120% of self-inflicted damage. Has an FRC point to make recovery less punishable.<br />
}}<br />
<br />
===<big>Blunder</big>===<br />
{{InputBadge|{{clr|2|41236K}}\{{clr|3|46S}} > {{clr|2|236K}}}}<br />
{{GGACR Move Card<br />
|input=41236K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 28<br />
|active = 1<br />
|recovery = 29<br />
}}<br />
Flipkick. Throw/low invincible overhead/pseudo-unblockable (can be air blocked) which ground bounces on hit and staggers the opponent on standing block. Most commonly used in tandem with {{MMC|input=236D[m]|label=FB Bloodball}} for an expensive but very powerful unblockable setup into {{MMC|input=6321463214S|label=Goku Moroha}}<br />
}}<br />
<br />
===<big>Eradication</big>===<br />
{{InputBadge|{{clr|3|j.41236S}}}}<br />
{{GGACR Move Card<br />
|input=j.41236S<br />
|description=<br />
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.<br />
<br />
You can also use this move low to the ground as a meaty to bait wake-up throw attempts. Moreover, it's possible for both orbs to touch the opponent on oki situations, which will hurt a LOT on hit, though this is usually not reversal safe. Has an FRC point to remain safe, though, just as A.B.A. begins to tuck her outstretched leg back in, right when the orbs become active. Dash jump at downed opponent > orbs (FRC) on top of them > {{clr|2|2K}}, {{clr|5|5D}}, etc. to begin pressure.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Suka Motion</big>===<br />
{{InputBadge|Moroha Gauge reaches 0}}<br />
{{GGACR Move Card<br />
|input=Suka Motion<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 52<br />
}}<br />
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.<br />
<br />
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:<br />
# Is in the middle of an attack animation<br />
# Follows regular Moroha's gatling rules (you will not be able to do gatlings that are only possible in Goku Moroha)<br />
# 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)<br />
<br />
If your Moroha gauge runs out mid-combo/blockstring, you can end it quickly with keygrab, bloodpack exit, or activate GM to recover safely.<br />
}}<br />
<br />
===<big>Force Breaks</big>===<br />
----<br />
===<big>FB Avoidance</big>===<br />
{{InputBadge|{{clr|5|236D}}}}<br />
{{GGACR Move Card<br />
|input=236D[m]<br />
|description=<br />
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. <br><br />
<br />
The multihit part of the projectile has a weird property where the gap will always be the same, ignoring hitstop when it hits. This means against Jam's parry and SB the projectile will still lock them in hitstop preventing them from even using a reversal option. <br />
}}<br />
<br />
===<big>FB Judgment</big>===<br />
{{InputBadge|{{clr|5|623D}}}}<br />
{{GGACR Move Card<br />
|input=623D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 18<br />
|active = 6<br />
|inactive2 = 20<br />
|active3 = 3<br />
|recovery = 25<br />
}}<br />
FB Danzai launches higher on hit and gets hyper armor for the upswing till Christmas, plowing through pretty much anything as long as you still have life left. Obscene.<br />
}}<br />
<br />
===<big>Overdrives</big>===<br />
----<br />
===<big>Evidence: Destruction</big>===<br />
{{InputBadge|{{clr|1|j.632146P}}}}<br />
{{GGACR Move Card<br />
|input=j.632146P[m],j.632146P > 214K<br />
|description=<br />
No longer hits overhead, but now allows you to follow up with additional hits by inputting {{clr|2|j.214K}} for some extra damage. Its usage is identical to NM version, though, and there's an even better super you can do in Moroha mode for which you should really save up meter.<br />
----<br />
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.<br />
}}<br />
<br />
===<big>Altercation</big>===<br />
{{InputBadge|{{clr|3|6321463214S}}}}<br />
{{GGACR Move Card<br />
|input=6321463214S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 3<br />
|recovery = 27<br />
}}<br />
Your win condition. Provided you have one bloodpack and enough meter, ABA performs an aggressive mode switch attack with hitboxes completely surrounding her, then switches her to '''Goku Moroha''' mode, replenishing her Moroha gauge and turning it blue in the process. It's invulnerable from frames 1-15, staggers on ground hit, wallbounces or knocks down on air hit, and cannot be interrupted. You can cancel into this super from '''anything''' grounded (normals/specials, except {{MMC|input=421H|label=Engorgement}}), rendering Moroha ABA a constant threat whenever she has 50 meter.<br />
<br />
In this state, ABA gains a tremendous speed boost for both her movement and her attacks, double airdash, jump cancels for most of her normals, extra FRC points for many of her specials along with wider FRC windows, and extra properties for some of her moves. But most importantly, her gatling limitations are removed, as she can now cancel any normal into anything, as well as reverse cancel them (i.e. {{clr|1|6P}} > {{clr|4|5H}} > {{clr|1|6P}} > {{clr|4|5H}} > etc). Let them know fear.<br />
<br />
Do note that in GM, ABA also inflicts more self-damage on hit/block, so make sure to not overextend in pressure. Additionally, despite its great hitbox it loses invincibility 2 frames before the attack itself comes out, making it prone to trading if timed incorrectly. It also goes active 2 frames after the super freeze, meaning it can be counter-supered, backdashed, DPed, or even {{keyword|slashback|}}ed with proper timing. A.B.A is also left very vulnerable if this attack whiffs, as she has no way to Roman Cancel the attack and is in counter hit state for the entire recovery<br />
}}<br />
<br />
<!--------------------- GOKU MOROHA MODE ---------------------------------><br />
</div><br />
<div id="movelist-3" class="movelist"><br />
<br />
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.<br />
<br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGACR Move Card<br />
|input=5P[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 2<br />
|recovery = 6<br />
}}<br />
{{clr|1|5P}} reaches its full potential in Goku Moroha mode thanks to its unrestricted gatling routes, allowing you to whiff cancel this move from virtually any other normal on block to remain completely safe. For instance, you can do xx > {{clr|3|f.S}} > {{clr|1|5P}} > whiff cancel {{clr|3|f.S}} > {{clr|1|5P}} > whiff cancel etc, which is an airtight blockstring if done correctly.<br />
<br />
On block, you can mix the opponent up with tick throws, or extend your pressure into {{clr|3|S}} or {{clr|4|H}} normals for frame traps/remaining plus. A more detailed explanation on this can be found [[GGACR/A.B.A/Strategy#5P_Rebeat|here]]<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal, including itself)<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGACR Move Card<br />
|input=5K[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 5<br />
|recovery = 4<br />
}}<br />
With the general GM gatling and speed buffs, this move becomes far more useful as a pressure extender and a safe-ish frame trap that can be DAA/burst-safe, while still being plus on block.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any normal, including itself)<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGACR Move Card<br />
|input=c.S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 3<br />
|recovery = 9<br />
}}<br />
Multipurpose normal. Good for throw OSes at 7 frames, amazing for pressure due to being +5 on block, jump cancels for IAD pressure, gatlings to lows with {{clr|2|2K}} and {{clr|5|2D}} and overheads with {{MMC|chara=A.B.A|input = 41236K[gm]|label = flipkick}} and {{clr|5|5D}}. Great for reverse gatlings to create burst safe routing from any hit and provide stability without sacrificing damage. From further out some gatlings may go into {{MMC|chara=A.B.A|input = f.S[gm]|label = f.S}} so be prepared to adjust combos on the fly in case of that. Can occasionally be used as a proximity anti-air due to its speed but is occasionally prone to trading due to a larger upward hurtbox than {{MMC|chara=A.B.A|input = 2S[gm]|label = 2S}}. Trades are usually in your favor but shouldn't be overly relied upon<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGACR Move Card<br />
|input=f.S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 2<br />
|inactive2 = 2<br />
|active3 = 2<br />
|recovery = 12<br />
}}<br />
A 7F-startup normal that is completely disjointed for the first hit, is +3 on its own, and ALSO jump-cancellable, this move retains all of what makes MM {{clr|3|f.S}} good, combined with all the juicy GM buffs ABA receives. Your party starter.<br />
<br />
On hit/block, it leads nicely to {{clr|4|5H}}, which you can reverse chain back into {{clr|3|f.S}} again, or go for a pressure reset with {{clr|1|5P}} whiff cancels.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal except {{clr|3|c.S}})<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGACR Move Card<br />
|input=5H[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 4<br />
|inactive2 = 4<br />
|active3 = 2<br />
|recovery = 11<br />
}}<br />
While still a tad slow at 11 frames, Goku Moroha {{clr|4|5H}} is still a fantastic and multipurpose normal. Still serves its purpose well as a poke and counterpoke, particularly due to its ability to {{keyword|rebeat}} into {{clr|1|5P}} on block to create huge frame advantage from far away, or if it counterhits avoid the 2nd hit undoing your stagger and allowing you to dash up and continue your combo. Also gains natural frame advantage on block due to the marginally shorter recovery<br />
<br />
There is a gap between {{clr|4|5H}} 2nd hit and the first hit of {{clr|4|2H}} on block that can be reversaled through, but is unthrowable on normal block. 3 frame normals such as Sol and Order-Sols {{clr|2|5K}} or A.B.As {{clr|1|5P}} will beat this. 4 frame normals will trade with the second hit but will leave A.B.A at enough advantage for her to be able to combo dash {{clr|3|c.S}}. {{clr|4|5H}} 1st hit to {{clr|4|2H}} is gapless unless IBed<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===<br />
{{GGACR Move Card<br />
|input=5D[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 22<br />
|active = 4<br />
|recovery = 15<br />
}}<br />
Another two frames shaved off the startup puts Goku {{clr|5|5D}} at the second fastest dust in the game after {{Character Label|GGACR|Sol}} Dragon Install 5D. Still decently safe, leads to impossible dust on normal hit, and extremely good when used on an opponent with high risc to cash out on damage. Even unoptimized 5D combos with high risc are liable to do an excess of 50%. Faster than her other overhead in Goku but a bit more situational. Still good to keep your opponent from trying to block everything<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGACR Move Card<br />
|input=6P[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 2<br />
|active2 = 3<br />
|recovery = 12<br />
}}<br />
In Moroha mode, its hitbox is a little altered since Paracelsus' head changes shape, but functions the same as NM's. On block, you can now cancel it to {{clr|4|6H}} to reset or end pressure.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGACR Move Card<br />
|input=6H[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 7<br />
|active2 = 7<br />
|recovery = 24<br />
}}<br />
No longer a slow CH stun fishing move in Moroha, {{clr|4|6H}} now hits twice, gains jump cancels, sports exceptional range, cranks the guardbar nicely, and hurts a lot more. The fact that you can jump cancel this means that on block, you get to do some gimmicky pressure resets via {{clr|4|6H}} (1) > IAD {{clr|4|j.H}}. Alternatively, you can just do {{clr|3|236S}} to end pressure more safely.<br />
<br />
On its own, this move mostly sees use against people trying to backdash her oki on wakeup in the corner, or those trying to low profile {{clr|3|f.S}} or {{clr|4|5H}} from far away. If you managed to land a hit from max range, rekkas or butt ({{clr|4|421H}}, air hit only) are your only meterless options.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGACR Move Card<br />
|input=2P[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 2<br />
|recovery = 6<br />
}}<br />
Mostly identical to NM version, though thanks to the speed boost ABA gains in Moroha, you can dash in and use this to pressure the opponent or just tick throw them.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal, including itself)<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGACR Move Card<br />
|input=2K[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 10<br />
}}<br />
Aside from a slight damage boost, this move is virtually the same as the NM version. Useful for opening the opponent up during mixups.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGACR Move Card<br />
|input=2S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 6<br />
|recovery = 9<br />
}}<br />
Goku 2S loses 3 frames of startup and half its recovery compared to {{MMC|chara=A.B.A|input = 2S[m]|label = Moroha 2S}} putting this at just a frame slower than {{MMC|chara=A.B.A|input = 2S|label = Normal 2S}}, and with significantly less risk associated with whiffing this move. It also gains a self gatling, though this is rarely used compared to its special cancels and reverse gatlings into all of her other normals<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal, including itself)<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGACR Move Card<br />
|input=2H[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 3<br />
|active2= 11<br />
|recovery = 6<br />
|frcStart = 20<br />
|frcEnd = 22<br />
}}<br />
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.<br />
<br />
Being slightly airborne before going active means ABA is throw-invuln during this window, so you can use this as a nice meaty button. To top it off, MM {{clr|4|2H}} also has an FRC point just as the axe touches the ground for the 2nd hit, which is excellent for applying baits or pressure. Insane.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGACR Move Card<br />
|input=2D[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 2<br />
|recovery = 23<br />
}}<br />
In Morohaville, {{clr|5|2D}}'s range grows from standard to absurd. Near the corner, you can confirm into rekka loops (except on Axl, Baiken, Bridget, Millia, and May). At max range, you can use it to bait reversals, and include a hitstop OS with rekkas. It will convert on hit, but you'll be safe on whiff, as long as you space it properly. In Goku can start pressure from halfscreen with 5P whiff rebeat pressure in order to give yourself better frame advantage on block. Against certain characters (Potemkin, Robo-Ky, Anji, Testament and Johnny) 2D->whiff 5P->f.S is a link that allows you to confirm into rekkas from max range on hit and is + enough on block for f.S to be a true blockstring<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGACR Move Card<br />
|input=j.P[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 4<br />
|recovery = 4<br />
}}<br />
1 frame faster than the NM or MM version puts this at the fastest air-to-air in the game tied with Order-Sol, Justice, Jam and Millia<br />
*Speed makes it impossible to IB>Throw when self gatlinged<br />
*Very disjointed. Difficult to contest due to the speed and hitbox<br />
*Very strong as a guts crush due to the self gatling. Good for closing out rounds<br />
*Gatlings to every air normal she has for easy air-to-air confirms<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal, including itself)<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGACR Move Card<br />
|input=j.K[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 8<br />
|recovery = 12<br />
}}<br />
Being 1f faster in Moroha mode means this move works rather nicely as a rising air-to-air now, even though {{clr|3|2S}} still yields far better rewards on CH. You will mostly use this move in tandem with her fuzzy high/low mixup along with {{clr|3|j.S}}.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal, including itself)<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGACR Move Card<br />
|input=j.S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 4<br />
|recovery = 2<br />
}}<br />
Excellent air-to-air. Slightly slower in comparison to NM {{clr|3|j.S}}, but has much better range, damage, and attack level. Crucial for her fuzzy high/low mixups.<br />
<br />
Your standard setup for fuzzies is [{{clr|3|j.S}} > d{{clr|3|j.S}} > falling {{clr|4|j.H}} > land] into more combos. These lead to BIG damage, upwards of 300+ depending on guard bar and available tension. Since it combos to {{clr|1|j.P}} or {{clr|2|j.K}}, you can fuzzy guard by doing [{{clr|3|j.S}} > {{clr|2|j.K}}] or [{{clr|3|j.S}} > {{clr|1|j.P}}]. The latter isn't as useful since the hitstun on {{clr|1|j.P}} is subpar, but the reward from {{clr|3|j.S}} > {{clr|2|j.K}} is superb. Knock an opponent down in the corner do [running {{clr|3|j.S}} > {{clr|2|j.K}} > d{{clr|3|j.S}} > {{clr|4|j.H}}]. Done properly, this is airtight, and if the opponent blocks low at any point, they're getting fuzzied. Other options include land > throw after the fuzzy, or do more {{clr|1|j.P}}s.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGACR Move Card<br />
|input=j.H[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 6<br />
|recovery = 20<br />
}}<br />
ABA's notorious air normal. Aside from gaining huge hitboxes in Moroha, {{clr|4|j.H}} also tucks her hurtbox upwards, making it great not just for air-to-air interactions, but also for jump-ins, especially crossups. The built-in OS with airthrow doesn't do your opponents any favors either, so don't hesitate throwing this out in neutral.<br />
<br />
On CH, you can easily confirm it into a short KD combo or ludicrous damage, despite its prorate. On normal hit/block from IAD height, you can link it to {{clr|1|5P}}, which easily leads to your ground strings. People hate this move.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGACR Move Card<br />
|input=j.D[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 4<br />
|recovery = 10<br />
|specialRecovery = 5<br />
}}<br />
Significantly faster than the other versions of j.D at 7 frames makes this a very nice air-to-air addition for ABA that's significantly rewarding on counter hit due to the wallbounce. Bear in mind that unlike her other air normals this cannot reverse gatling to other jump normals, but a cancel into {{MMC|chara=A.B.A|input = j.41236S[gm]|label = Orb}} with the FRC will generally keep you safe if your opponent blocks this<br />
}}<br />
<br />
===<big>Universal Mechanics</big>===<br />
----<br />
===<big>Ground Throw</big>===<br />
{{GGACR Move Card<br />
|input=Ground Throw[m]<br />
|description=<br />
Moroha and Goku Moroha version slams into a ground bounce on hit. Standard range, but easily leads into a lot of damage, especially with a raised Guard Bar. Tick throw with any fast normals ({{clr|1|5P}}, {{clr|1|2P}}, {{clr|2|2K}}) or after vacuuming them in with {{clr|4|5H}}. <br />
<br />
{{clr|4|6H}} sends the opponent backward while {{clr|4|4H}} sends them forward. Best OSed with either {{clr|2|5K}} or {{clr|3|c.S}} unless keeping the corner is necessary<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGACR Move Card<br />
|input=Air Throw[m]<br />
|description=<br />
Identical to NM version. As usual, (dash) keygrab is possible if you airthrow them close to the ground, for a burst safe mode switch.<br />
}}<br />
<br />
===<big>Dead Angle Attack</big>===<br />
{{GGACR Move Card<br />
|input=DAA[m]<br />
|description=<br />
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.<br />
}}<br />
<br />
===<big>Special Moves</big>===<br />
----<br />
===<big>Deletion</big>===<br />
{{InputBadge|{{clr|3|236S}}}}<br />
{{GGACR Move Card<br />
|input=236S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 2<br />
|recovery = 17<br />
|frcStart = 10<br />
|frcEnd = 13<br />
}}<br />
The start of ABA's rekkas. Having better hitboxes and startup, along with the forward momentum boost before its active frames, Moroha {{clr|3|236S}} is a rather nice poke you often can throw out in neutral that's difficult to low profile. It's unsafe, but its long range and decent pushback make it safe-ish from afar.<br />
}}<br />
<br />
===<big>Ruin</big>===<br />
{{InputBadge|{{clr|3|236S}} > {{clr|3|46S}}}}<br />
{{GGACR Move Card<br />
|input=236S > 46S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 3<br />
|recovery = 19<br />
|frcStart = 5<br />
|frcEnd = 8<br />
}}<br />
Largely identical to the Moroha version aside from the FRC point added just before the attack hits which can be used to OS whiffs or extend juggles and ground combos that would otherwise be difficult or impossible to extend. Less used due to her better combo options in Goku but still a vital part of Rekka loops in the corner, and can still refresh moroha due to the stagger effect on the 2nd hit allowing a combo into {{MMC|chara=A.B.A|input = 63214H|label = Keygrab}}<br />
}}<br />
<br />
===<big>Condemnation</big>===<br />
{{InputBadge|{{clr|3|46S}} > {{clr|3|63214S}}}}<br />
{{GGACR Move Card<br />
|input=236S > 46S > 63214S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 3<br />
|recovery = 23<br />
|frcStart = 14<br />
|frcEnd = 17<br />
}}<br />
Gains even more groundslide time in Goku Moroha, allowing for up to 4(!) reps of Rekka loops in the corner against most characters that Rekka loops work on. The FRC point is also wider and it has less recovery in general, but is still rather unsafe on block. Generally less favored than butt loops due to lower damage but still builds a lot of meter for A.B.A and gives her conversions from a lot of ranges<br />
}}<br />
<br />
===<big>Bonding</big>===<br />
{{InputBadge|{{clr|4|63214H}} (Air OK)}}<br />
{{GGACR Move Card<br />
|input=63214H[m],j.63214H[m]<br />
|description=<br />
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.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Engorgement</big>===<br />
{{InputBadge|{{clr|4|421H}}}}<br />
{{GGACR Move Card<br />
|input=421H[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 20<br />
|active = 11<br />
|recovery = 10<br />
}}<br />
Essential combo tool in Goku Moroha, leads to many of your max damage routes due to the jump cancel this move gains during Goku Moroha. Doing this move into 412369S will give you an auto-timed TK {{MMC|chara=A.B.A|input = j.41236S[gm]|label = Orb}} that will land both hits on most characters and gives easy extensions due to the widened FRC on Goku Orbs. Also useful for meterless extensions midscreen with the jump cancel, and gives you access to enormous damage and conversions that otherwise wouldn't be possible<br />
}}<br />
<br />
===<big>Judgment</big>===<br />
{{InputBadge|{{clr|4|623H}}}}<br />
{{GGACR Move Card<br />
|input=623H[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 4<br />
|inactive2 = 14<br />
|active3 = 2<br />
|recovery = 21<br />
|frcStart = 12<br />
|frcEnd = 14<br />
}}<br />
Danzai becomes even better in Goku Moroha, as it becomes a whopping 6 frames faster, with a shorter gap between the hits and less recovery, making it better for anti-airing, defense and generally just pestering your opponent with enormous armored hitboxes. Best of all, in Goku it gains an FRC point just as the first hit connects, which can make your opponent guess as to whether you'll let it rip or FRC it on block to get free plus frames to continue your pressure with, as well as allowing you to bypass the 2nd hits heavy forced proration for the cost of 25 meter. The FRC can also be done on whiff, potentially saving you from a whiffed danzai<br />
}}<br />
<br />
===<big>Displacement</big>===<br />
{{InputBadge|{{clr|1|63214P}}}}<br />
{{GGACR Move Card<br />
|input=63214P[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 40<br />
|frcStart = 10<br />
|frcEnd = 13<br />
}}<br />
Bloodpack exit. Spends one pack to return to Normal Mode and restore 120% of self-inflicted damage. Has an FRC point to make recovery less punishable.<br />
}}<br />
<br />
===<big>Blunder</big>===<br />
{{InputBadge|{{clr|2|41236K}}\{{clr|3|46S}} > {{clr|2|236K}}}}<br />
{{GGACR Move Card<br />
|input=41236K[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 28<br />
|active = 1<br />
|recovery = 19<br />
|frcStart = 28<br />
|frcEnd = 30<br />
}}<br />
Flipkick. Throw/low invincible overhead/pseudo-unblockable (can be air blocked) which ground bounces on hit and staggers the opponent on standing block. Has significantly less recovery than regular flipkick making combos out of it on both hit and block much more standard. Gains an FRC point in Goku point which can be used to safely bait things that would normally beat her unblockable setups like a {{keyword|Dead Angle}}, backdash, certain {{keyword|dragon punch}}es or low profile moves like {{MMC|chara=Sol Badguy|input=214S|label=Grand Viper}}<br />
}}<br />
<br />
===<big>Eradication</big>===<br />
{{InputBadge|{{clr|3|j.41236S}}}}<br />
{{GGACR Move Card<br />
|input=j.41236S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 6<br />
|active2 = 5<br />
|specialRecovery = 12<br />
|frcStart = 15<br />
|frcEnd = 18<br />
}}<br />
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.<br />
<br />
You can also use this move low to the ground as a meaty to bait wake-up throw attempts. Moreover, it's possible for both orbs to touch the opponent on oki situations, which will hurt a LOT on hit, though this is usually not reversal safe. Has an FRC point to remain safe, though, just as A.B.A. begins to tuck her outstretched leg back in, right when the orbs become active. Dash jump at downed opponent > orbs (FRC) on top of them > {{clr|2|2K}}, {{clr|5|5D}}, etc. to begin pressure.<br />
}}<br />
<br />
===<big>Suka Motion</big>===<br />
{{InputBadge|Moroha Gauge reaches 0}}<br />
{{GGACR Move Card<br />
|input=Suka Motion<br />
|description=<br />
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.<br />
<br />
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:<br />
# Is in the middle of an attack animation<br />
# Follows regular Moroha's gatling rules (you will not be able to do gatlings that are only possible in Goku Moroha)<br />
# 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)<br />
<br />
If your Moroha gauge runs out mid-combo/blockstring, you can end it quickly with keygrab or bloodpack exit to recover safely.<br />
}}<br />
<br />
===<big>Force Breaks</big>===<br />
----<br />
===<big>FB Avoidance</big>===<br />
{{InputBadge|{{clr|5|236D}}}}<br />
{{GGACR Move Card<br />
|input=236D[m]<br />
|description=<br />
Moroha-exclusive bloodball. A lingering projectile that hits 6 times and is often used in conjunction with A.B.A's {{MMC|input=41236K[gm]|label=flipkick}} to create difficult to escape unblockable setups. In the corner its even possible to loop these setups using a {{MMC|input=j.H[gm]|label={{clr|4|j.H}}}} ender to set up a meaty bloodball and repeat the sequence afterward. The projecile will stay out even if A.B.A gets hit after a certain point, and the multihit nature means that opponents that {{keyword|Faultless Defense}} this attack will burn through a lot of tension, forcing opponents who are low on health to sacrifice their meter to stay alive if they block this attack. Can be very useful vs characters with limited grounded mobility to give them something extra to think about when attempting to approach, as fireballs tend to be<br><br />
<br />
The multihit part of the projectile has a weird property where the gap will always be the same, ignoring hitstop when it hits. This means that against Jam's parry and SB the projectile will still lock them in hitstop preventing them from even using a reversal option. <br />
}}<br />
<br />
===<big>FB Judgment</big>===<br />
{{InputBadge|{{clr|5|623D}}}}<br />
{{GGACR Move Card<br />
|input=623D[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 4<br />
|inactive2 = 14<br />
|active3 = 2<br />
|recovery = 21<br />
|frcStart = 12<br />
|frcEnd = 14<br />
}}<br />
Everything good about regular FB Danzai becomes better in Goku due to the faster startup allowing you to more easily blow through and punish things. Coupled with the FRC point that's identical to meterless Goku Danzai gives ABA a disgustingly powerful callout tool at the cost of 50 meter, that on block is completely safe and on hit gives her an unscaled launcher. Everything you could want in a special and then some<br />
}}<br />
<br />
===<big>Overdrives</big>===<br />
----<br />
===<big>Evidence: Destruction</big>===<br />
{{InputBadge|{{clr|1|j.632146P}}}}<br />
{{GGACR Move Card<br />
|input=j.632146P[m],j.632146P > 214K<br />
|description=<br />
No longer hits overhead, but now allows you to follow up with additional hits by inputting {{clr|2|j.214K}} for some extra damage. Its usage is identical to NM version, though, and there's an even better super you can do in Moroha mode for which you should really save up meter.<br />
----<br />
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.<br />
}}<br />
<!--------------------- END DON'T MESS WITH ME ---------------------------------><br />
</div><br />
<br />
==Instant Kill==<br />
===<big>Darkness of Ignorance</big>===<br />
{{InputBadge|During IK Mode: {{clr|4|236236H}}}}<br />
{{GGACR Move Card<br />
|input=236236H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 36<br />
|active = 5<br />
|recovery = 40<br />
}}<br />
Standard IK. Rather useful after CH NM {{clr|4|6H}} punish attempts.<br />
}}<br />
<br />
==Colors==<br />
{{GGACRColors|Character=A.B.A}}<br />
<br />
==Navigation==<br />
{{notice|To edit frame data, edit values in [[GGACR/A.B.A/Data]].}}<br />
{{#lst:GGACR/Navigation}}<br />
[[Category:Guilty Gear XX Accent Core + R]]<br />
[[Category:A.B.A]]<br />
[[Category:Unga]]</div>Sobosswagnerhttps://www.dustloop.com/wiki/index.php?title=GGACR/Potemkin&diff=393652GGACR/Potemkin2023-05-11T18:43:48Z<p>Sobosswagner: /* Overview */ Added a note about Potemkins guts rating and expanded on the Big con, adding a note about not being able to duck things other characters can</p>
<hr />
<div>==Overview==<br />
{{Overview/navigation}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=The grappler of Guilty Gear, named after the great Russian warship, The Potemkin. Pot essentially is a walking tank, dealing damage of ridiculous proportions whenever he gets in with his command throw of terrifying power: The Potemkin Buster.<br />
<br />
Potemkin of course works best directly in the opponent's face, but still has some unique tools for dealing with situations outside of grab range. He has large hitboxes, good range, moves with super armor, and a variety of powerful throws at his disposal. He also has a number of anti-zoning tools, like F.D.B (a flick that turns enemy projectiles back at them) and Slide Head (full screen unblockable that sweeps anyone standing on the floor). Pot can then capitalize off these reads by using the mighty Hammer Fall to dash across the screen and begin his close-range brawling. If Pot can get you to sit still long enough, he'll throw in a Potemkin Buster and laugh as 1/3rd of your health is ripped away in a single move. <br />
<br />
Perhaps more than any other character, Pot is capable of punishing on good reads very well. He has the best ground throw range in the game without Pot Buster alone, along with two anti-air grabs, an aerial command throw and the best air throw range in the game to boot. It's important to know that even with all of his anti-zoning tools, Potemkin still traditionally struggles against zoners and those who stay out of his range. As well, his mobility is awful, with no airdash to speak of. <br />
<br />
Though he may have trouble against good zoning and projectiles galore, big damage is Pot's game. He just needs to get close enough to readily instill the fear.<br />
}}<br />
{{GGACR/Infobox<br />
|fastestAttack = [[#5P|5P]] (5F)<br/>[[#Potemkin Buster|632146P]] (3F)<br />
|reversal = [[#Giganter|632146H]] (17F)<br />
}}<br />
{{ProsAndCons<br />
|intro = lumbers through neutral to headlock his opponent into a terrifying vortex of death.<br />
|pros=<br />
*'''Potemkin Buster''': The grab that defined every future anime grappler. No move matches its speed, damage, and range. Its sheer existence instills dread in every choice the opponent makes, including defending.<br />
*'''Hammerfall''': Sees obvious use as an armored charging move to challenge pokes, but the real meat comes from its application in Hammerfall Break Pressure—a way to gain frame advantage and correct spacing.<br />
*'''Hits Like A Freight Train''': Normals have ginormous base damage, reach and active time. Potemkin easily deals over 50% from several starters.<br />
*'''Chokeholds His Opponent''': Gets great knockdowns off of everything, turning his opponent's defense into paste in a matter of seconds.<br />
*'''Defensive Buster''': Toolkit lends itself excellently to universal defensive options like Instant Block, Slashback and Backdash. His throws also have great range and reward. Pressuring Potemkin is quite scary!<br />
*'''Built Like A Tank''': Has the highest defense and stun modifier in the game and the second highest guts giving Potemkin the overall highest base health in the game<br />
|cons=<br />
*'''Horrid Mobility''': Cannot dash or airdash, limiting his options to simply walking forward. Hammerfall is not a suitable replacement for either of these, and as such neutral requires strong patience and decision-making.<br />
*'''Runaway Matchups''': Potemkin's awful movement is accentuated when opponents don't need to come to him to be effective. He struggles against foes who gain advantage from running away and laming him out.<br />
*'''Big target''': Potemkin is both very wide and very tall, leaving him susceptible to things like instant overheads, {{keyword|F-Shiki}}s, and character specific combos. Potemkin also cannot duck many things other characters can, such as many {{clr|1|5Ps}} and other moves that whiff on other crouching characters<br />
}}<br />
</div><br />
===Starter Guide===<br />
{{StarterBlurb}}<br />
{{FrameChartKey}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGACR Move Card<br />
|input=5P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 5<br />
|recovery = 6<br />
}}<br />
Your quickest jab, with a pretty good hitbox, capable of hitting crouching, standing, or even airborne opponents (sometimes). <br />
<br />
Chain into {{clr|2|5K}} on the ground, or {{clr|3|c.S}} if they're in the air. If they block, you can chain as normal, or go right into a Potemkin Buster if they're not expecting it.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGACR Move Card<br />
|input=5K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 9<br />
|recovery = 9<br />
}}<br />
Your go to meaty option. Crazy active making it great for catching backdashes.<br />
<br />
Tied with {{clr|2|2K}} for Potemkin's quickest low. Although {{clr|2|2K}} has more range, {{clr|2|5K}} has a higher attack level and will combo into {{clr|3|2S}}, giving it much more explosive damage. Can be alternated with {{clr|2|6K}} for a simple but very effective mixup with meter.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGACR Move Card<br />
|input=c.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 3<br />
|recovery = 11<br />
}}<br />
Perhaps the most standard button Potemkin has.<br />
<br />
{{clr|3|c.S}} is quite a good button on its own. It's quick, the hitbox is large and being jump-cancellable with Level 3 hitstun gives it a lot of use in aerial combos. The issue is nothing more than it being a close proximity button. His other options at close range help Potemkin in far more areas or have layered applications, which vastly outstrip this move's potential. Often just blockstring or combo filler, but it'll do its job without complaints.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGACR Move Card<br />
|input=f.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 7<br />
|recovery = 18<br />
}}<br />
The perfect move for stopping IADs and advancing opponents. Hits at an upward angle, so you can throw it out early to stop your opponent from going airborne.<br />
<br />
If you hit an airborne opponent at range, cancel into ({{clr|3|2S}}) Heat Knuckle, or Heavenly Potemkin Buster if you've got tension to spare/it will win the round. On block it's a good idea to HFB, but you can also cancel into Slide Head for gimmicks.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGACR Move Card<br />
|input=5H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 7<br />
|recovery = 16<br />
}}<br />
One of Potemkin's best pokes: fantastic range, big guard bar bump, plenty of blockstun. <br />
<br />
Works like {{clr|3|f.S}}, but for opponents that'll stay grounded or very low in the air (I-no, Order Sol, Jam to an extent). Cancel into Hammerfall Break for better advantage on block or just to gain ground, or cancel into Slide Head for cheap (but very punishable) mixup.<br />
<br />
CH {{clr|4|5H}} leads to Slidehead or Hammerfall Break into a follow up combo. {{clr|4|5H}} is also the only move besides {{clr|1|6P}}/{{clr|4|2H}} that leads to Giganter super vs airborne opponents. At distances where nothing else is possible, Air CH {{clr|4|5H}} > delay {{clr|4|5H}} works.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===<br />
{{GGACR Move Card<br />
|input=5D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 31<br />
|active = 10<br />
|recovery = 6<br />
}}<br />
Standing dust, with a remarkably large hitbox. <br />
While easier to use than {{clr|2|6K}}, the atrocious startup renders it very reactable. Best used as a surprise tactic after spacing the opponent out where they wouldn't expect to be hit overhead.<br />
<br />
Anti-Air CH can be followed up (situationally) for a combo into Heat Knuckle/HPB.<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGACR Move Card<br />
|input=6P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 7<br />
|recovery = 19<br />
}}<br />
Potemkin's fantastic anti-air. Sports a great hitbox, lots of upper-body invincibility and lots of active frames. Pray the jump-ins away.<br />
<br />
{{clr|1|6P}} beats a ton of air attacks that other characters might struggle with, and it's so low profile that many attacks will whiff even if Potemkin anti-airs far too late. It's a solid defensive option against many things, such as late IADs, certain long-ranged pokes or improper safejumps. Whiffs on crouchers and has a vertical hitbox, so it nearly entirely lacks offensive use, but it does plenty already.<br />
<br />
Followups are simple and damaging with many branching options. On a normal hit, Potemkin can go for an easy knockdown with Heat Knuckle or better yet jump cancel for an air combo. Options naturally become more freeform with a counterhit. See the [[GGACR/Potemkin/Combos | combo page]] for more specifics.<br />
}}<br />
<br />
===<big>{{clr|2|6K}}</big>===<br />
{{GGACR Move Card<br />
|input=6K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 18<br />
|active = 3<br />
|recovery = 20<br />
}}<br />
An 18 frame, nearly unreactable overhead with short range. Terrifying mixup tool combined with {{clr|2|5K}}.<br />
<br />
Only used in Potemkin's oki for three reasons. One, no buttons gatling into {{clr|2|6K}}. Two, no one would ever just sit there and let Pot stagger into an overhead at close range, as they're too busy screaming bloody murder. Three, if you find someone who ''is'' willing to just sit there, {{MiniMoveCard|input=632146P|label=you already know what to do}}.<br />
<br />
Spacing Potemkin out or safejumping is the preferred way to enforce the aforementioned mixup. While {{clr|2|6K}} has throw invulnerability on startup, it ends 3 frames before the attack hits. For this reason, its usage as a point-blank meaty will lose to reversal throws. Timing the attack late will allow it to shrug through throw attempts, but then it won't catch most characters' jump startup, among other problems.<br />
<br />
Although one of Potemkin's hardest combos due to charging, {{clr|2|6K}} -> Hammerfall combos on crouching and baits bursts automatically. It's only really worth it with meter, but it leads to insane damage. Without meter, cancel to {{clr|5|2D}}.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGACR Move Card<br />
|input=6H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 23<br />
|active = 5<br />
|recovery = 30<br />
|frcStart = 20<br />
|frcEnd = 21<br />
}}<br />
Potemkin's longest-ranged normal, hitting from nearly 2/3 of the screen away. Great for tagging backdashes or just landing an unexpected hit at range. Ridiculous on counter hit, as the CH holds them in place momentarily, allowing followups such as Giganter.<br />
<br />
Cancel into Slide Head for an unblockable, or Hammerfall Break to get big frame advantage thanks to the custom hitstun. Characters with 4/5 frame prejump cannot escape Slide Head without IB/Backdash/Reversal.<br />
<br />
Can be FRC'd right before it becomes active. {{clr|1|5P}} > {{clr|4|6H}} FRC Pot buster for shenanigans, or let it rip to catch backdashers.<br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGACR Move Card<br />
|input=2P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 4<br />
|recovery = 8<br />
}}<br />
{{clr|1|2P}} is almost a dead button, nigh worthless due to its terrible speed and shouldn't be used often. Its best use is to poke Eddie's shadow from far away at little risk to yourself. Otherwise any other normal would do you better.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGACR Move Card<br />
|input=2K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 4<br />
|recovery = 14<br />
}}<br />
{{clr|2|2K}} comes out as fast as {{clr|2|5K}} with better range, but has a lower attack level, higher recovery, and fewer active frames. Not a bad button, but not as widely applicable as {{clr|2|5K}}, and the reward on hit is rather poor.<br />
<br />
On hit ({{clr|3|f.S}} >) {{clr|5|2D}} is usually the most you will get. If the opponent is crouching, you can combo into {{clr|3|2S}} either on crouch hit or from {{clr|3|c.S}} if close enough, but this rarely happens. Keep in mind that getting a knockdown as Potemkin is more than acceptable even if the damage isn't impressive, since you can easily make up for the poor damage from now afterwards.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGACR Move Card<br />
|input=2S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 3<br />
|recovery = 16<br />
}}<br />
Everyone's favorite move. Likely Potemkin's best normal in terms of overall usefulness.<br />
<br />
Good range, high attack level, staggers on counter-hit, but most importantly, it has a vacuum effect that pulls the enemy towards you on hit or block. Can follow up with {{clr|4|2H}} at close range for massive combos, and combined with {{MiniMoveCard|input=[4]6H > P|label=HFB}} it's 0 on block. In neutral it's a sidegrade from {{clr|3|f.S}}, with less active frames but more disjoint and harder to low profile.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGACR Move Card<br />
|input=2H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 5<br />
|recovery = 35<br />
|frcStart = 13<br />
|frcEnd = 15<br />
}}<br />
A vicious uppercut that reaches ridiculously high, starts all of Potemkin's nastiest combos. The easiest followup is Heat Knuckle, which will always work on a previously grounded opponent. Using HFB instead is where Potemkin starts his aerial routes, which all do gargantuan damage and lead into knockdowns.<br />
<br />
Counterhit {{clr|4|2H}} is Potemkin's absolute best starter. Your opponent can't tech until they've hit the ground, no matter how high they were when you hit, along with a great starting proration. Even relatively simple combos off of CH {{clr|4|2H}} can do 50% or more. Slashback {{clr|4|2H}} is a frequent way to get these counterhits and annihilate people. The move also carries a 1.25x dizzy modifier, so use this instead of {{clr|4|6H}} if you're aiming to stun.<br />
<br />
It's not recommended as an anti-air over {{clr|1|6P}}, but if you're going to use it then make sure you know it'll connect before committing to it. With no invincibility and slow startup, you'll have to throw it out early, but it can at least catch crossups quite well.<br />
<br />
Has an FRC point when it goes active, but it's mostly situational, used for some anti-burst option selects and some specific/stylish combos.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGACR Move Card<br />
|input=2D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 5<br />
|recovery = 14<br />
}}<br />
A great low with fantastic range. Use it to end ground combos, tag your opponent on wakeup, or just keep them guessing at range. Special cancellable, so use Hammerfall Break to get that much closer to the opponent after a knockdown or extra safety on block.<br />
<br />
Combos into Heat Knuckle on Faust and May (unless it hits at max range).<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGACR Move Card<br />
|input=j.P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 9<br />
|recovery = 6<br />
}}<br />
Important for gaining some height in Pot's air combos. Low attack level makes it good for tick throws after a jump in.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGACR Move Card<br />
|input=j.K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 8<br />
|recovery = 13<br />
}}<br />
Has a decent hitbox, but you'll mostly just be using this because it's jump cancellable. It also crosses up, giving Potemkin a left/right mixup after Heat Knuckle connects.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGACR Move Card<br />
|input=j.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 6<br />
|recovery = 23<br />
}}<br />
Probably Potemkin's best air move, with a nice, tall hitbox. If you want to jump, this normal will do you many favors. Good for safejumps.<br />
<br />
Functions as Potemkin's knockdown tool in air combos, since it brings the opponent down on hit. On counter hit gives a fully untechable ground bounce giving you plenty of options to follow up.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGACR Move Card<br />
|input=j.H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 6<br />
|recovery = 16<br />
}}<br />
Good for air-to-air damage or as a crossup attack, but doesn't offer a lot of follow-ups without [[GGACR/Potemkin/Combos|proper routing]]. Can be used to safejump, and can be easier for this purpose than {{clr|3|j.S}}, but has heavier pushback which may not always be ideal.<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGACR Move Card<br />
|input=j.D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 1<br />
|specialRecovery = 8<br />
}}<br />
Pot Butt. After a brief pause, Potemkin drops rapidly to the ground. Silly air normal with many uses, but shouldn't be relied upon.<br />
<br />
Catching an air opponent plummets them to the earth with you for a knockdown. Can change the angle of descent by holding left/right, and has lower body invuln.<br />
<br />
While useful for many things; getting to the ground faster, whiffing it for surprise busters, and as an anti-anti-air, {{clr|5|j.D}} is also very gimmicky. Potemkin should rarely ever be in the air, and there are plenty of moves that beat it clean or will cause a clash, which you'll lose if you're not prepared. Don't throw it out willy-nilly.<br />
<br />
Combos after {{clr|3|j.S}} for a knockdown into whatever oki you please. <br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GGACR Move Card<br />
|input=Ground Throw<br />
|description=<br />
Toss your opponent like a ragdoll. Has two hits, one right as Potemkin lets go, and another once they land.<br />
<br />
Has a 4F FRC window after tossing the opponent, allowing for follow-ups like {{clr|3|2S}} > Heat Knuckle to keep your opponent close and give you oki. Forced 50% proration means anything longer won't be worth it unless they're nearly dead already.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGACR Move Card<br />
|input=Air Throw<br />
|description=<br />
A particularly satisfying airthrow with huge range. Slams the opponent down on hit.<br />
}}<br />
<br />
===<big>[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]</big>===<br />
{{GGACR Move Card<br />
|input=DAA<br />
|description=<br />
Uses 5D animation, making its horizontal reach notably better than most other Dead Angles. If you need some breathing room, this is a great way to get it. A point blank hit in the corner can net you a {{clr|1|5P}} into a small combo, otherwise gives a knockdown.<br />
}}<br />
<br />
==Special Moves==<br />
===<big>Mega Fist</big>===<br />
{{InputBadge|{{clr|1|236P}}\{{clr|1|214P}}}}<br />
{{GGACR Move Card<br />
|input=236P,214P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 25<br />
|active = 8<br />
|specialRecovery = 13<br />
|frcStart = 16<br />
|frcEnd = 17<br />
|cancelStart1 = 25<br />
|cancelEnd1 = 26<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 25<br />
|active = 9<br />
|specialRecovery = 6<br />
|frcStart = 25<br />
|frcEnd = 26<br />
|cancelStart1 = 28<br />
|cancelEnd1 = 29<br />
}}<br />
Mega Fist Forward ({{clr|1|236P}}) jumps over a ton of normals while putting out a massive hitbox that's difficult to beat and prone to trading. Scores a knockdown on hit, which is always great for Potemkin. Fantastic as a counterpoke, especially when mixed in with your own pokes and Hammerfall, and can be quite abusable in certain matchups. However in terms of raw data, it's inferior to Reverse in every way. Oddly only Level 2 on block.<br />
<br />
Has some interesting FRCs. The first FRC point is before the hit, turning the move into a weird command jump that can be jump installed for air options. The second FRC point is during the first active frames making it safer if blocked.<br />
----<br />
Mega Fist Backward ({{clr|1|214P}}) is solid as an easy-to-input defensive option, and can be mixed in with other options to make it harder to handle Potemkin's defense. Better as a raw attack than Forward thanks to superior data, it has a high attack level, more active frames, less recovery, and staggers on counter hit for big damage. But don't lie, you got this as a Potemkin Buster misinput and wrote it off as a disengagement option.<br />
<br />
Can be FRC'd on frames 25-26F, and 28-29F. Yes, they're a frame apart. No, I don't know why.<br />
}}<br />
<br />
===<big>Slide Head</big>===<br />
{{InputBadge|{{clr|3|236S}}}}<br />
{{GGACR Move Card<br />
|input=236S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 23<br />
|active = 2<br />
|inactive2 = 2<br />
|active3 = 1<br />
|recovery = 25<br />
|frcStart = 27<br />
|frcEnd = 29<br />
}}<br />
One of Potemkin's more interesting moves, used as an anti-zoning and fullscreen knockdown tool.<br />
<br />
Slide Head has two different attacks during its active frames. If either hit, the opponent gets knocked down and kept them there for an extra 40 frames over normal knockdown length, giving Pot time to advance. The first is Potemkin's actual body itself, a level 5 attack that hits low, but that's likely not what you're using it for. If the first attack misses, the second attack occurs, which sends out an unblockable shockwave, covering about 3/4 of the ground at full zoom-out.<br />
<br />
This shockwave can be avoided by being airborne or if a character lifts their hurtbox off the ground (Dizzy dash, May 5K, etc.). As a fullscreen tool, it can make characters like A.B.A or Justice think twice about using certain tools in neutral, as a well timed Slide Head will put them right into your vicious oki game. Beware, if you use it poorly or your opponent reads you, you can be punished severely.<br />
<br />
Has a secondary use in oki. It has a very similar animation to {{clr|2|6K}}, but as previously stated the first hit is a low while the move will instead become unblockable if spaced and requires a completely different response. This is generally only worth it along with the FRC, but makes blocking all the harder.<br />
}}<br />
<br />
===<big>Hammer Fall</big>===<br />
{{InputBadge|{{clr|4|[4]6H}}}}<br />
{{GGACR Move Card<br />
|input=[4]6H<br />
|description=<br />
<small>Earliest Hammerfall</small>{{#invoke:FrameChart|drawFrameData<br />
|startup = 19<br />
|active = 2<br />
|recovery = 27<br />
|frcStart = 20<br />
|frcEnd = 22<br />
}}<br />
<small>Latest Hammerfall</small>{{#invoke:FrameChart|drawFrameData<br />
|startup = 35<br />
|active = 2<br />
|recovery = 27<br />
|frcStart = 36<br />
|frcEnd = 38<br />
}}<br />
Potemkin's second most important move, an armored charging attack that does it all. Requires a 30f charge time.<br />
<br />
Lunges forward with a single hit of armor for a certain distance or until he reaches the opponent, then smashes his fists together. Deals huge damage, and causes a knockdown when it connects on a grounded opponent. The armor and speed of Hammerfall makes it amazing for crushing opponents who try to keep Potemkin away with slower buttons, and as a frametrap or anti-jump during pressure.<br />
<br />
Hammerfall's second yet most important trait is its ability to be cancelled into [[GGACR/Potemkin#Hammer_Fall_Break|Hammerfall Break]] (or Hammerfall Brake, if you will), which can be used to dramatically reduce the recovery of many attacks and/or move Potemkin forward during his pressure. By itself Hammerfall is already fantastic, but with this it sets Potemkin apart from any other grappler.<br />
<br />
Because of its wide use, Hammerfall should be charged by holding back whenever possible, often referred to as [[GGACR/Potemkin/Strategy#Always_Be_Charging|Potemkin's ABCs]]. Note that Potemkin cannot cancel the first frame of Hammerfall, as he must first enter Hammerfall before he is able to cancel it. Additionally, the lack of an input buffer requires {{clr|1|P}} to be input distinctly after {{clr|4|H}}. <br />
<br />
Hammerfall also has an FRC window, which begins 3F after hitstop or 3F of Potemkin's fists connecting on whiff. This FRC is one of the best in the game, as it turns Hammerfall massively plus (+14) and enables explosive combos. It is likely the most important FRC for Potemkin to learn.<br />
}}<br />
<br />
===<big>Hammer Fall Brake</big>===<br />
{{InputBadge|{{clr|4|[4]6H}} > {{clr|1|P}}}}<br />
{{GGACR Move Card<br />
|input=[4]6H > P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 15<br />
|frcStart = 3<br />
|frcEnd = 10<br />
}}<br />
Hammer Fall Brake lets Potemkin stop Hammer Fall early without an attack, allowing you to put up a defense, or use a more suitable attack for the given situation. Note that if you hit P too late (within about ten frames of it going active), Brake won't occur, so it's worthwhile to practice at different ranges and get the timing down, especially when using it for going in after Slide Head, or to catch an opponent with a Potemkin Buster.<br />
<br />
Fastest possible Hammer Fall Brake completes in 16F, 1F of Hammer Fall and 15F of Hammer Fall Brake.<br />
{{(!}} class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View HFB Frame Advantage" data-collapsetext="Close HFB Frame Advantage" style="width:100%; max-width: 60ch; text-align: left;"<br />
! colspan="3" style="background-color: var(--color-surface-2);" {{!}} HFB Frame Advantage Cheat Sheet<br />
{{!}}-<br />
! Attack !! On-Block !! On Block + HFB<br />
{{!}}-<br />
{{!}} {{Clr|1|5P}} {{!!}} -1 {{!!}} -7<br />
{{!}}-<br />
{{!}} {{Clr|1|2P}} {{!!}} -2 {{!!}} -7<br />
{{!}}-<br />
{{!}} {{Clr|1|6P}} {{!!}} -9 {{!!}} 0<br />
{{!}}-<br />
{{!}} {{Clr|2|5K}} {{!!}} -4 {{!!}} -3<br />
{{!}}-<br />
{{!}} {{Clr|2|2K}} {{!!}} -6 {{!!}} -5<br />
{{!}}-<br />
{{!}} {{Clr|2|6K}} {{!!}} -4 {{!!}} +2<br />
{{!}}-<br />
{{!}} {{Clr|3|c.S}} {{!!}} 0 {{!!}} -3<br />
{{!}}-<br />
{{!}} {{Clr|3|f.S}} {{!!}} -11 {{!!}} -3 <br />
{{!}}-<br />
{{!}} {{Clr|3|2S}} {{!!}} -2 {{!!}} 0<br />
{{!}}-<br />
{{!}} {{Clr|4|5H}} {{!!}} -4 {{!!}} +2<br />
{{!}}-<br />
{{!}} {{Clr|4|2H}} {{!!}} -21 {{!!}} +2<br />
{{!}}-<br />
{{!}} {{Clr|4|6H}} {{!!}} -11 {{!!}} +7<br />
{{!}}-<br />
{{!}} {{Clr|5|2D}} {{!!}} -5 {{!!}} -3<br />
{{!)}}<br />
}}<br />
<br />
===<big>F.D.B.</big>===<br />
{{InputBadge|{{clr|3|63214S}}}}<br />
{{GGACR Move Card<br />
|input=63214S,63214S Reflect<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 21<br />
|active = 3<br />
|recovery = 12<br />
}}<br />
Flick Dat Back! A mighty flick with two separate aspects: the attack and the reflect (see below).<br />
<br />
The attack portion sports a huge, disjointed hitbox extended well beyond and above the flick itself and good priority. If it hits a grounded opponent, they'll be staggered, and a counter-hit will catapult the opponent across the screen and cause a wallstick for followups if Potemkin is close enough. On block, they'll be pushed away a good distance, but it's fortunately plus on block. Can be used as a frametrap if Potemkin is spaced out and doesn't want to risk Hammerfall, but sadly gives little reward on an air hit.<br />
----<br />
The second aspect of F.D.B. During frames 4-14 of F.D.B.'s startup, any projectile within Potemkin's hurtbox (the box that determines if Potemkin is hit) will be reflected back as a slow moving, screen filling projectile. After reflecting a projectile, Potemkin is strike invincible until he recovers, although this won't save you from multi-hit projectiles unless they're out of the way by then.<br />
<br />
This projectile will keep going even if it hits other projectiles (most of which will be destroyed), and will travel for a full screen length or until it strikes the opponent. <br />
{{(!}} class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View Flickable Moves" data-collapsetext="Close Flickable Moves" style="width:100%; max-width: 70ch; text-align: left;"<br />
! colspan="2" style="background-color: var(--color-surface-2);" {{!}} Flickable Moves<br />
{{!}}-<br />
! Character<br />
! Flickable Moves<br />
{{!}}-<br />
{{!}}{{Character Label|GGACR|A.B.A|label=A.B.A}}<br />
{{!}}<br />
*{{MiniMoveCard|game=GGACR|chara=A.B.A|input=236H|label=Avoidance}}<br />
*{{MiniMoveCard|game=GGACR|chara=A.B.A|input=236D[m]|label=FB Avoidance}} (Explosion only.)<br />
*{{MiniMoveCard|game=GGACR|chara=A.B.A|input=j.41236S|label=Eradication}}<br />
*{{MiniMoveCard|game=GGACR|chara=A.B.A|input=6321463214S|label=Altercation}} (Must input before the super flash.)<br />
<br />
{{!}}-<br />
{{!}}{{Character Label|GGACR|Anji Mito|label=Anji Mito}}<br />
{{!}}<br />
*{{MiniMoveCard|game=GGACR|chara=Anji Mito|input=236P|label=Shitsu}}/{{MiniMoveCard|game=GGACR|chara=Anji Mito|input=236D|label=FB Shitsu}} (Both forms.)<br />
*{{MiniMoveCard|game=GGACR|chara=Anji Mito|input=236S > P|label=Shin: Isshiki}}<br />
*{{MiniMoveCard|game=GGACR|chara=Anji Mito|input=632146H|label=Issei Ougi: Sai}} (Must input before the super flash.)<br />
<br />
{{!}}-<br />
{{!}}{{Character Label|GGACR|Axl Low|label=Axl Low}}<br />
{{!}}<br />
*{{MiniMoveCard|game=GGACR|chara=Axl Low|input=[4]6S|label=Rensen Geki}}<br />
*{{MiniMoveCard|game=GGACR|chara=Axl Low|input=j.63214S|label=Kokuu Geki}}<br />
*{{MiniMoveCard|game=GGACR|chara=Axl Low|input=[4]6D|label=FB Kyokusa Geki}}<br />
*{{MiniMoveCard|game=GGACR|chara=Axl Low|input=2363214H|label=Byakue Renshou}} (Second part only.)<br />
<br />
{{!}}-<br />
{{!}}{{Character Label|GGACR|Baiken|label=Baiken}}<br />
{{!}}<br />
*{{MiniMoveCard|game=GGACR|chara=Baiken|input=236K|label=Tatami Gaeshi}}/{{MiniMoveCard|game=GGACR|chara=Baiken|input=236D|label=FB Tatami Gaeshi}}<br />
<br />
{{!}}-<br />
{{!}}{{Character Label|GGACR|Bridget|label=Bridget}}<br />
{{!}}<br />
*{{MiniMoveCard|game=GGACR|chara=Bridget|input=Ground Yoyo Recall|label=Yoyo Recall}}<br />
*{{MiniMoveCard|game=GGACR|chara=Bridget|input=214H|label=Jagged Roger}}/{{MiniMoveCard|game=GGACR|chara=Bridget|input=214D|label=FB Jagged Roger}} (Following hits still have to be blocked.)<br />
*{{MiniMoveCard|game=GGACR|chara=Bridget|input=623H|label=Roger Hug}} (The yoyo will still stick to you.)<br />
*{{MiniMoveCard|game=GGACR|chara=Bridget|input=421H|label=Roger Get}} (Flicking Roger in the air cancels the ground hit.)<br />
*{{MiniMoveCard|game=GGACR|chara=Bridget|input=4123641236S|label=Maintenance Disaster}} (Must be timed extremely well before the super flash.)<br />
*{{MiniMoveCard|game=GGACR|chara=Bridget|input=632146H|label=Me and My Killing Machine}} (Following hits still have to be blocked unless you're on the very edge of it.)<br />
<br />
{{!}}-<br />
{{!}}{{Character Label|GGACR|Chipp Zanuff|label=Chipp Zanuff}}<br />
{{!}}<br />
*{{MiniMoveCard|game=GGACR|chara=Chipp Zanuff|input=41236H|label=Gamma Blade}}/{{MiniMoveCard|game=GGACR|chara=Chipp Zanuff|input=41236D|label=FB Gamma Blade}}<br />
<br />
{{!}}-<br />
{{!}}{{Character Label|GGACR|Dizzy|label=Dizzy}}<br />
{{!}}<br />
*{{MiniMoveCard|game=GGACR|chara=Dizzy|input=236K|label=It Started Out as Just Light}}<br />
*{{MiniMoveCard|game=GGACR|chara=Dizzy|input=236H|label=I Use This to Fish}}<br />
*{{MiniMoveCard|game=GGACR|chara=Dizzy|input=214H|label=My Talking Buddies}} (S/H versions, resulting projectile will destroy the fish.)<br />
*{{MiniMoveCard|game=GGACR|chara=Dizzy|input=421S|label=I Use This to Get Fruit}}/{{MiniMoveCard|game=GGACR|chara=Dizzy|input=421D|label=FB I Use This to Get Fruit}}<br />
*{{MiniMoveCard|game=GGACR|chara=Dizzy|input=j.214P Pop|label=Please Leave Me Alone}}/{{MiniMoveCard|game=GGACR|chara=Dizzy|input=j.214D Pop|label=FB Please Leave Me Alone}} (Pop only.)<br />
*{{MiniMoveCard|game=GGACR|chara=Dizzy|input=632146S|label=Imperial Ray}} (F.D.B. can be input during the super flash if you aren't point blank.)<br />
*{{MiniMoveCard|game=GGACR|chara=Dizzy|input=64641236H|label=Gamma Ray}} (F.D.B. can be input during the super flash at any range.)<br />
<br />
{{!}}-<br />
{{!}}{{Character Label|GGACR|Eddie|label=Eddie}}<br />
{{!}}<br />
*{{MiniMoveCard|game=GGACR|chara=Eddie|input=22S|label=Invite Hell}}<br />
*{{MiniMoveCard|game=GGACR|chara=Eddie|input=]D[|label=Overhead Attack}}<br />
*{{MiniMoveCard|game=GGACR|chara=Eddie|input=]H[ Vice|label=Drill Special Vice}}<br />
*{{MiniMoveCard|game=GGACR|chara=Eddie|input=22D|label=Drill Special}}<br />
*{{MiniMoveCard|game=GGACR|chara=Eddie|input=632146H|label=Amorphous}} (F.D.B. can be input at mid-range on reaction, but it hits if you're too close.)<br />
<br />
{{!}}-<br />
{{!}}{{Character Label|GGACR|Faust|label=Faust}}<br />
{{!}}<br />
*{{MiniMoveCard|game=GGACR|chara=Faust|input=j.236P|label=Love}}<br />
*{{MiniMoveCard|game=GGACR|chara=Faust|input=236P|label=What Could This Be?}}/{{MiniMoveCard|game=GGACR|chara=Faust|input=236236P|label=W-W-What Could This Be?}}<br />
**{{MiniMoveCard|game=GGACR|chara=Faust|input=Bomb|label=Bomb}} (Explosion only.)<br />
**{{MiniMoveCard|game=GGACR|chara=Faust|input=Chibi Faust|label=Chibi Faust}}/{{MiniMoveCard|game=GGACR|chara=Faust|input=Chibi Robo-Ky|label=Chibi Robo-Ky}}/{{MiniMoveCard|game=GGACR|chara=Faust|input=Chibi Potemkin|label=Chibi Potemkin}} (Chibi Potemkin can be flicked three times.)<br />
**{{MiniMoveCard|game=GGACR|chara=Faust|input=Coin|label=Coin}}<br />
**{{MiniMoveCard|game=GGACR|chara=Faust|input=Dumbbell|label=Dumbbell}}<br />
**{{MiniMoveCard|game=GGACR|chara=Faust|input=Hammer|label=Hammer}}<br />
**{{MiniMoveCard|game=GGACR|chara=Faust|input=Meteors|label=Meteors}}<br />
**{{MiniMoveCard|game=GGACR|chara=Faust|input=Wash Pan|label=Wash Pan}}<br />
<br />
{{!}}-<br />
{{!}}{{Character Label|GGACR|I-No|label=I-No}}<br />
{{!}}<br />
*{{MiniMoveCard|game=GGACR|chara=I-No|input=f.S|label=f.S}}<br />
*{{MiniMoveCard|game=GGACR|chara=I-No|input=214P|label=Antidepressant Scale}}/{{MiniMoveCard|game=GGACR|chara=I-No|input=214D|label=FB Antidepressant Scale}}<br />
*{{MiniMoveCard|game=GGACR|chara=I-No|input=632146K|label=Horizontal Chemical Love}}<br />
*{{MiniMoveCard|game=GGACR|chara=I-No|input=632146S|label=Vertical Chemical Love}}<br />
*{{MiniMoveCard|game=GGACR|chara=I-No|input=j.2363214S|label=Ultimate Fortissimo}} (Can be flicked on reaction if I-No is high enough.)<br />
*{{MiniMoveCard|game=GGACR|chara=I-No|input=632146H|label=Longing Desperation}} (Can be flicked on reaction at a distance.)<br />
<br />
{{!}}-<br />
{{!}}{{Character Label|GGACR|Jam Kuradoberi|label=Jam Kuradoberi}}<br />
{{!}}<br />
*{{MiniMoveCard|game=GGACR|chara=Jam Kuradoberi|input=632146H|label=Renhoukyaku}} (Must input before the super flash.)<br />
<br />
{{!}}-<br />
{{!}}{{Character Label|GGACR|Johnny|label=Johnny}}<br />
{{!}}<br />
*{{MiniMoveCard|game=GGACR|chara=Johnny|input=214H|label=Glitter is Gold}}<br />
*{{MiniMoveCard|game=GGACR|chara=Johnny|input=236K Lv1|label=Mist Finer}} (All versions and levels. The projectile beats out the additional hits of Lv3.)<br />
*{{MiniMoveCard|game=GGACR|chara=Johnny|input=623S > S|label=Divine Blade}} (Projectile might go the wrong way if Johnny crosses you up.)<br />
<br />
{{!}}-<br />
{{!}}{{Character Label|GGACR|Justice|label=Justice}}<br />
{{!}}<br />
*{{MiniMoveCard|game=GGACR|chara=Justice|input=623K|label=S.B.T.}} (Second hit only.)<br />
*{{MiniMoveCard|game=GGACR|chara=Justice|input=22[X]|label=N.B.}} (Can flick during travel or upon detonation.)<br />
*{{MiniMoveCard|game=GGACR|chara=Justice|input=632146S|label=Imperial Ray}}<br />
*{{MiniMoveCard|game=GGACR|chara=Justice|input=46463214H|label=Gamma Ray}} (You will still have to block the rest regardless.)<br />
<br />
{{!}}-<br />
{{!}}{{Character Label|GGACR|Kliff Undersn|label=Kliff Undersn}}<br />
{{!}}<br />
*{{MiniMoveCard|game=GGACR|chara=Kliff Undersn|input=236P|label=Bellowing Roar}}/{{MiniMoveCard|game=GGACR|chara=Kliff Undersn|input=j.236D|label=FB Bellowing Roar}}<br />
*{{MiniMoveCard|game=GGACR|chara=Kliff Undersn|input=j.41236S|label=Limb Severer}} (Shockwave only.)<br />
*{{MiniMoveCard|game=GGACR|chara=Kliff Undersn|input=236236H|label=Reflex Roar}}<br />
*{{MiniMoveCard|game=GGACR|chara=Kliff Undersn|input=Taunt|label=Taunt}}<br />
<br />
{{!}}-<br />
{{!}}{{Character Label|GGACR|Ky Kiske|label=Ky Kiske}}<br />
{{!}}<br />
*{{MiniMoveCard|game=GGACR|chara=Ky Kiske|input=j.D|label=j.D}}<br />
*{{MiniMoveCard|game=GGACR|chara=Ky Kiske|input=236S|label=Stun Edge}}/{{MiniMoveCard|game=GGACR|chara=Ky Kiske|input=j.236S|label=Air Stun Edge}}<br />
*{{MiniMoveCard|game=GGACR|chara=Ky Kiske|input=236D|label=Charged Stun Edge}}/{{MiniMoveCard|game=GGACR|chara=Ky Kiske|input=j.236D|label=Air Charged Stun Edge}}<br />
*{{MiniMoveCard|game=GGACR|chara=Ky Kiske|input=236D > 4D|label=Lightning Sphere}}<br />
*{{MiniMoveCard|game=GGACR|chara=Ky Kiske|input=j.214D|label=Stun Raising}}<br />
*{{MiniMoveCard|game=GGACR|chara=Ky Kiske|input=236236P|label=Sacred Edge}} (Reactable if you aren't point blank.)<br />
<br />
{{!}}-<br />
{{!}}{{Character Label|GGACR|May|label=May}}<br />
{{!}}<br />
*{{MiniMoveCard|game=GGACR|chara=May|input=41236]X[|label=Applause for the Victim}}<br />
*{{MiniMoveCard|game=GGACR|chara=May|input=[4]6S > 56D|label=Go, Mr. Dolphin! Horizontal}}/{{MiniMoveCard|game=GGACR|chara=May|input=[2]8S > 58D|label=Go, Mr. Dolphin! Vertical}}<br />
*{{MiniMoveCard|game=GGACR|chara=May|input=63214S > P|label=Deluxe Goshogawara Bomber}} (Orca only.)<br />
*{{MiniMoveCard|game=GGACR|chara=May|input=236236S|label=Great Yamada Attack}}<br />
<br />
{{!}}-<br />
{{!}}{{Character Label|GGACR|Millia Rage|label=Millia Rage}}<br />
{{!}}<br />
*{{MiniMoveCard|game=GGACR|chara=Millia Rage|input=236S|label=Tandem Top}}/{{MiniMoveCard|game=GGACR|chara=Millia Rage|input=236D|label=FB Pretty Maze}} (H and D versions become active later into their animations.)<br />
*{{MiniMoveCard|game=GGACR|chara=Millia Rage|input=j.214K|label=Silent Force}}<br />
*{{MiniMoveCard|game=GGACR|chara=Millia Rage|input=214H > H|label=Secret Garden}}/{{MiniMoveCard|game=GGACR|chara=Millia Rage|input=214D > H|label=FB Secret Garden}}<br />
*{{MiniMoveCard|game=GGACR|chara=Millia Rage|input=236236S|label=Emerald Rain}}<br />
<br />
{{!}}-<br />
{{!}}{{Character Label|GGACR|Order-Sol|label=Order-Sol}}<br />
{{!}}<br />
*{{MiniMoveCard|game=GGACR|chara=Order-Sol|input=6P|label=6P}}<br />
*{{MiniMoveCard|game=GGACR|chara=Order-Sol|input=236P Lv1|label=Blockhead Buster}} (All levels. Initial close range hit is not a porejectile. Lv3 still needs to be blocked.)<br />
*{{MiniMoveCard|game=GGACR|chara=Order-Sol|input=214S Lv1|label=Gun Blaze}}<br />
*{{MiniMoveCard|game=GGACR|chara=Order-Sol|input=214[D] > H|label=Charge Burst}}<br />
*{{MiniMoveCard|game=GGACR|chara=Order-Sol|input=632146P Lv1|label=Savage Fang}} (All levels. Lv1 and 2 can be done on reaction if you're a character width away. Lv3 requires a close range read.)<br />
<br />
{{!}}-<br />
{{!}}{{Character Label|GGACR|Potemkin|label=Potemkin}}<br />
{{!}}<br />
*{{MiniMoveCard|game=GGACR|chara=Potemkin|input=632146H|label=Giganter}}<br />
*{{MiniMoveCard|game=GGACR|chara=Potemkin|input=63214S Reflect|label=F.D.B. Reflect}} (New projectile is made on every reflect.)<br />
<br />
{{!}}-<br />
{{!}}{{Character Label|GGACR|Robo-Ky|label=Robo-Ky}}<br />
{{!}}<br />
*{{MiniMoveCard|game=GGACR|chara=Robo-Ky|input=6P (1)|label=6P}} (You'll need to block if they continue to mash.)<br />
*{{MiniMoveCard|game=GGACR|chara=Robo-Ky|input=2H|label=2H}}<br />
*{{MiniMoveCard|game=GGACR|chara=Robo-Ky|input=236S Lv1|label=Don't Get Coc-KY!}} (All levels.)<br />
*{{MiniMoveCard|game=GGACR|chara=Robo-Ky|input=j.236S Lv1|label=Jun-KY Bargain}} (All levels.)<br />
<br />
{{!}}-<br />
{{!}}{{Character Label|GGACR|Sol Badguy|label=Sol Badguy}}<br />
{{!}}<br />
*{{MiniMoveCard|game=GGACR|chara=Sol Badguy|input=236P|label=Gun Flame}}/{{MiniMoveCard|game=GGACR|chara=Sol Badguy|input=236P DI|label=DI Gun Flame}}<br />
*{{MiniMoveCard|game=GGACR|chara=Sol Badguy|input=41236H > 64D|label=FB Tyrant Rave}}<br />
*{{MiniMoveCard|game=GGACR|chara=Sol Badguy|input=632146H|label=Tyrant Rave ver. Beta}} (Second hit only.)<br />
<br />
{{!}}-<br />
{{!}}{{Character Label|GGACR|Testament|label=Testament}}<br />
{{!}}<br />
*{{MiniMoveCard|game=GGACR|chara=Testament|input=236K|label=Phantom Soul}}/{{MiniMoveCard|game=GGACR|chara=Testament|input=236D|label=FB Phantom Soul}} (You will still get cursed by FB version.)<br />
*{{MiniMoveCard|game=GGACR|chara=Testament|input=Crow Middle Tackle|label=Curse Attacks}} (Nosedive and thrown feathers only.)<br />
*{{MiniMoveCard|game=GGACR|chara=Testament|input=41236S|label=EXE Beast}}<br />
*{{MiniMoveCard|game=GGACR|chara=Testament|input=632146S|label=Nightmare Circular}} (Reactable at any range.)<br />
<br />
{{!}}-<br />
{{!}}{{Character Label|GGACR|Venom|label=Venom}}<br />
{{!}}<br />
*{{MiniMoveCard|game=GGACR|chara=Venom|input=Hit Ball|label=Hit Ball}}/{{MiniMoveCard|game=GGACR|chara=Venom|input=Lightning Ball|label=Lightning Ball}} (Can only be flicked when in motion.)<br />
*{{MiniMoveCard|game=GGACR|chara=Venom|input=[4]6S|label=Stinger Aim}}/{{MiniMoveCard|game=GGACR|chara=Venom|input=[4]6D|label=FB Stinger Aim}}<br />
*{{MiniMoveCard|game=GGACR|chara=Venom|input=[2]8S|label=Carcass Raid}}/{{MiniMoveCard|game=GGACR|chara=Venom|input=[2]8D|label=FB Carcass Raid}}<br />
*{{MiniMoveCard|game=GGACR|chara=Venom|input=2141236S|label=Dark Angel}} (Still need to block the remaining hits after a successful flick.)<br />
*{{MiniMoveCard|game=GGACR|chara=Venom|input=j.236236H|label=Red Hail}} (Can be flicked multiple times with proper timing.)<br />
<br />
{{!}}-<br />
{{!}}{{Character Label|GGACR|Zappa|label=Zappa}}<br />
{{!}}<br />
*{{MiniMoveCard|game=GGACR|chara=Zappa|type=triplets|input=236K|label=Please Don't Come Back}}<br />
**{{MiniMoveCard|game=GGACR|chara=Zappa|type=triplets|input=Banana|label=Banana}} (Must be flicked before landing.)<br />
**{{MiniMoveCard|game=GGACR|chara=Zappa|type=triplets|input=Golf Ball|label=Golf Ball}}<br />
**{{MiniMoveCard|game=GGACR|chara=Zappa|type=triplets|input=Potted Plant|label=Potted Plant}}<br />
*{{MiniMoveCard|game=GGACR|chara=Zappa|type=raoh|input=236S|label=Darkness Anthem}} (Difficult but possible to flick the unlaunched orb.)<br />
{{!)}}<br />
}}<br />
<br />
===<big>Potemkin Buster</big>===<br />
{{InputBadge|{{clr|1|632146P}}}}<br />
{{GGACR Move Card<br />
|input=632146P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 1<br />
|recovery = 37<br />
}}<br />
The grab to end all grabs, that which all of Potemkin's game plan is centered around, and set the groundwork for many future grapplers. Potemkin Buster puts terror in your offense, reinforces your defense, steals games, destroys health bars, and makes people hate your character. Every Buster landed feels like a victory of its own.<br />
<br />
With 3F startup and a 176-pixel range, it's hard ''not'' to catch people with this. In addition to its already great range, many attacks actually bring the character's throwbox forward, making them even easier to catch before their active frames have even started. Has 12F afterwards to follow-up attack, for example with {{clr|3|c.S}} or {{clr|2|5K}} in the corner, for even higher damage and meterbuild.<br />
}}<br />
<br />
===<big>Heat Knuckle</big>===<br />
{{InputBadge|{{clr|4|623H}}}}<br />
{{GGACR Move Card<br />
|input=623H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 1<br />
|recovery = 22<br />
|frcStart = 23<br />
|frcEnd = 24<br />
}}<br />
An unblockable anti-air grab best used in combos or to stop people jumping away after Hammerfall Brake. Has good reach horizontally and vertically, but no invincibility, so its use as an anti-air in neutral is somewhat limited.<br />
<br />
Only hits airborne opponents, and unceremoniously drops them to the ground in front of you for great oki. Alternatively you can cancel it into Heat Extend for big damage, big meterbuild, and a big launch.<br />
<br />
There is an FRC point that is only available on whiff, thus meaning you can use it to make it safer if it misses. This gives a potential {{keyword|Option Select}}: With less than 50 meter, it leads to FRC if the opponent used Burst, allowing a full punish. On hit, it will continue like normal.<br />
<br />
*Fun Fact: it's actually possible to Slashback the first hit of Heat Knuckle and Faultless Defense the rest (or Slashback all of them).<br />
}}<br />
<br />
===<big>Heat Extend</big>===<br />
{{InputBadge|{{clr|4|623H}} > {{clr|4|63214H}}}}<br />
{{GGACR Move Card<br />
|input=623H > 63214H<br />
|description=<br />
Heat Knuckle followup. Blast their body across the map, and build tons of meter.<br />
<br />
Midscreen, you sacrifice oki for using this, and will need to Hammerfall to regain footing. This doesn't render it useless, as sometimes the damage is just enough to close out the round, or the extra damage and meter are deemed useful enough to you that it's fine having a worse oki situation. In the corner you don't sacrifice as much, but you'll still need to Hammerfall.<br />
<br />
If they Slashbacked your Heat Knuckle, there are three things they can do from here. The first is to simply FD, and survive at the cost of meter. The second is to use air reversals, which are detailed below. The third is to Slashback Heat Extend, which will cause them to fall to the ground slowly. Potemkin is strike invincible for a short period of time, meaning he can be thrown, or the opponent can simply wait and attack. Counterhit during its entire recovery.<br />
{{(!}} class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View Reversal Chart" data-collapsetext="Close Reversal Chart" style="width:100%; max-width: 70ch; text-align: left;"<br />
! colspan="5" style="background-color: var(--color-surface-2)" {{!}} Possible Air Reversals against Heat Extend<br />
{{!}}-<br />
! Character !! Move !! {{tt|Clashes|{{clr|3|'''✓'''}} - clashes, allowing for cancels<br>{{clr|4|'''✗'''}} - does not clash}} !! {{tt|Can Buffer|{{clr|3|'''✓'''}} - does not require timing<br>{{clr|4|'''✗'''}} - requires specific timing}} !! Notes<br />
{{!}}-<br />
{{!}} rowspan="1"{{!}}{{Character Label|GGACR|Sol}} {{!!}} {{MiniMoveCard|chara=Sol Badguy|input=j.623S|label=Volcanic Viper}} {{!!}} {{clr|3|'''✓'''}} {{!!}} {{clr|3|'''✓'''}} {{!!}} Falls slowly if cancelled.<br />
{{!}}-<br />
{{!}} rowspan="2"{{!}}{{Character Label|GGACR|Ky}} {{!!}} {{MiniMoveCard|chara=Ky Kiske|input=623S|label=Vapor Thrust}} {{!!}} {{clr|4|'''✗'''}} {{!!}} {{clr|4|'''✗'''}} {{!!}} Always loses.<br />
{{!}}-<br />
{{!}} {{MiniMoveCard|chara=Ky Kiske|input=j.632146H|label=Ride The Lightning}} {{!!}} {{clr|3|'''✓'''}} {{!!}} {{clr|4|'''✗'''}} {{!!}} Drifts down towards Potemkin.<br />
{{!}}-<br />
{{!}} rowspan="1"{{!}}{{Character Label|GGACR|Chipp}} {{!!}} {{MiniMoveCard|chara=Chipp Zanuff|input=j.623S|label=Beta Blade}} (both) {{!!}} {{clr|3|'''✓'''}} {{!!}} {{clr|3|'''✓'''}} {{!!}} Falls slowly if cancelled.<br />
{{!}}-<br />
{{!}} rowspan="2"{{!}}{{Character Label|GGACR|I-No}} {{!!}} {{MiniMoveCard|chara=I-No|input=j.236D|label=FB Sultry}} {{!!}} {{clr|3|'''✓'''}} {{!!}} {{clr|4|'''✗'''}} {{!!}} Requires strange timing. Falls slowly.<br />
{{!}}-<br />
{{!}} {{MiniMoveCard|chara=I-No|input=j.2363214S|label=Ultimate Fortissimo}} {{!!}} {{clr|4|'''✗'''}} {{!!}} {{clr|4|'''✗'''}} {{!!}} Always loses.<br />
{{!}}-<br />
{{!}} rowspan="1"{{!}}{{Character Label|GGACR|Order-Sol}} {{!!}} {{MiniMoveCard|chara=Order-Sol|input=j.623H Lv1|label=Storm Viper}} {{!!}} {{clr|3|'''✓'''}} {{!!}} {{clr|3|'''✓'''}} {{!!}} Launches Sol up, bad situation for him.<br />
{{!}}-<br />
{{!}} rowspan="1"{{!}}{{Character Label|GGACR|Eddie}} {{!!}} {{MiniMoveCard|chara=Eddie|input=j.236236S|label=Executor}} {{!!}} {{clr|4|'''✗'''}} {{!!}} {{clr|3|'''✓'''}} {{!!}} Punishable with Buster. Just FD/SB instead.<br />
{{!}}-<br />
{{!}} colspan="5" {{!}}Note: ABA, Bridget, Jam, Johnny, Millia, Robo-Ky, Slayer and Zappa all must time it to the explosion.<br />
{{!)}}<br />
<br />
}}<br />
<br />
==Force Breaks==<br />
===<big>Judge Gauntlet</big>===<br />
<!--lol the input should just say "lose the game"--><br />
{{InputBadge|{{clr|5|63214D}}}}<br />
{{GGACR Move Card<br />
|input=63214D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 28<br />
|active = 6<br />
|recovery = 28<br />
}}<br />
Pseudo-reversal for Potemkin carrying many promising aspects. Sports infinite armor, which if struck makes Potemkin enter a reeling stance and immediately attack 10 frames after hitstop ends, even autocorrecting if he's crossed up. Knocks down on hit with a good chunk of damage, and although it's not frame 1 it can blow through a lot of predictable/"flowcharty" pressure options without much effort. All this on a character who already has such strong defensive options seems like it's too good to be true.<br />
<br />
Unfortunately, Judge Gauntlet is marred by many severe issues. It's saddled with horrendous startup, a bad hitbox that's very easy to avoid by jumping, no throw invincibility, and other character-specific counters. Worst of all, the reeling stance and hitstop only serves to telegraph the move and make it easier for opponents to avoid it once it's triggered (although moves with low hitstop won't cause issues).<br />
<br />
This results in Judge being highly recommended against by many Potemkin players. '''If you don't know what you're doing, you shouldn't use Judge.''' The move's best applications come in beating very specific setups typically involving slow multi-hitting moves, as it's too lacking everywhere else. If you insist on gambling on it any way it can sometimes work, but it should never be your first option and you will likely be better off forgetting it exists. It's better to have any reversal than no reversal, but most of the time, Judge Gauntlet will only exist to make you look like a clown when you mess up {{Tt|TK APB|Tiger Knee Aerial Potemkin Buster<br>Often done by performing a 360 motion starting from 6 (632147896)}}.<br />
<br />
Startup can be cancelled with P, and is mainly used in some pressure escapes and silly buster setups. Cancel animation is 14F.<br />
}}<br />
<br />
===<big>Aerial Potemkin Buster</big>===<br />
{{InputBadge|{{clr|5|j.632146D}}}}<br />
{{GGACR Move Card<br />
|input=j.632146D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 1<br />
|specialRecovery = 12<br />
}}<br />
Most fun combo tool in the game, somewhat tricky to use and not actually a grab. Takes all the suck from Judge Gauntlet and turns it into goodness.<br />
<br />
Connects as part of a combo, but you can't cancel into it from air normals. You'll mostly use it as a followup to ground attacks like counter-hit {{clr|1|6P}}, a {{clr|4|2H}} followed by Hammerfall Break, or after midair jump cancels. On hit, Potemkin jumps in the opposite direction from the one he was originally traveling and busters the opponent with a slightly different knockdown arc and an FRC for even more damage.<br />
<br />
In the corner, <span class="MockCodeBlock">{{clr|3|c.S}} > {{clr|5|APB}}</span> and <span class="MockCodeBlock">{{clr|4|2H}} > {{clr|1|HFB}} > {{clr|5|APB}}</span> loops into themselves, creating the Potemkin Bus Tour which has no stops and only lets you off when you're dead. This lends itself greatly to cashing out on tension and closing rounds, since {{clr|3|c.S}} connects after a ground Potemkin Buster in the corner.<br />
<br />
Actually hits mid and whiffs on grounded opponents, so it can be blocked using Faultless Defense in the air. If blocked in this manner, Potemkin can RC it.<br />
}}<br />
<br />
==Overdrives==<br />
===<big>Giganter</big>===<br />
{{InputBadge|{{clr|4|632146H}}}}<br />
{{GGACR Move Card<br />
|input=632146H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|isProjectile = true<br />
|recovery = 25<br />
|cancelStart1 = 16<br />
|cancelEnd1 = 29<br />
}}<br />
Projects a giant wall of energy that slowly moves forward. Godlike super, and one of Potemkin's best uses for meter.<br />
<br />
On hit, Giganter staggers your opponent on the ground and floats them in the air along with a hefty 3x stun modifier to almost instantly put them in the red—especially on counterhit. If that doesn't stun, Potemkin has more than enough time to followup with whatever he wants, which can simply be a Potemkin Buster or a jaw-dropping [[GGACR/Potemkin/Combos#Giganter|stun combo]] if he so pleases.<br />
<br />
Can cancel into [[GGACR/Potemkin#Gigantic Bullet|Gigantic Bullet]] from 16-29F regardless of hit or whiff, which gives Giganter even more interesting applications.<br />
<br />
Also fantastic as a reversal. The projectile always comes out and stays out even if Potemkin gets hit, absorbs projectiles, and is plus on block. Combined with the massive reward on hit, Giganter will make many opponents think twice about pressure against Potemkin. There's a deadzone between Potemkin and Giganter, and the move also lacks throw invincibility after the superflash, so it's not infallible, but this is a small price to pay for everything else. Fear the mirror. Even then, be careful as you lose invul 1 frame before giganter becomes active, so it can end up in a loss in low health scenarios.<br />
}}<br />
<br />
===<big>Gigantic Bullet</big>===<br />
{{InputBadge|{{clr|4|632146H}} > {{clr|1|4123641236P}}}}<br />
{{GGACR Move Card<br />
|input=632146H > 4123641236P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 51<br />
|active = 24<br />
|recovery = 14<br />
}}<br />
Meterless Giganter followup, trading versatility for colossal damage. Bring the pain.<br />
<br />
Purely a combo tool, and terrifying when optimized. Wallbounces for followups on any hit for even more damage, and oki. Things only get better when you use it after an air hit Giganter, going from a simple {{clr|2|5K}} followup to netting you a {{clr|4|2H}} for even crazier routes. Note that if you're using this in the corner, Gigantic Bullet loses a lot of merit. The aforementioned wallbounce can play against you, so stick to the regular Giganter or APB there. An easy way to use this super is to simply spin your stick/pad during Giganter's superflash, then pressing {{clr|1|P}}.<br />
<br />
If you're too lazy to do <span class="MockCodeBlock">{{clr|2|6K}} > {{clr|4|HF}} > FRC</span>, Gigantic Bullet's got you covered. Confirming into this from {{clr|2|6K}} grants the unreactable overhead massive damage for not much execution, just a simple Tension fee.<br />
}}<br />
<br />
===<big>Heavenly Potemkin Buster</big>===<br />
{{InputBadge|{{clr|3|236236S}}}}<br />
{{GGACR Move Card<br />
|input=236236S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 15<br />
|recovery = 10<br />
}}<br />
Big leaping anti-air grab. Despite the cool name and high raw damage, {{tt|HPB|Heavenly Potemkin Buster}} is very mediocre and can end up as a waste of Tension, but hey at least it's not Judge Gauntlet.<br />
<br />
HPB in combos serves as a low execution, burst-safe ender. Everything falls apart if you're willing to put in a little more elbow grease, as <span class="MockCodeBlock">{{clr|4|2H}} > {{clr|1|HFB}} > {{clr|5|APB}}</span> does nearly identical damage while allowing for better followups for less meter cost. Further issues pile on, from its terrible damage scaling, high price and more. Outside of easily closing rounds, you should forget about using this move in combos.<br />
<br />
The other use for HPB is as an anti-air. Invulnerability during startup and upper-body invincibility while the hitbox is active lets it get the job done, but the initial hitbox is lackluster and whiffs at random. As you may have also guessed, launching Potemkin into the air is a massive issue when the move misses, and its unimpressive startup often means a {{clr|1|6P}} probably would've worked just fine for more than acceptable (if not better) reward. Still, you can get some uses out of it for opponents who insist on buzzing over your head, or to flex your crazy reads.<br />
}}<br />
<br />
==Instant Kill==<br />
===<big>Magnum Opera</big>===<br />
{{InputBadge|During IK Mode: {{clr|4|236236H}}}}<br />
{{GGACR Move Card<br />
|input=236236H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 12<br />
|recovery = 16<br />
}}<br />
The hitbox is a huge square around Potemkin. A dizzied opponent in the corner is probably your best chance, but don't bet on it. Much cooler than Infernal Tour.<br />
}}<br />
<br />
==Colors==<br />
{{GGACRColors|Size=160|Character=Potemkin}}<br />
<br />
<br />
==Navigation==<br />
{{notice|To edit frame data, edit values in [[{{#titleparts:{{PAGENAME}}| 1 | 1}}/{{#titleparts:{{PAGENAME}}| 1 | 2 }}/Data]].}}<br />
{{GGACR/Navigation}}<br />
{{Overview/SEO|summary=Guilty Gear +R's Potemkin is the series mainstay grappler, all about bringing the fear and the firepower.}}<br />
[[Category:Guilty Gear XX Accent Core + R]]</div>Sobosswagnerhttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/I-No&diff=393040GGXRD-R2/I-No2023-05-08T14:31:53Z<p>Sobosswagner: /* {{clr|3|c.S}} */ Removed c.S from her gatling options table</p>
<hr />
<div>==Overview==<br />
{{Overview/navigation|okizeme=true}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4|height=1<br />
|header=Overview<br />
|content= I-No is a mixup monster, whose strength lies in her unique Morrigan-style hoverdash that leaves her airborne, allowing her to use her aerial overhead moves very low to the ground. Hoverdash pressure is relentless, painful, and hard to block, with quick overheads, deceptive lows, and delayed or fake overhead strings. On knockdown I-no becomes extremely threatening, as her Note and Vertical Chemical Love YRC can stuff many of the opponent's reversal attempts.<br />
<br />
Combined with the natural safe-jumps provided by her hoverdash, she can freely rush in and force some of the safest, easiest, and most dangerous okizeme in the game. With her impressive damage output (especially in the corner), she can very easily take rounds just off a single knockdown.<br />
<br />
However, I-no possesses a few crucial weaknesses to offset her stellar setplay, the biggest one of which is her lack of a ground run. While her hoverdash is amazing for high/low mixups, it is stiff for moving and repositioning. Combined with normal attacks that are generally unimpressive for footsies, she can struggle to stay safe at mid range while planning her next approach. Some characters with high, fast pokes can stop her from getting in at all.<br />
<br />
I-No has ways around basically any defense thanks to her Horizontal Chemical Love projectile and her low profile Stroke the Big Tree, but those attacks do have clear answers: HCL loses to most airdashes, and Stroke loses to most low pokes. Overall, I-No is an oppressive, explosive character who can always rely on her smothering setplay to run away with entire rounds. Anyone not prepared to stop her is going to pay the price.<br />
}}<br />
{{GGXRD-R2/Infobox<br />
| fastestAttack = [[#5P|5P]] (4F)<br />
| reversal = [[#Longing Desperation|632146H]] (7+2F)<br />
}}<br />
{{ProsAndCons<br />
|intro= is a fragile aerial rushdown character who wrecks the opponent with mind-blending 50/50 mix-ups and low-profile moves.<br />
|pros=<br />
*'''Hoverdash Mixup:''' I-No's hoverdash gives her incredible high/low mix-up options and cross-up options with the {{clr|5|j.D}} {{keyword|FDC}} technique. She be very difficult to keep out once she's gotten in.<br />
*'''Great Projectiles:''' {{MiniMoveCard|input=214P|label= Note}} doubles as both a great okizeme tool and a solid way to begin your mixup game from fullscreen, while YRC {{MiniMoveCard|input=214K|label=Chemical Love}} can snipe unsuspecting opponents with ease.<br />
*'''Great Supers:''' Longing Desperation is an invincible super that's safe on block. Ultimate Fortissimo is a powerful Air Super that has 0 frames of startup after the super flash and has enough frame advantage to follow with a mixup if blocked.<br />
*'''Burst Damage:''' While I-No is mostly known for her 50/50 blender, she can put out surprisingly high damage off of specific confirms. <br />
*'''Aerial Escape Denial:''' High air throw range and has an anti-air command throw that makes it difficult to jump out of I-No's mixup situations. <br />
|cons=<br />
*'''Low Health and Stun:''' Below average health and poor stun make I-No a glass cannon.<br />
*'''Hoverdash Awkwardness:''' Her unique ground dash makes it hard for I-No to reposition and move without going into the air, which can be painful in certain matchups.<br />
*'''Poor Defensive Options:''' I-No has no meterless reversals, and her reversal super can lose to even throws and other invulnerable moves on reaction. Her height and lack of a run can also make it difficult to escape situations that other characters can run under and opens her up to easier {{keyword|F-Shiki}}s and IAD pressure resets.<br />
}}<br />
</div><br />
===Unique Mechanics===<br />
{{card|width=4<br />
|header= Hover Dash<br />
|content=<br />
I-No's dash does not behave like a normal run. I-No's ground dash puts her airborne which allows her to perform high/low mixups without having to actually jump. <br>She can also alter the direction of the hoverdash by holding 3 while dashing, which causes her to rise at a more sharp vertical angle.<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 4<br />
|recovery = 6<br />
}}<br />
I-no's fastest normal, as well as her least committal anti-air. Burst safe combo tool and mixup option off of jump cancel.<br />
<br />
Used to pickup in combos when {{clr|3|c.S}} is either out of range or too slow, and {{clr|2|5K}} is too slow. {{clr|1|5P}} can also be used as combo filler in order to bait bursts. On block, I-No can jump cancel, allowing for {{clr|5|j.D}} and {{clr|5|j.D}} {{keyword|FDC}} mixups when opponents are conditioned not to mash.<br />
<br />
*Whiffs on crouching opponents<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|S|c.S}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|S|6S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 7<br />
|recovery = 12<br />
}}<br />
Decent standing poke and solid combo/pressure tool when {{clr|P|5P}} and {{clr|P|6P}} wouldn't reach. <br />
<br />
With {{clr|3|2S}} not hitting low, {{clr|5|2D}} not leading to very much without spending meter, you'll have to learn {{clr|5|j.D}} FDC to make use of mixup out of this move. However, once learned, I-No's mixup options improve dramatically. Should be used from time to time in block strings to avoid being too predictable, and you'll need to combo into it in some situations (such as a {{clr|5|j.D}} FDC mixup out of block pressure) since I-No may push herself out too far to link into {{clr|1|6P}} against skinny characters like Venom, Zato, I-No, Millia. <br />
<br />
It's also good for catching back dashes thanks to its long range and active frames.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|6P}}, {{clr|S|c.S}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|S|6S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=c.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 2<br />
|recovery = 12<br />
}}<br />
Combo tool, used in some pressure strings because it's jump cancelable. You'll wish it activated from further away instead of {{clr|3|f.S}}.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|6P}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|S|6S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=f.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 8<br />
|recovery = 12<br />
}}<br />
A slow but highly disjointed and active poke that staggers on CH.<br />
<br />
Despite its strengths, {{clr|3|f.S}} is overall a highly situational button. {{clr|3|2S}} is a better option in most situations as it has faster startup and recovery, more range, and combos into {{MMC|input=214K|label=HCL}} for a knockdown more consistently on regular hit. As a poke, {{clr|3|f.S}} is best used in matchups where the disjoint or active frames are important enough to sacrifice the benefits of {{clr|3|2S}}. Rather than a poke, {{clr|3|f.S}} is best used as a frametrap after a blocked {{clr|4|2H}}.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|S|2S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 4<br />
|recovery = 18<br />
}}<br />
Combo tool that's also a great counterhit combo starter from frametraps or for extreme low hitting moves.<br />
<br />
When spaced right, if you've conditioned the opponent to attack low to try to beat {{MMC|input=41236S|label=STBT}}, you can tag them with this for a counter hit. Otherwise, this is a staple combo tool. Combos into H-STBT on counter hit.<br />
<br />
{{clr|4|5H}} is Briefly airborne during active frames, allowing I-no to dodge moves like Potemkin's {{MMC|input=236S|chara=Potemkin|label=Slidehead|hitboxMode=true|imageNumber=2}} or Faust's 100 Ton Weight.<br />
<br />
*Can be jump cancelled<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|H|2H}}, {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 26<br />
|active = 12<br />
|recovery = 9<br />
}}<br />
Universal grounded overhead that is fully disjointed with incredible horizontal range. <br />
<br />
Not very useful for I-No as she has much stronger high/low mixup options, so it's usually used to take advantage for its range as a pseudo zoning tool. You can try to catch people running in under a note or something - in a situation like that, most players are likely to crouch block and get tagged by this. Otherwise, throw it in from time to time in the corner when you're at a distance and expecting the opponent to mash. <br />
<br />
Worthless on air hit, so be cautious given the risk of using it. Very active, allowing it to be plus on block if hit very late, so you can meaty it on oki and use the frame advantage to score a counter hit. <br />
<br />
On YRC, the projectile remains active but is instead converted to a mid attack.<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 3<br />
|recovery = 21<br />
}}<br />
I-No's go to anti-air tool, a good ground-to-ground poke, and a staple launcher for combos thanks to its incredibly open gatling routes. <br />
<br />
Try not to whiff because it has a lot of recovery frames, and be aware that other players may try to sweep under this move if they know you'll use it. Knocks down on ground hit if you don't combo it into anything. <br />
<br />
For reference, if spaced at max range, I-No can actually safely bait some {{keyword|DP}}s (like {{MMC|chara=Sol Badguy|input=623S|label=S-VV}} and {{MMC|chara=Axl Low|input=623S|label=Artemis/Bentengari}}).<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|S|c.S}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|S|6S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|6S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 8<br />
|recovery = 15<br />
}}<br />
{{clr|3|6S}} is {{clr|3|f.S}} angled upward, with worse startup and recovery. While {{clr|3|6S}} looks like it could be used an anti-air, it has very low reward on hit and there is little reason to use it over her other options. {{clr|3|6S}} is only useful for corner pressure at distances where it would hit either standing or jumping opponents.<br />
<br />
*Acts as a proximity normal, meaning {{clr|3|c.S}} will come out if done too close.<br />
* Combos into {{MMC|input=214H|label=Sterilization Method}} on CH at some distances.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|S|2S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 12<br />
|inactive = 12<br />
|offset = 4<br />
|recovery = 17<br />
}}<br />
Frametrap and combo tool used to fish for jump outs or score counter hits.<br />
<br />
{{clr|H|6H}} causes blow back on hit, and I-No can't dash cancel this move unless the first hit connects, though it can be special canceled at any point or hit. This really limits I-No's options when using the second hit to fish for an anti air Counter Hit. <br />
<br />
This move is great when attempting a throw, as the anti air hitbox will catch people who try to jump away, and special cancel on block give I-No options to maintain pressure. If the second hit catches someone jumping away from your throw in the corner, you can {{MMC|input=214S|label=VCL}} loop for huge damage. Also works in corner combos when optimizing for damage, ending with {{MMC|input=214K > 214S|label=HCL~D}} knockdown. <br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 2<br />
|recovery = 5<br />
}}<br />
Tied for I-No's fastest crouching normal. Used in tick throws, frame traps, and for {{keyword|abare}} when {{clr|P|5P}} would reach too high. <br />
<br />
You can gatling {{clr|1|2P}} > {{clr|4|2H}} to leave a 1-frame gap, and if they don't get counter hit by {{clr|4|2H}}, doing {{clr|4|2H}} again is another frame trap. Gatling {{clr|1|2P}} > {{clr|4|5H}} from further away will leave a bigger gap, and you can also just let it recover fully for conventional frame traps with {{clr|2|2K}}, {{clr|1|6P}}, and other moves.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|S|c.S}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|S|6S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 2<br />
|recovery = 8<br />
}}<br />
A staple low combo starter for I-No's high/low mixup. Low profiles and can dodge under moves like {{MMC|chara=Sol Badguy|input=236[K]|label=Bandit Bringer}}.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|6P}}, {{clr|S|c.S}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|S|6S}}, {{clr|H|2H}}, {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 2<br />
|recovery = 17<br />
}}<br />
Long range advancing poke that can usually combo into HCL for a knockdown unless the opponent is crouching at longer range. <br />
<br />
Has less recovery than {{clr|3|f.S}}, making it slightly safer to whiff as a poke. You can cancel into {{MMC|input=214P|label=Note}} or STBT on block, but you'll leave a gap that can be exploited. {{clr|3|2S}} is still a threatening move if you have 50% to RRC, but otherwise is mostly a poke for the rare occasions when I-No actually has to sit still and push a button on the ground.<br />
<br />
While not as low to the ground as {{clr|K|2K}}, {{clr|S|2S}} can still be used to slide under some high moves like projectiles and punish at ranges where {{clr|K|2K}} would whiff.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|H|5H}}, {{clr|H|2H}}, {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 2<br />
|recovery = 11<br />
}}<br />
Used to frame trap, counterhit fish, and set up more frame traps since it's +6 on block. <br />
<br />
Like many of her crouching moves, I-No is low enough to the ground during this move to be considered low profile, giving it extra use as a preemptive counterpoke. While its somehwat similar in use to {{clr|4|5H}}, it does 3 less damage and can't be jump canceled, but {{clr|4|2H}} recovers much faster which leaves it at +6 on block.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 3<br />
|recovery = 18<br />
}}<br />
I-No's main knockdown tool from her normals.<br />
<br />
Can be difficult to knock down from about max {{clr|2|5K}} range (with {{clr|3|f.S}} and {{clr|3|2S}} having more range than that). Knocks down, but floats a little bit on hit, which is used in some HCL setups. This move is a low without proration, so there may be situations in which you'll take the risk on using this as a low and then spend meter (such as on a super) to do big damage in the corner.<br />
<br />
The hitbox is rather high up for a sweep, but the hurbox is also raised, allowing it to outright beat certain lows that have very thin hitboxes, such as {{MMC|chara=Ky Kiske|input=2D|hitboxMode=true|label=Ky {{clr|D|2D}}}} at the appropriate spacing.<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 5<br />
|recovery = 12<br />
}}<br />
Solid air to air poke and low risk throw {{keyword|OS}} option. <br />
<br />
Combos into {{clr|4|j.H}} on counter hit. Also used at the end of {{keyword|IAD}} pressure strings when you want to land into {{clr|1|5P}}/{{clr|2|2K}}, mix up with {{clr|5|j.D}}, or frame trap with delayed VCL YRC.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|j.P}}, {{clr|K|j.K}}, {{clr|S|j.S}}, {{clr|H|j.H}}, {{clr|D|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 12<br />
|recovery = 18<br />
}}<br />
Fast overhead that's used out of a hover dash for high/low mixups. <br />
<br />
Trying to land on an opponent's active low hitbox with this move will often lead to I-No being counter hit. It seems that I-No connects with the ground and is considered landing before the hitbox on this move {{tt|gets close to the floor|For reference, when Bedman 'falls asleep' during his idle animation and turns into a regular bed, this move whiffs on him no matter how it's timed or positioned.}}, so sometimes this can lose to wakeup {{clr|1|6P}} even when meaty. <br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|P|j.P}}, {{clr|S|j.S}}, {{clr|D|j.D}}<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 6<br />
|recovery = 23<br />
}}<br />
Works as an air to air, works as an air to ground. <br />
<br />
Overhead with no proration that leads to big damage in the corner. Will lose out to most things if the opponent is looking out for it, so try to stay covered by a Note or HCL YRC. Like {{clr|K|j.K}}, It seems that I-No connects with the ground and is considered landing before the hitbox on this move gets {{tt|all the way to the floor|For reference, when Bedman 'falls asleep' during his idle animation and turns into a regular bed, this move whiffs on him no matter how it's timed or positioned.}}. <br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|K|j.K}}, {{clr|H|j.H}}, {{clr|D|j.D}}<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 6<br />
|recovery = 24<br />
}}<br />
A highly disjointed air normal with great damage and has a lot of range. Excellent for controlling space and as an air to ground when spaced or meatied.<br />
<br />
Can be whiffed during a hover by falling for a few frames before hitting {{clr|4|j.H}} for a very strong meaty {{clr|4|j.H}}/{{clr|2|2K}}/throw mixup. You can also go into {{clr|4|j.H}} in airdash pressure to land early for {{clr|2|2K}}/throw mixup.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|D|j.D}}<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.D<br />
|description=<br />
An overhead that alters I-No's air momentum; she'll fall when rising, and float when falling. Used at the end of air block strings before landing for mixup. Can jump cancel for combos or continued block pressure. <br />
<br />
16 frames of startup means that any air string you use will leave a gap, so don't get predictable with this mixup or you'll get counter hit. Sets up meterless combos nicely when going into delayed VCL.<br />
<br />
Can be faultless defense canceled ({{keyword|FDC}}) on startup for the altered momentum effect. This is difficult to execute cleanly if you have a Burst ready, but you can jump cancel moves like {{clr|2|5K}}, {{clr|3|c.S}}, {{clr|3|j.S}}, and even {{clr|5|j.D}} into {{clr|5|j.D}}, then Faultless defense cancel to stay low to the ground for near-instant overheads, or to land and immediately attack low with {{clr|2|2K}} while they're reacting to your jump. You can also delay the {{clr|5|j.D}} FDC slightly to jump over the opponent for a cross up. <br />
<br />
{{clr|5|j.D}} FDC also completely removes {{clr|5|j.D}}'s 9 frames of landing recovery, so go nuts.<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Ground Throw<br />
|description=<br />
It's a throw, which can be useful against opponents you're having a hard time opening up. <br />
<br />
While it costs meter to combo off of, in the corner you can for between 143(PO) to 202(CH) damage and still get good oki! Without RCing into a combo it's still great because it causes knockdown and pushes a little bit toward the corner, so you can mix them up again and/or go for a note setup. <br />
<br />
You can also combo off of this without spending meter if RISC is cranked up to about +64 (training mode % value), which is 14% past flashing.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Air Throw<br />
|description=<br />
Is instant and has great range. Causes knockdown so you can get oki, and throws the opponent toward the corner in the opposite direction of your directional input.<br />
<br />
While I-No's air throw doesn't get her a combo, she will frequently "accidentally" air throw with IAD {{clr|H|j.H}} pressure resets. <br />
}}<br />
<br />
===<big>Dead Angle Attack</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=DAA<br />
|description=<br />
Costs 50% meter, prorates meter gain, shoves people off of you, can be used while blocking. <br />
<br />
Uses {{clr|P|6P}}'s animation and hitbox, so try not to let opponents sweep under this or block this. Also try not to forget this option exists just because I-No has good reversal supers.<br />
}}<br />
<br />
===<big>Blitz Attack</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Blitz,[Blitz]|versioned=name<br />
|description=<br />
Standard Blitz attack. Doesn't see much use in I-No's combo routes, so strictly defensive for I-No.<br />
}}<br />
<br />
==Special Moves==<br />
===<big>Antidepressant Scale</big>===<br />
{{InputBadge|{{clr|1|214P}} (Air OK)}}<br />
{{GGXRD-R2 Move Card<br />
|input=214P,j.214P|versioned=input<br />
|description=<br />
A highly active steerable projectile used for neutral and okizeme. The further the note travels, the more hits it has on contact with the opponent, up to a max of 5.<br />
<br />
Shoot notes at long range to try to force the opponent to block so you can get in safely. Also shoot notes on oki to try to scare the other player into blocking so you can run a mixup. <br />
<br />
Sometimes you'll want to end combos with {{MMC|input=j.236P|label={{clr|P|P}} dive}} for knockdown and to push yourself out far enough for note to hit 3+ times on oki, which means you approach behind Note (less risk of wakeup reversal or backdash), and also helps your combo damage if the mixup is successful. If I-No knocks the opponent down with {{MMC|input=214K > 214S|label=HCL~D}}, you may not have enough time to force them to block with note. In such a situation you'll either use another oki method, like VCL YRC, or will have to take a guess with your note to keep them blocking and get your mixup opportunity.<br />
<br />
The air version of this move has slightly faster startup and movement speed than the ground version, and significantly less recovery when {{keyword|TK}}ed.<br />
<br />
*I-No can control the note's vertical trajectory with up/down inputs.<br />
}}<br />
<br />
===<big>Stroke the Big Tree</big>===<br />
{{InputBadge|{{clr|3|41236S}}/{{clr|H|H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=41236S,41236H|versioned=input<br />
|description=<br />
Abbreviated either "Stroke" or "STBT". A rapidly advancing, low profiling low used to gap close and for grounded movement complementing I-No's air approaches.<br />
<br />
I-No can YRC at any time during Stroke, allowing all kinds of baits - Stroke YRC into mixup is an effective tool, and the time slow allows you to chase people who jump in fear of throws with an air throw. If you YRC either version during the travel frames, I-no will retain the forward movement of the move in neutral, creating kara throw situations and clever movement techniques in her neutral game.<br />
----<br />
;{{clr|S|S}} version <br />
Staggers on ground hit and can be linked into {{clr|K|5K}} if close enough. If the opponent doesn't mash out of stagger fast enough though, you can use this opportunity to knock down or attempt a reset. If you're deep in the corner when you get a {{clr|S|S}} stroke CH, you can {{clr|1|6P}} > {{clr|4|5H}} > IAD combo for unprorated damage, but if you're too far away on CH you'll still only get a knockdown. <br />
<br />
Faster than {{clr|H|H}} stroke, so generally preferred when using STBT as a movement option.<br />
----<br />
;{{clr|H|H}} version <br />
Knocks down on normal ground hit. On counter hit, launches ridiculously high mid screen, and you can set up full combos in the corner because it '''wall splats'''. It's a risky move to use given the start up time, but you can low profile under a lot of moves with it, making {{clr|H|H}} stroke an excellent call out option, especially if the opponent is contitioned to mash against airdash approaches. <br />
<br />
With {{clr|5|j.D}} FDC (you can hide the FD input during the YRC and go for the Stocked-Burst version) you have both an unreactable mixup tool and a way to stomp counter {{clr|5|2D}} attempts when you {{clr|H|H}} Stroke at mid screen.<br />
}}<br />
<br />
===<big>Sultry Performance</big>===<br />
{{InputBadge|{{clr|1|j.236P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}} (Hold OK)}}<br />
{{GGXRD-R2 Move Card<br />
|input=j.236P,j.236K,j.236S,j.236H|versioned=input<br />
|description=<br />
Also known as "Dive", Sultry Performance is an air movement option, an air stall move, and an anti-anti air, also used in combo routes to juggle or secure knockdowns. <br />
<br />
The button for Dive can be held to change the startup time and alters the on-hit properties on certain max charge dives.<br />
<br />
----<br />
;{{clr|P|P}} dive <br />
Combo tool with plenty of untech time. Can be canceled into an airdash or into specific special moves (like more dives or note) after frame 9. If it hits low enough, I-No will land and can link into {{clr|4|5H}}.<br />
----<br />
;{{clr|K|K}} dive<br />
Knocks down with plenty of untech time. Hits overhead, but can't be used as a starter even with RC when it's a normal ground hit. Ground bounces on CH, pushing the opponent closer toward the corner and allowing I-No to RC for a combo. Really expensive for a heavily prorated combo (85% + 80% forced from the RC) that you only get on CH, so generally not worth doing. <br />
<br />
On max charge, causes a floor bounce that you can combo off of. If the fully charged version scores a counter hit, you get the charged properties instead of the CH properties.<br />
----<br />
;{{clr|S|S}} dive <br />
Knocks down, but wallbounces on air hit in the corner. Like K dive, it can't be used as a starter on a normal ground hit outside of the corner even with RC. Causes an extra little bounce on grounded CH that pushes the opponent toward the corner, and if they're already in the corner you'll get the wallbounce. I-No can RC to combo off of a CH at mid screen, but since this is even more prorated than {{clr|K|K}} dive and scales even harder, you're going to get even less damage. <br />
<br />
Causes a tumble when fully charged, and it lasts long enough that you could combo into {{clr|H|H}} STBT with good timing. Damage is still poor, but at least there's a reason to charge dives. When a fully charged version scores a CH, you get the charged properties instead of the CH properties.<br />
----<br />
;{{clr|H|H}} dive <br />
Low damage, but multi hit. Can be used in character-specific combos that emphasize meter gain over damage or as an approach tool in certain situations since it's the fastest dive and travels directly forwards. <br />
<br />
Also has a use in neutral when you want to take a big risk from just the right distance away. If you catch the opponent off guard and hit them, you can sometimes combo, but at this spacing you wont get substantial damage. On CH with perfect spacing, you can potentially combo into {{clr|3|c.S}} for a more substantial combo. Usually though, you'll just get a knockdown (or they'll tech). If the opponent reacts too slow to AA I-No and they block, she will be safe if spaced right. Great in certain matchups for dealing with specific tools, like Potemkin's {{MMC|chara=Potemkin|input=236S|label=Slide Head}}.<br />
}}<br />
<br />
===<big>Chemical Love</big>===<br />
{{InputBadge|{{clr|2|214K}} (Air OK)\{{clr|2|214K}}~{{clr|3|214S}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=214K,j.214K,214K > 214S|versioned=input<br />
|description=<br />
Abbreviated as HCL ('''H'''orizontal '''C'''hemical '''L'''ove). An important pseudo projectile move used in combos and neutral.<br />
<br />
I-No flips and sends out a beam that reaches fairly far horizontally, but can be crouched under. It also leaves her in counterhit state on recovery, making it very dangerous if the opponent crouches or runs under it. The hitbox takes longer to come out starting around max {{clr|3|f.S}} range which can cause some combos to drop (you'll lose the knockdown from HCL).<br />
<br />
HCL has a lot of hitstun, which means it can be used in some corner combos, and is very good when YRC'd in neutral. <br />
----<br />
;{{clr|3|214S}} Followup<br />
Also known as HCL~D, short for "Derivative followup"<br />
<br />
The derivative follow up can be used with both the ground and air versions of this move, but only on hit or block. Knocking down with derivative gives less advantage time for oki than a dive knockdown, but being able to confirm a fullscreen poke into any knockdown at all without spending any meter is strong and allows I-No to start pressure off of a very long ranged poke.<br />
}}<br />
<br />
===<big>Chemical Love (Vertical)</big>===<br />
{{InputBadge|{{clr|3|214S}} (Air OK)}}<br />
{{GGXRD-R2 Move Card<br />
|input=214S,j.214S|versioned=input<br />
|description=<br />
I-No flips in place and sends out a beam like HCL, except it's vertical (duh). Highly damaging corner combo tool and oppressive Okizeme option with YRC.<br />
<br />
Hits hard and has little landing recovery, meaning it can be used in corner loops for big damage. When used during active airdash frames, this move will cause I-No to fast fall, which improves follow up options. There's just enough time in I-No's air dash to link {{clr|2|j.K}} > {{clr|3|j.S}} > VCL and still fast fall. <br />
<br />
When YRC'd, VCL is one of the most oppressive oki tools in the game. 11 active frames means that if timed right, the majority of characters can't back dash out without getting hit. If they try to reversal out, you can use the flash from the YRC to react and FD block as soon as game play resumes. If they commit to blocking, I-No is in the air and can do an overhead or land and immediate low while they're in block stun for an unreactable 50/50 mixup. If they reversal Blitz and absorb the projectile, I-No can land and throw.<br />
<br />
VCL (and VCL YRC) is sometimes used as a reversal because of its low crush properties, but well timed meaty lows will counterhit I-No on frame 1.<br />
}}<br />
<br />
===<big>Sterilization Method</big>===<br />
{{InputBadge|{{clr|4|214H}} (Air OK)}}<br />
{{GGXRD-R2 Move Card<br />
|input=214H,j.214H|versioned=input<br />
|description=<br />
A command grab with gigantic range and upper body invincibility.<br />
<br />
The ground version is primarily used in advanced corner combos to set up a triple {{MMC|input=j.236P|label={{clr|P|P}} dive}} ender, building a ton of meter. Because ground SM is an air unblockable hit rather than a true throw, a blocked {{MMC|input=j.2363214S|label={{clr|S|Ultimate Fortissimo}}}} or {{MMC|input=214P|label={{clr|P|Note}}}} can very occasionally set up an unblockable.<br />
<br />
The air version is a true command grab that can throw burst, and is mostly used in somewhat gimmicky tech traps. Its startup is much faster than the grounded version, giving it marginally more utility as an antiair.<br />
}}<br />
<br />
==Overdrives==<br />
===<big>Longing Desperation</big>===<br />
{{InputBadge|{{clr|4|632146H}}\{{clr|5|632146D}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=632146H<br />
|description=<br />
I-No's main invincible reversal super. It's also a projectile.<br />
<br />
Starts 2 frames after the flash so it's possible to FD on reaction to the cinematic, or even beat it clean with an uppercut ({{MMC|input=623H|chara=Sol Badguy|label=Volcanic Viper}}) or some low profile moves ({{MMC|input=214S|chara=Sol Badguy|label=Grand Viper}}). While Longing Desperation is not throw invuln and thus can be grabbed, throwing it on reaction is hard when it's used as a reversal because of throw invulnerability when waking up. Unlike most invincible reversals in the game, this one is safe on block even if instant blocked.<br />
<br />
It can also be used as a combo finisher or starter, but Ultimate Fortissimo is usually a better option for that due to its higher base damage and better initial scaling. However, Longing Desperation can be done on the ground, unlike Ultimate Fortissimo, so it can be worthwhile to use for better damage off a grounded low starter.<br />
}}<br />
<br />
===<big>Ultimate Fortissimo</big>===<br />
{{InputBadge|{{clr|3|j.2363214S}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=j.2363214S<br />
|description=<br />
A strong contender for one of the game's best supers: starts and extends combos, is frame 0 after super flash, and partially strike invuln to boot. It's also plus on block just in case your opponent somehow managed to block it.<br />
<br />
Because the invuln only covers the startup, Fortissimo will trade with or lose to most {{clr|1|6P}} attacks (on paper, anyway) and will lose to other reversals depending on timing and how much invuln they have. It's pretty much guaranteed to lose to DPs like {{MMC|input=623H|chara=Ky Kiske|label=Vapor Thrust}} and {{MMC|input=623H|chara=Sol Badguy|label=Volcanic Viper}}, though it may beat other supers if it goes second.<br />
}}<br />
<br />
==[[GGXRD-R2/Offense#Instant Kill|Instant Kill]]==<br />
===<big>Megalomania</big>===<br />
{{InputBadge|During IK Mode: {{clr|4|236236H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236236H<br />
|description=<br />
Hard to find a reliable combo where it can be inserted, so it's best not to use it. if you really will, fully charged Blitz Shield and D->6 at the corner usually do the work.<br />
}}<br />
<br />
==Navigation==<br />
<center>{{Character Label|GGXRD-R2|I-No|42px}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:GGXRD-R2/Navigation}}</div>Sobosswagnerhttps://www.dustloop.com/wiki/index.php?title=GGACR/A.B.A&diff=392955GGACR/A.B.A2023-05-07T16:39:50Z<p>Sobosswagner: /* Overview */ Changed FB Slide under Reversals to say Invincible 26F rather than Dodge 26F</p>
<hr />
<div>==Overview==<br />
{{Overview/navigation}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content= 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 {{MMC|input=236P|label=Dragging}}. By landing her command throw/hitgrab {{MMC|input=63214H|label=Bonding}}, or spending resources to perform {{MMC|input=63214P|label=Injecting}}, 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, {{MMC|input=6321463214S|label=Altercation}}, 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.<br />
<br />
This comes at a cost, however. In Moroha and Goku Moroha mode, A.B.A's attacks will drain her own health whenever make contact with an opponent, whether that's a hit or block. She also has an active meter which will slowly drain towards empty, and will lose about 30% every time she is knocked down and goes into a wakeup animation. When the meter empties, she forcefully reverts back into NM with {{MMC|input=Suka Motion}}, a lengthy stance that makes her susceptible to eating a full combo or 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.<br />
<br />
A.B.A is best for players who love to balance risk against reward. Learn to love her double-edged playstyle. <br />
}}<br />
{{GGACR/Infobox<br />
|fastestAttack= [[#5P|5P]] (3F)<br />
|reversal= [[#Judgement|623H]] (Armor 18F/12F)<br/>[[#FB Judgement|623D]] (Armor 18F/12F)<br/>[[#FB Dragging|236D]] (Invincible 26F)<br/>[[#Altercation|6321463214S]] (17F)<br />
}}<br />
{{ProsAndCons<br />
|intro= puts a strong emphasis on risk/reward by managing her slow, yet versatile, "Normal" Mode and her two incredibly oppressive, but life draining, "Moroha" and "Goku Moroha" Modes.<br />
|pros=<br />
* '''Strong Anti-airs:''' A.B.A has access to powerful anti-airs in all 3 forms that can all lead to great damage, corner carry and knockdowns on hit, as well as cover a variety of aerial approach options.<br />
* '''Deceptive Tangibility:''' A.B.A's infamously weird hurtboxes combined with her heavyweight nature make her weirdly hard to combo.<br />
* '''Burst Mobility:''' Normal Mode has slow walk speed, but {{MMC|input=236P|label=Dragging}} can be used to duck under attacks in neutral. Moroha and Goku Moroha have multiple airdashes, jump-cancellable normals, and one of the fastest runspeeds in the game, making Moroha A.B.A an extreme threat in neutral.<br />
* '''Great Installs:''' Normal Moroha mode improves ABA mobility, pressure, mixups, pokes and damage, and gives her access to Danzai and GM. Goku Moroha gives her a massive boost in offensive capabilities and life refill, and even the activation is an oppressive attack.<br />
* '''Tanky:''' A.B.A has a high defense modifier and stun resist, and she can self-heal with {{MMC|input=63214P[m]|label=Bloodpack}}, {{MMC|input=63214H|label=Keygrab}}, or when activating {{MMC|input=6321463214S|label=Goku Moroha}} to make up for her health drain.<br />
* '''Snowball Potential:''' Even in Normal Mode {{MMC|input=236D|label=FB Dragging}} 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. <br />
|cons=<br />
* '''Normal Mode:''' ABA begins every round in Normal Mode, which has somewhat awkward normals, as well as generally poor and committal mobility. ABA often needs to RPS at the start of every round in order to gain access to her stronger tools in Moroha mode<br />
* '''Health drain:''' During both Moroha and Goku Moroha, ABA will constantly take self inflicted damage as she hits the opponent, which can only be healed back by using Bloodpacks, Keygrab or Goku Moroha. Poor management of her health can often lead to sudden deaths by abare<br />
* '''Limited Unique Resource:''' ABA uses her bloodpacks to enter and exit Moroha Mode safely, as well as to enter Goku Moroha, and mismanagement of these can leave her stuck in Normal Mode, or in a disadvantageous position in Moroha Mode with no means of safely escaping it<br />
* '''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.<br />
}}<br />
</div><br />
<br />
==Unique Mechanics==<br />
==={{InvisibleText|Mode Switch}}===<br />
{{card|width=4<br />
|header=Mode Switch<br />
|content=A.B.A starts every round in her Normal mode.<br />
A.B.A can switch to her Moroha mode by either successfully hitting the opponent with Bonding (keygrab) or by using Injecting (bloodpack). While in Moroha mode, all of A.B.A's normals (notably S and H) and specials are significantly changed for the better, but she must manage a constantly depleting unique meter, and she will inflict self damage upon hitting the opponent or making them block. Also, with 50 meter, A.B.A also has access to a heavily-improved version of this mode called Goku Moroha mode.<br />
}}<br />
=={{InvisibleText|Blood Packs}}==<br />
{{card|width=4<br />
|header=Blood Packs [[File:GGACR_ABA_BloodPack.png|24px]]<br />
|content=A.B.A starts each round with a limited resource known as Blood Packs.<br />
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.<br />
}}<br />
=={{InvisibleText|Starter Guide}}==<br />
{{StarterBlurb}}<br />
=={{InvisibleText|Moroha Mode Movement Stat Changes}}==<br />
{{card|width=4<br />
|header=Moroha Mode Movement Stat Changes<br />
|content=<br />
Below is a basic overview of movement stats which change during each of A.B.A's modes. For a full list of movement values, check the [[GGACR/A.B.A/Frame Data#Movement Stats|full frame data page]].<br />
{{#cargo_query:tables=ggacrCharacters<br />
|fields=name=Mode,CONCAT(backdashDuration, "F \(1~", backdashInvulnerability, "F Strike Invuln\)")=Backdash,numberOfAirDashes=Air Dashes,initialDashSpeed=Initial Dash Speed,jumpVXForwards=Forwards Jump Speed,airDashForwardsSpeed=Forwards Air Dash Speed<br />
|where=name in ("A.B.A", "A.B.A (Moroha)", "A.B.A (Goku Moroha)")<br />
|format=table<br />
|order by=Air Dashes, Mode<br />
}}<br />
}}<br />
{{FrameChartKey}}<br />
<br />
==Normal Moves==<br />
<div class="movelist-toggles sticky"><br />
<div id="movelist-toggle-1" class="movelist-toggle-button">[[File:GGACR_ABA_Normal_Icon.png|link=|32x32px]] &nbsp; Normal</div><br />
<div id="movelist-toggle-2" class="movelist-toggle-button">[[File:GGACR_ABA_Moroha_Icon.png|link=]] &nbsp; Moroha</div><br />
<div id="movelist-toggle-3" class="movelist-toggle-button">[[File:GGACR_ABA_Goku_Moroha_Icon.png|link=]] &nbsp; Goku Moroha</div><br />
</div><br />
<div id="movelist-1" class="movelist"><br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGACR Move Card<br />
|input=5P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 2<br />
|recovery = 7<br />
}}<br />
While {{clr|1|5P}} isn't much of a traditional FG jab, it sees good use as a reactionary anti-air/counter-poke, with three frames of head invulnerability. Its speed also helps ABA convert falling {{clr|4|j.H}} at any height into {{clr|5|2D}} > keygrab.<br />
<br />
On block, however, this is where the move really shines, as you have the option to mix them up with a proximity throw keygrab or with a frame trap, using either {{clr|2|5K}}, {{clr|2|2K}}, {{clr|5|2D}} or {{clr|4|6H}}, to prevent jump-outs.<br />
<br />
Whiffs on crouching Faust, Zappa, Kliff, Millia, and Anji (only when in hitstun)<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGACR Move Card<br />
|input=5K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 5<br />
|recovery = 6<br />
}}<br />
A go-to poke, balancing speed and range amongst Normal Mode's overall slow moveset. Being able to self-cancel on hit and staying plus on block very much helps.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|2|5K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGACR Move Card<br />
|input=c.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 3<br />
|recovery = 12<br />
}}<br />
Proximity normal. Rather important for combos leading to keygrab or rekkas.<br />
<br />
Interestingly enough, you can do a reverse gatling cancel on block into {{clr|1|2P}} to remain more plus.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|2P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGACR Move Card<br />
|input=f.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 3<br />
|recovery = 14<br />
}}<br />
Standing low with acceptable speed. Will catch opponents off guard due to how far forward it moves, which makes a great frame trap after {{clr|3|c.S}}.<br />
<br />
Being safe on block means you can try to go for big frame traps like {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, or even an IAD {{clr|4|j.H}} pressure reset.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGACR Move Card<br />
|input=5H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 7<br />
|recovery = 27<br />
}}<br />
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.<br />
<br />
On hit, you can combo into keygrab or rekkas > bloodpack to enter MM. On block, thanks to its great pushback, you can cancel into bloodpack or whiff cancel {{clr|5|2D}} to reset back to neutral. You can also cancel into slide and remain fairly safe as a gimmicky way to stay close to the opponent.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===<br />
{{GGACR Move Card<br />
|input=5D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 25<br />
|active = 4<br />
|recovery = 15<br />
}}<br />
Despite its decent nature, you probably won't use this much since you'll mostly be on the defensive in Normal Mode. If you land it, you should do a short air combo into Keygrab.<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGACR Move Card<br />
|input=6P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 8<br />
|recovery = 10<br />
|offset = 3<br />
|inactive = 5<br />
}}<br />
A relatively fast two-hitting {{clr|1|6P}}. Serves its purpose well enough as a situational AA. You can only combo this into 2S though, aside from jump and special cancels.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|3|2S}}<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGACR Move Card<br />
|input=6H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 18<br />
|active = 9<br />
|recovery = 25<br />
}}<br />
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.<br />
<br />
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 <br />
{{clr|2|236K}} to remain somewhat safer. Don't whiff this.<br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGACR Move Card<br />
|input=2P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 2<br />
|recovery = 6<br />
}}<br />
2F slower than {{clr|1|5P}}, but more far-reaching and plus on block. Standard crouching jab.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGACR Move Card<br />
|input=2K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 4<br />
|recovery = 10<br />
}}<br />
A low poke with OK range. Leads to either rekkas or {{clr|5|2D}} > Keygrab on hit.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|3|c.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGACR Move Card<br />
|input=2S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 6<br />
|recovery = 13<br />
}}<br />
Fantastic hitboxes makes this move a great anti-air that leads to a short air combo ending with keygrab. Moves ABA slightly forward.<br />
<br />
Essentially an air KD on CH, so you often can combo into keygrab from trades.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGACR Move Card<br />
|input=2H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 15<br />
|recovery = 10<br />
|offset = 8<br />
|inactive = 3<br />
}}<br />
1st hit launches the opponent, which leads to easy combos ending with keygrab. Although {{clr|4|2H}} is slow, its hitboxes are rather disjointed, which can stuff things unexpectedly and might win against jump-ins and moves behind her, or trade with them favorably.<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGACR Move Card<br />
|input=2D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 3<br />
|recovery = 15<br />
}}<br />
Pretty typical. You'll usually end ground strings with this into keygrab.<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGACR Move Card<br />
|input=j.P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 14<br />
}}<br />
Excellent fast A2A with a good disjointed hitbox. You can do neutral/forward jump > {{clr|1|j.P}} as rather safe roundstart option. On hit, you can confirm into (JC) {{clr|1|j.P}} > keygrab.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGACR Move Card<br />
|input=j.K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 8<br />
|recovery = 12<br />
}}<br />
Hits directly above ABA, so this attack functions well as a rising anti-air. As it can launch grounded opponents with fairly generous untechable frames, you use this to convert stray IAD strings (i.e. IAD {{clr|3|j.S}} {{clr|1|j.P}} {{clr|2|j.K}}) into a short air combo ending with keygrab. <br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGACR Move Card<br />
|input=j.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 8<br />
|recovery = 11<br />
}}<br />
Pretty safe to just throw this around in neutral. Works well in most situations due to its speed and good hitbox.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|4|j.H}}<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGACR Move Card<br />
|input=j.H<br />
|description=<br />
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.<br />
<br />
Generally safe enough on standing block that you can cancel it to {{clr|1|5P}} to extend your pressure. If IB'd though, you can be punished by DPs or throws, though you can gamble with keygrab as a frametrap. High risk - high reward.<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGACR Move Card<br />
|input=j.D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 16<br />
|active = 4<br />
|recovery = 13<br />
|specialRecovery = 5<br />
}}<br />
Nice horizontal range, but very slow. Works mainly as a preemptive AA. On CH, provided you're close enough to the opponent, you might be able to get a keygrab. Otherwise, just use a bloodpack after hits.<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GGACR Move Card<br />
|input=Ground Throw<br />
|description=<br />
Tosses them away into a knockdown. Your best option after landing a grab is often to (dash) keygrab. Can wallbounce if you're near the corner.<br />
<br />
{{clr|4|6H}} sends the opponent backward while {{clr|4|4H}} sends them forward. Best OSed with either {{clr|2|5K}} or {{clr|3|c.S}} unless keeping the corner is necessary<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGACR Move Card<br />
|input=Air Throw<br />
|description=<br />
Standard airthrow. (Dash) keygrab is possible if you airthrow them close to the ground, for a burst safe mode switch.<br />
}}<br />
<br />
===<big>Dead Angle Attack</big>===<br />
{{GGACR Move Card<br />
|input=DAA<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 7<br />
|recovery = 29<br />
}}<br />
ABA's Dead angle is faster than most dead angles and comes with significantly more invulnerability and knocks down the opponent. However, it's usually a much better use of meter if you can IB > FB slide (see below) their pressure/oki, especially when your back is against the corner.<br />
<br />
On regular hit, you can keygrab out of the knockdown. Oddly enough, this is not possible on CH.<br />
}}<br />
<br />
===<big>Blue Burst</big>===<br />
{{GGACR_Move_Card<br />
|input=D+X<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 6<br />
|recovery = 24<br />
|specialRecovery = 3<br />
}}<br />
A.B.A has a unique Blue Burst. Unlike other characters, her Burst has 2F less startup and 3F shorter recovery. <br />
}}<br />
<br />
==Special Moves==<br />
===<big>Deletion</big>===<br />
{{InputBadge|{{clr|3|236S}}}}<br />
{{GGACR Move Card<br />
|input=236S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 2<br />
|recovery = 17<br />
}}<br />
The start of ABA's rekkas. One of the better hitboxes in NM. Works great as a knockdown tool in case {{clr|5|2D}} > keygrab isn't possible.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Ruin</big>===<br />
{{InputBadge|{{clr|3|236S}} > {{clr|3|46S}}}}<br />
{{GGACR Move Card<br />
|input=236S > 46S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 3<br />
|recovery = 19<br />
}}<br />
2nd part of the rekkas. Staggers on hit, but it’s rather wimpy in Normal Mode and requires an RC to get any sort of advantage. You can also frame trap with this, but can easily be disrespected by almost all reversal options, or just backdash.<br />
}}<br />
<br />
===<big>Condemnation</big>===<br />
{{InputBadge|{{clr|3|46S}} > {{clr|3|63214S}}}}<br />
{{GGACR Move Card<br />
|input=236S > 46S > 63214S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 3<br />
|recovery = 31<br />
|frcStart = 14<br />
|frcEnd = 15<br />
}}<br />
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].<br />
<br />
In the corner, provided ABA's close enough to the opponent, you can do continue the combo meterlessly by linking with {{clr|3|c.S}}/{{clr|3|f.S}}/{{clr|3|2S}} > keygrab, or {{clr|2|2K}} {{clr|3|c.S}} > keygrab (on mids/heavies only), though both of this are rather tight.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Bonding</big>===<br />
{{InputBadge|{{clr|4|63214H}} (Air OK)}}<br />
{{GGACR Move Card<br />
|input=63214H,j.63214H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 12<br />
|recovery = 30<br />
}}<br />
Keygrab. The most important move in your arsenal. <br />
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.<br />
<br />
This move acts as both a command throw and a strike. If from anywhere from frames 4-9, the opponent is in a throwable state and the move is in range, it will grab them. Afterwards, it will turn into a strike for the remainder of its active frames, meaning that the move can also be combo'd into. If the strike is blocked, however, it becomes very unsafe.<br />
}}<br />
<br />
===<big>Dragging</big>===<br />
{{InputBadge|{{clr|1|236P}}}}<br />
{{GGACR Move Card<br />
|input=236P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 28<br />
|frcStart = 11<br />
|frcEnd = 13<br />
}}<br />
Vitally useful. Being an evasive slide, A.B.A. becomes '''very''' low-profile when executing this move, making it great for sliding under projectiles or anticipated pokes for a throw > Keygrab. You can even slide under stuff like {{clr|1|2P}}s or Robo-Ky’s knee bazooka! Just beware of lows/being thrown before the slide is over.<br />
<br />
Has an FRC point just as A.B.A. tucks herself inward, which can be used as a last resort to cancel the slide if baited, or to bait your opponent into attempting a punish. At times, slide can also be a gimmicky movement option, especially after {{clr|4|5H}} on CH/block or {{clr|4|6H}} on hit.<br />
}}<br />
<br />
===<big>Retribution</big>===<br />
{{InputBadge|{{clr|2|236K}}\{{clr|3|46S}} > {{clr|2|236K}}}}<br />
{{GGACR Move Card<br />
|input=236K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 22<br />
|active = 3<br />
|recovery = 20<br />
|frcStart = 28<br />
|frcEnd = 30<br />
}}<br />
A far reaching overhead. Throw and feet invincible mid kick, making for a good meaty. Slightly unsafe on hit/block, though it has a rather late FRC point, so you can use it to confirm into {{clr|2|5K}}/{{clr|3|c.S}} > xxx > keygrab. Staggers on CH for quite a while, giving you a free keygrab. Can also be used in place of the 3rd Rekka ({{clr|3|63214S}}).<br />
}}<br />
<br />
===<big>Avoidance</big>===<br />
{{InputBadge|{{clr|4|236H}}}}<br />
{{GGACR Move Card<br />
|input=236H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 35<br />
|isProjectile = true<br />
|recovery = 6<br />
|frcStart = 23<br />
|frcEnd = 24<br />
}}<br />
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.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Injecting</big>===<br />
{{InputBadge|{{clr|1|63214P}}}}<br />
{{GGACR Move Card<br />
|input=63214P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 38<br />
}}<br />
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.<br />
<br />
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.<br />
}}<br />
<br />
==Force Breaks==<br />
===<big>FB Dragging</big>===<br />
{{InputBadge|{{clr|5|236D}}}}<br />
{{GGACR Move Card<br />
|input=236D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 26<br />
|frcStart = 9<br />
|frcEnd = 23<br />
}}<br />
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.<br />
<br />
It will evade oki, including meaty setups. It will slide through moves and supers, even stuff like Raou’s Bellows Malice, for easy Keygrabs. It has a huge FRC point, which is highly useful in certain situations since you can FRC to choose which side of the opponent A.B.A will appear on, or to buffer into a surprise Keygrab. A 25% "reversal" option never looked so good.<br />
*Doesn't work out of dash normally, but can be done with a Negative Edge {{clr|5|D}} held during dash startup then let go during it's cancel frames, giving you stronger control of positioning in situations such as going through Justice N.B. sets from further away and Testament Zeinest/HITOMI setups designed to catch normal FB Dragging distance.<br />
}}<br />
<br />
==Overdrives==<br />
===<big>Evidence: Concealment</big>===<br />
{{InputBadge|{{clr|4|632146H}}}}<br />
{{GGACR Move Card<br />
|input=632146H,632146H > 236H,632146H > 236H > 236H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 19<br />
|active = 6<br />
|recovery = 34<br />
|frcStart = 19<br />
|frcEnd = 22<br />
}}<br />
Normal mode exclusive. Despite not having full invul all the way through startup, it can kind of work as a reversal, sometimes.<br />
<br />
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.<br />
----<br />
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.<br />
}}<br />
<br />
===<big>Evidence: Destruction</big>===<br />
{{InputBadge|{{clr|1|j.632146P}}}}<br />
{{GGACR Move Card<br />
|input=j.632146P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = <br />
|active = <br />
|recovery = <br />
}}<br />
Highly situational air super, with some startup invuln. You can use this as an expensive air-to-air to kill low health opponents, as it will beat almost any air normal and a lot of anti airs, though it will trade sometimes. You can also use this to end air combos with it if it'll kill, or extend ground ones via TK'ing after {{clr|3|f.S}}. <br />
}}<br />
<br />
<!--------------------- MOROHA MODE ---------------------------------><br />
</div><br />
<div id="movelist-2" class="movelist"><br />
In Moroha mode, ABA's attacks receive slight to moderate damage boosts, along with different, greatly improved {{clr|3|S}}, {{clr|4|H}}, and {{clr|5|D}} normals.<br />
<br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGACR Move Card<br />
|input=5P[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 2<br />
|recovery = 7<br />
}}<br />
While {{clr|1|5P}} isn't much of a traditional FG jab, it sees good use as a reactionary anti-air/counter-poke, with three frames of head invulnerability. Its speed also helps ABA convert falling {{clr|4|j.H}} at any height into MM {{clr|3|c.S}} > {{clr|4|2H}} > etc, or {{clr|3|f.S}} > rekkas.<br />
<br />
On block, you can mix the opponent up with tick throws, or extend your pressure into {{clr|4|2H}} to remain plus.<br />
<br />
Whiffs on crouching Faust, Zappa, Kliff, Millia, and Anji (only when in hitstun)<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGACR Move Card<br />
|input=5K[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 5<br />
|recovery = 6<br />
}}<br />
Not bad of a poke, but there are better options in Moroha mode, so this move is mostly situational. Being plus on block is still great though.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|6P}}, {{clr|2|5K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGACR Move Card<br />
|input=c.S[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 3<br />
|recovery = 14<br />
}}<br />
A great pressure starter/extender that cranks up their guardbar rather well. In Moroha mode, this normal gains a monstrous hitbox along with foot invuln during startup and active frames, while being just 2f slower than NM {{clr|3|c.S}}. Cancel this into {{clr|3|f.S}}, {{clr|4|5H}}, or {{clr|4|2H}} to continue your pressure.<br />
<br />
As it's 0 on block, you can also try to frametrap with her gatling options or with specials, or even Goku Moroha activation ({{clr|3|6321463214S}}).<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGACR Move Card<br />
|input=f.S[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 2<br />
|inactive2 = 2<br />
|active3 = 2<br />
|recovery = 16<br />
}}<br />
With its amazing range and disjointed hitboxes, Moroha {{clr|3|f.S}} is a staple for your neutral, and is also a beefy poke to start your pressure game.<br />
<br />
As it hits twice, you can throw this out to stuff hyper armored moves or familiars that eat hits (Little Eddie, Zappa's Dog, Dizzy's Fish), which nicely leads to {{clr|4|5H}} or rekkas. No longer hits low unlike in Normal mode.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGACR Move Card<br />
|input=5H[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 5<br />
|inactive2 = 6<br />
|active3 = 2<br />
|recovery = 12<br />
}}<br />
Even though it's 2f slower than NM {{clr|4|5H}}, this move hits twice, builds a ridiculous amount of guard bar on block, and vacuums on the second hit, which is also an important part in your Moroha refresh combos (xxx > {{clr|4|5H}} with both hits > 1st rekka > 2nd rekka > double keygrab). On crouching opponents, you can also combo this into {{clr|4|6H}} for optimal damage and meter gain.<br />
<br />
Due to its lenient cancel window, you can also frame trap with Moroha ABA's various gatling options: either {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|2D}}, or even rekkas, allowing you to keep the opponent close and get their guard bar flashing in about a second. An excellent pressure tool that is somehow 0 on block.<br />
<br />
There is a gap between {{clr|4|5H}} 2nd hit and the first hit of {{clr|4|2H}} on block that can be reversaled through, but is unthrowable on normal block. 3 frame normals such as Sol and Order-Sols {{clr|2|5K}} or A.B.As {{clr|1|5P}} will beat this. 4 frame normals will trade with the second hit but will leave A.B.A at enough advantage for her to be able to combo dash {{clr|3|c.S}}. {{clr|4|5H}} 1st hit to {{clr|4|2H}} is gapless unless IBed<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|3|2S}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===<br />
{{GGACR Move Card<br />
|input=5D[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 24<br />
|active = 4<br />
|recovery = 15<br />
}}<br />
A frame faster than the Normal mode version and fairly safe for a {{clr|5|5D}} at only -5. On normal hit can lead into impossible dust combos, but very useful against an opponent with flashing risc due to the automatic counter hit properties. On counter hit gives you any combo you want since its completely untechable. Not particularly noteworthy but important to keep your opponent from getting too comfortable just down-backing.<br />
*Interestingly, you can cancel this into {{MMC|input=6321463214S|label=Altercation}}, to keep yourself plus on block or even get a free combo (provided you have the resources) by TKing the super input, cancelling the flash frame into dust Homing Jump and not using any meter or bloodpacks!<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGACR Move Card<br />
|input=6P[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 6<br />
|recovery = 17<br />
}}<br />
In Moroha mode, its hitbox is a little altered since Paracelsus' head changes shape, but functions the same as NM's. On block, you can now cancel it to {{clr|4|6H}} to reset or end pressure.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|3|2S}}, {{clr|4|6H}}<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGACR Move Card<br />
|input=6H[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 14<br />
|recovery = 30<br />
}}<br />
No longer a slow CH stun fishing move in Moroha, {{clr|4|6H}} now hits twice, gains jump cancels, sports exceptional range, cranks the guardbar nicely, and hurts a lot more. The fact that you can jump cancel this means that on block, you get to do some gimmicky pressure resets via {{clr|4|6H}} (1) > IAD {{clr|4|j.H}}. Alternatively, you can just do {{clr|3|236S}} to end pressure more safely.<br />
<br />
On its own, this move mostly sees use against people trying to backdash her oki on wakeup in the corner, or those trying to low profile {{clr|3|f.S}} or {{clr|4|5H}} from far away. If you managed to land a hit from max range, rekkas or butt ({{clr|4|421H}}, air hit only) are your only meterless options.<br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGACR Move Card<br />
|input=2P[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 2<br />
|recovery = 6<br />
}}<br />
Mostly identical to NM version, though thanks to the speed boost ABA gains in Moroha, you can dash in and use this to pressure the opponent or just tick throw them.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGACR Move Card<br />
|input=2K[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 4<br />
|recovery = 10<br />
}}<br />
Aside from a slight damage boost, this move is virtually the same as the NM version. Useful for opening the opponent up during mixups.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGACR Move Card<br />
|input=2S[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 6<br />
|recovery = 18<br />
}}<br />
A fantastic anti-air. Despite being 50% slower than NM {{clr|3|2S}}, it makes up for having ludicrous hitboxes and range. When done preemptively, this will hard punish most jump-ins. Great reward on CH. On block , you get a gimmicky high/low mixup with {{clr|5|5D}} and {{clr|5|2D}}, but going for {{clr|5|2D}} into rekkas is usually preferred.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGACR Move Card<br />
|input=2H[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 14<br />
|recovery = 6<br />
|frcStart = 20<br />
|frcEnd = 22<br />
}}<br />
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.<br />
<br />
Being slightly airborne before going active means ABA is throw-invuln during this window, so you can use this as a nice meaty button. To top it off, MM {{clr|4|2H}} also has an FRC point just as the axe touches the ground for the 2nd hit, which is excellent for applying baits or pressure. Insane.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|3|2S}}<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGACR Move Card<br />
|input=2D[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 2<br />
|recovery = 23<br />
}}<br />
In Morohaville, {{clr|5|2D}}'s range grows from standard to absurd. Near the corner, you can confirm into rekka loops (except on Axl, Baiken, Bridget, Millia, and May). At max range, you can use it to bait reversals, and include a hitstop OS with rekkas. It will convert on hit, but you'll be safe on whiff, as long as you space it properly.<br />
<br />
Notably, on CH or against light characters, you can combo this into GM activation, leading to a nice damaging combo with knockdown and oki.<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGACR Move Card<br />
|input=j.P[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 14<br />
}}<br />
Mostly identical to NM version, but you can now chain it on block to the improved MM {{clr|4|j.H}} to keep pressuring the opponent from air to ground.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGACR Move Card<br />
|input=j.K[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 8<br />
|recovery = 12<br />
}}<br />
Being 1f faster in Moroha mode means this move works rather nicely as a rising air-to-air now, even though {{clr|3|2S}} still yields far better rewards on CH. You will mostly use this move in tandem with her fuzzy high/low mixup along with {{clr|3|j.S}}.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGACR Move Card<br />
|input=j.S[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 5<br />
|recovery = 12<br />
}}<br />
Excellent air-to-air. Slightly slower in comparison to NM {{clr|3|j.S}}, but has much better range, damage, and attack level. Crucial for her fuzzy high/low mixups.<br />
<br />
Your standard setup for fuzzies is [{{clr|3|j.S}} > d{{clr|3|j.S}} > falling {{clr|4|j.H}} > land] into more combos. These lead to BIG damage, upwards of 300+ depending on guard bar and available tension. Since it combos to {{clr|1|j.P}} or {{clr|2|j.K}}, you can fuzzy guard by doing [{{clr|3|j.S}} > {{clr|2|j.K}}] or [{{clr|3|j.S}} > {{clr|1|j.P}}]. The latter isn't as useful since the hitstun on {{clr|1|j.P}} is subpar, but the reward from {{clr|3|j.S}} > {{clr|2|j.K}} is superb. Knock an opponent down in the corner do [running {{clr|3|j.S}} > {{clr|2|j.K}} > d{{clr|3|j.S}} > {{clr|4|j.H}}]. Done properly, this is airtight, and if the opponent blocks low at any point, they're getting fuzzied. Other options include land > throw after the fuzzy, or do more {{clr|1|j.P}}s.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGACR Move Card<br />
|input=j.H[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 6<br />
|recovery = 20<br />
}}<br />
ABA's notorious air normal. Aside from gaining huge hitboxes in Moroha, {{clr|4|j.H}} also tucks her hurtbox upwards, making it great not just for air-to-air interactions, but also for jump-ins, especially crossups. The built-in OS with airthrow doesn't do your opponents any favors either, so don't hesitate throwing this out in neutral.<br />
<br />
On CH, you can easily confirm it into a short KD combo or ludicrous damage, despite its prorate. On normal hit/block from IAD height, you can link it to {{clr|1|5P}}, which easily leads to your ground strings. People hate this move.<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGACR Move Card<br />
|input=j.D[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 4<br />
|recovery = 13<br />
|specialRecovery = 5<br />
}}<br />
Faster and more far-reaching than NM version, so {{clr|5|j.D}} can occasionally be used as a CH fishing move in neutral, as you have higher rewards in Moroha. This move is also a key ingredient in A.B.A.’s Orb loop. Otherwise, there are better air-to-air options.<br />
}}<br />
<br />
===<big>Universal Mechanics</big>===<br />
----<br />
===<big>Ground Throw</big>===<br />
{{GGACR Move Card<br />
|input=Ground Throw[m]<br />
|description=<br />
Moroha and Goku Moroha version slams into a ground bounce on hit. Standard range, but easily leads into a lot of damage, especially with a raised Guard Bar. Tick throw with any fast normals ({{clr|1|5P}}, {{clr|1|2P}}, {{clr|2|2K}}) or after vacuuming them in with {{clr|4|5H}}. A crucial part of A.B.A's offensive gameplan.<br />
<br />
{{clr|4|6H}} sends the opponent backward while {{clr|4|4H}} sends them forward. Can be OSed with {{clr|2|5K}} or {{clr|3|c.S}}, but even {{clr|4|5H}} and {{clr|4|6H}} are surprisingly good at catching jump-outs and backdashes, though are much slower.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGACR Move Card<br />
|input=Air Throw[m]<br />
|description=<br />
Identical to NM version. As usual, (dash) keygrab is possible if you airthrow them close to the ground, for a burst safe mode switch.<br />
}}<br />
<br />
===<big>Dead Angle Attack</big>===<br />
{{GGACR Move Card<br />
|input=DAA[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 2<br />
|inactive2 = 2<br />
|active3 = 2<br />
|recovery = 20<br />
}}<br />
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.<br />
}}<br />
<br />
===<big>Special Moves</big>===<br />
----<br />
===<big>Deletion</big>===<br />
{{InputBadge|{{clr|3|236S}}}}<br />
{{GGACR Move Card<br />
|input=236S[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 2<br />
|recovery = 17<br />
}}<br />
The start of ABA's rekkas. Having better hitboxes and startup, along with the forward momentum boost before its active frames, Moroha {{clr|3|236S}} is a rather nice poke you often can throw out in neutral that's difficult to low profile. It's unsafe, but its long range and decent pushback make it safe-ish from afar.<br />
}}<br />
<br />
===<big>Ruin</big>===<br />
{{InputBadge|{{clr|3|236S}} > {{clr|3|46S}}}}<br />
{{GGACR Move Card<br />
|input=236S > 46S[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 3<br />
|recovery = 19<br />
}}<br />
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.<br />
<br />
You can also immediately cancel it to GM activation {{clr|3|6321463214S}}, with 50 meter. Notably, you can do a short combo [xxx > 2nd rekka > keygrab x2] to refresh her Moroha gauge, thanks to its stagger effect on ground hit.<br />
}}<br />
<br />
===<big>Condemnation</big>===<br />
{{InputBadge|{{clr|3|46S}} > {{clr|3|63214S}}}}<br />
{{GGACR Move Card<br />
|input=236S > 46S > 63214S[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 3<br />
|recovery = 28<br />
|frcStart = 14<br />
|frcEnd = 15<br />
}}<br />
The last part of her rekkas. In Moroha, it gain even more groundslide time, which allows you to do rekka loops [xx > {{clr|5|2D}} > 1st rekka > 2nd rekka > delayed 3rd rekka] x 2/3. Still pretty unsafe on block, but the opponent still has to respect it due to its FRC point, as well as the fact you can activate GM as late as possible. <br />
}}<br />
<br />
===<big>Bonding</big>===<br />
{{InputBadge|{{clr|4|63214H}} (Air OK)}}<br />
{{GGACR Move Card<br />
|input=63214H[m],j.63214H[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 12<br />
|recovery = 30<br />
}}<br />
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.<br />
<br />
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.<br />
*On block, can cancel to {{MMC|input=6321463214S|label=Altercation}}, or be RC'd.<br />
}}<br />
<br />
===<big>Engorgement</big>===<br />
{{InputBadge|{{clr|4|421H}}}}<br />
{{GGACR Move Card<br />
|input=421H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 21<br />
|active = 11<br />
|recovery = 14<br />
}}<br />
Headbutt, aka butt. ABA hops forward along with Paracelsus. Works well as a combo ender, and is a staple of Butt loops. Its long active time can make it safe when it makes contact late, but otherwise it doesn't see much use in neutral. With meter, you can RC on hit or block to double jump or airdash afterwards.<br />
}}<br />
<br />
===<big>Judgment</big>===<br />
{{InputBadge|{{clr|4|623H}}}}<br />
{{GGACR Move Card<br />
|input=623H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 18<br />
|active = 6<br />
|inactive2 = 20<br />
|active3 = 3<br />
|recovery = 25<br />
}}<br />
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!<br />
<br />
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.<br />
<br />
As Danzai is a special move, it is also cancellable to GM activation (with 50 meter), making it a particularly dangerous offensive option.<br />
}}<br />
<br />
===<big>Displacement</big>===<br />
{{InputBadge|{{clr|1|63214P}}}}<br />
{{GGACR Move Card<br />
|input=63214P[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 40<br />
|frcStart = 10<br />
|frcEnd = 13<br />
}}<br />
Bloodpack exit. Spends one pack to return to Normal Mode and restore 120% of self-inflicted damage. Has an FRC point to make recovery less punishable.<br />
}}<br />
<br />
===<big>Blunder</big>===<br />
{{InputBadge|{{clr|2|41236K}}\{{clr|3|46S}} > {{clr|2|236K}}}}<br />
{{GGACR Move Card<br />
|input=41236K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 28<br />
|active = 1<br />
|recovery = 29<br />
}}<br />
Flipkick. Throw/low invincible overhead/pseudo-unblockable (can be air blocked) which ground bounces on hit and staggers the opponent on standing block. Most commonly used in tandem with {{MMC|input=236D[m]|label=FB Bloodball}} for an expensive but very powerful unblockable setup into {{MMC|input=6321463214S|label=Goku Moroha}}<br />
}}<br />
<br />
===<big>Eradication</big>===<br />
{{InputBadge|{{clr|3|j.41236S}}}}<br />
{{GGACR Move Card<br />
|input=j.41236S<br />
|description=<br />
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.<br />
<br />
You can also use this move low to the ground as a meaty to bait wake-up throw attempts. Moreover, it's possible for both orbs to touch the opponent on oki situations, which will hurt a LOT on hit, though this is usually not reversal safe. Has an FRC point to remain safe, though, just as A.B.A. begins to tuck her outstretched leg back in, right when the orbs become active. Dash jump at downed opponent > orbs (FRC) on top of them > {{clr|2|2K}}, {{clr|5|5D}}, etc. to begin pressure.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Suka Motion</big>===<br />
{{InputBadge|Moroha Gauge reaches 0}}<br />
{{GGACR Move Card<br />
|input=Suka Motion<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 52<br />
}}<br />
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.<br />
<br />
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:<br />
# Is in the middle of an attack animation<br />
# Follows regular Moroha's gatling rules (you will not be able to do gatlings that are only possible in Goku Moroha)<br />
# 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)<br />
<br />
If your Moroha gauge runs out mid-combo/blockstring, you can end it quickly with keygrab, bloodpack exit, or activate GM to recover safely.<br />
}}<br />
<br />
===<big>Force Breaks</big>===<br />
----<br />
===<big>FB Avoidance</big>===<br />
{{InputBadge|{{clr|5|236D}}}}<br />
{{GGACR Move Card<br />
|input=236D[m]<br />
|description=<br />
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. <br><br />
<br />
The multihit part of the projectile has a weird property where the gap will always be the same, ignoring hitstop when it hits. This means against Jam's parry and SB the projectile will still lock them in hitstop preventing them from even using a reversal option. <br />
}}<br />
<br />
===<big>FB Judgment</big>===<br />
{{InputBadge|{{clr|5|623D}}}}<br />
{{GGACR Move Card<br />
|input=623D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 18<br />
|active = 6<br />
|inactive2 = 20<br />
|active3 = 3<br />
|recovery = 25<br />
}}<br />
FB Danzai launches higher on hit and gets hyper armor for the upswing till Christmas, plowing through pretty much anything as long as you still have life left. Obscene.<br />
}}<br />
<br />
===<big>Overdrives</big>===<br />
----<br />
===<big>Evidence: Destruction</big>===<br />
{{InputBadge|{{clr|1|j.632146P}}}}<br />
{{GGACR Move Card<br />
|input=j.632146P[m],j.632146P > 214K<br />
|description=<br />
No longer hits overhead, but now allows you to follow up with additional hits by inputting {{clr|2|j.214K}} for some extra damage. Its usage is identical to NM version, though, and there's an even better super you can do in Moroha mode for which you should really save up meter.<br />
----<br />
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.<br />
}}<br />
<br />
===<big>Altercation</big>===<br />
{{InputBadge|{{clr|3|6321463214S}}}}<br />
{{GGACR Move Card<br />
|input=6321463214S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 3<br />
|recovery = 13<br />
}}<br />
Your win condition. Provided you have one bloodpack and enough meter, ABA performs an aggressive mode switch attack with hitboxes completely surrounding her, then switches her to '''Goku Moroha''' mode, replenishing her Moroha gauge and turning it blue in the process. It's invulnerable from frames 1-15, staggers on ground hit, wallbounces or knocks down on air hit, and cannot be interrupted. You can cancel into this super from '''anything''' grounded (normals/specials, except {{MMC|input=421H|label=Engorgement}}), rendering Moroha ABA a constant threat whenever she has 50 meter.<br />
<br />
In this state, ABA gains a tremendous speed boost for both her movement and her attacks, double airdash, jump cancels for most of her normals, extra FRC points for many of her specials along with wider FRC windows, and extra properties for some of her moves. But most importantly, her gatling limitations are removed, as she can now cancel any normal into anything, as well as reverse cancel them (i.e. {{clr|1|6P}} > {{clr|4|5H}} > {{clr|1|6P}} > {{clr|4|5H}} > etc). Let them know fear.<br />
<br />
Do note that in GM, ABA also inflicts more self-damage on hit/block, so make sure to not overextend in pressure. Additionally, despite its great hitbox it loses invincibility 2 frames before the attack itself comes out, making it prone to trading if timed incorrectly. It also goes active 2 frames after the super freeze, meaning it can be counter-supered, backdashed, DPed, or even {{keyword|slashback|}}ed with proper timing. A.B.A is also left very vulnerable if this attack whiffs, as she has no way to Roman Cancel the attack and is in counter hit state for the entire recovery<br />
}}<br />
<br />
<!--------------------- GOKU MOROHA MODE ---------------------------------><br />
</div><br />
<div id="movelist-3" class="movelist"><br />
<br />
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.<br />
<br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGACR Move Card<br />
|input=5P[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 2<br />
|recovery = 6<br />
}}<br />
{{clr|1|5P}} reaches its full potential in Goku Moroha mode thanks to its unrestricted gatling routes, allowing you to whiff cancel this move from virtually any other normal on block to remain completely safe. For instance, you can do xx > {{clr|3|f.S}} > {{clr|1|5P}} > whiff cancel {{clr|3|f.S}} > {{clr|1|5P}} > whiff cancel etc, which is an airtight blockstring if done correctly.<br />
<br />
On block, you can mix the opponent up with tick throws, or extend your pressure into {{clr|3|S}} or {{clr|4|H}} normals for frame traps/remaining plus. A more detailed explanation on this can be found [[GGACR/A.B.A/Strategy#5P_Rebeat|here]]<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal, including itself)<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGACR Move Card<br />
|input=5K[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 5<br />
|recovery = 4<br />
}}<br />
With the general GM gatling and speed buffs, this move becomes far more useful as a pressure extender and a safe-ish frame trap that can be DAA/burst-safe, while still being plus on block.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal, including itself)<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGACR Move Card<br />
|input=c.S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 3<br />
|recovery = 9<br />
}}<br />
Multipurpose normal. Good for throw OSes at 7 frames, amazing for pressure due to being +5 on block, jump cancels for IAD pressure, gatlings to lows with {{clr|2|2K}} and {{clr|5|2D}} and overheads with {{MMC|chara=A.B.A|input = 41236K[gm]|label = flipkick}} and {{clr|5|5D}}. Great for reverse gatlings to create burst safe routing from any hit and provide stability without sacrificing damage. From further out some gatlings may go into {{MMC|chara=A.B.A|input = f.S[gm]|label = f.S}} so be prepared to adjust combos on the fly in case of that. Can occasionally be used as a proximity anti-air due to its speed but is occasionally prone to trading due to a larger upward hurtbox than {{MMC|chara=A.B.A|input = 2S[gm]|label = 2S}}. Trades are usually in your favor but shouldn't be overly relied upon<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGACR Move Card<br />
|input=f.S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 2<br />
|inactive2 = 2<br />
|active3 = 2<br />
|recovery = 12<br />
}}<br />
A 7F-startup normal that is completely disjointed for the first hit, is +3 on its own, and ALSO jump-cancellable, this move retains all of what makes MM {{clr|3|f.S}} good, combined with all the juicy GM buffs ABA receives. Your party starter.<br />
<br />
On hit/block, it leads nicely to {{clr|4|5H}}, which you can reverse chain back into {{clr|3|f.S}} again, or go for a pressure reset with {{clr|1|5P}} whiff cancels.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal except {{clr|3|c.S}})<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGACR Move Card<br />
|input=5H[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 4<br />
|inactive2 = 4<br />
|active3 = 2<br />
|recovery = 11<br />
}}<br />
While still a tad slow at 11 frames, Goku Moroha {{clr|4|5H}} is still a fantastic and multipurpose normal. Still serves its purpose well as a poke and counterpoke, particularly due to its ability to {{keyword|rebeat}} into {{clr|1|5P}} on block to create huge frame advantage from far away, or if it counterhits avoid the 2nd hit undoing your stagger and allowing you to dash up and continue your combo. Also gains natural frame advantage on block due to the marginally shorter recovery<br />
<br />
There is a gap between {{clr|4|5H}} 2nd hit and the first hit of {{clr|4|2H}} on block that can be reversaled through, but is unthrowable on normal block. 3 frame normals such as Sol and Order-Sols {{clr|2|5K}} or A.B.As {{clr|1|5P}} will beat this. 4 frame normals will trade with the second hit but will leave A.B.A at enough advantage for her to be able to combo dash {{clr|3|c.S}}. {{clr|4|5H}} 1st hit to {{clr|4|2H}} is gapless unless IBed<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===<br />
{{GGACR Move Card<br />
|input=5D[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 22<br />
|active = 4<br />
|recovery = 15<br />
}}<br />
Another two frames shaved off the startup puts Goku {{clr|5|5D}} at the second fastest dust in the game after {{Character Label|GGACR|Sol}} Dragon Install 5D. Still decently safe, leads to impossible dust on normal hit, and extremely good when used on an opponent with high risc to cash out on damage. Even unoptimized 5D combos with high risc are liable to do an excess of 50%. Faster than her other overhead in Goku but a bit more situational. Still good to keep your opponent from trying to block everything<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGACR Move Card<br />
|input=6P[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 2<br />
|active2 = 3<br />
|recovery = 12<br />
}}<br />
In Moroha mode, its hitbox is a little altered since Paracelsus' head changes shape, but functions the same as NM's. On block, you can now cancel it to {{clr|4|6H}} to reset or end pressure.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGACR Move Card<br />
|input=6H[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 7<br />
|active2 = 7<br />
|recovery = 24<br />
}}<br />
No longer a slow CH stun fishing move in Moroha, {{clr|4|6H}} now hits twice, gains jump cancels, sports exceptional range, cranks the guardbar nicely, and hurts a lot more. The fact that you can jump cancel this means that on block, you get to do some gimmicky pressure resets via {{clr|4|6H}} (1) > IAD {{clr|4|j.H}}. Alternatively, you can just do {{clr|3|236S}} to end pressure more safely.<br />
<br />
On its own, this move mostly sees use against people trying to backdash her oki on wakeup in the corner, or those trying to low profile {{clr|3|f.S}} or {{clr|4|5H}} from far away. If you managed to land a hit from max range, rekkas or butt ({{clr|4|421H}}, air hit only) are your only meterless options.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGACR Move Card<br />
|input=2P[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 2<br />
|recovery = 6<br />
}}<br />
Mostly identical to NM version, though thanks to the speed boost ABA gains in Moroha, you can dash in and use this to pressure the opponent or just tick throw them.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal, including itself)<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGACR Move Card<br />
|input=2K[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 10<br />
}}<br />
Aside from a slight damage boost, this move is virtually the same as the NM version. Useful for opening the opponent up during mixups.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGACR Move Card<br />
|input=2S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 6<br />
|recovery = 9<br />
}}<br />
Goku 2S loses 3 frames of startup and half its recovery compared to {{MMC|chara=A.B.A|input = 2S[m]|label = Moroha 2S}} putting this at just a frame slower than {{MMC|chara=A.B.A|input = 2S|label = Normal 2S}}, and with significantly less risk associated with whiffing this move. It also gains a self gatling, though this is rarely used compared to its special cancels and reverse gatlings into all of her other normals<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal, including itself)<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGACR Move Card<br />
|input=2H[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 3<br />
|active2= 11<br />
|recovery = 6<br />
|frcStart = 20<br />
|frcEnd = 22<br />
}}<br />
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.<br />
<br />
Being slightly airborne before going active means ABA is throw-invuln during this window, so you can use this as a nice meaty button. To top it off, MM {{clr|4|2H}} also has an FRC point just as the axe touches the ground for the 2nd hit, which is excellent for applying baits or pressure. Insane.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGACR Move Card<br />
|input=2D[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 2<br />
|recovery = 23<br />
}}<br />
In Morohaville, {{clr|5|2D}}'s range grows from standard to absurd. Near the corner, you can confirm into rekka loops (except on Axl, Baiken, Bridget, Millia, and May). At max range, you can use it to bait reversals, and include a hitstop OS with rekkas. It will convert on hit, but you'll be safe on whiff, as long as you space it properly. In Goku can start pressure from halfscreen with 5P whiff rebeat pressure in order to give yourself better frame advantage on block. Against certain characters (Potemkin, Robo-Ky, Anji, Testament and Johnny) 2D->whiff 5P->f.S is a link that allows you to confirm into rekkas from max range on hit and is + enough on block for f.S to be a true blockstring<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGACR Move Card<br />
|input=j.P[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 4<br />
|recovery = 4<br />
}}<br />
1 frame faster than the NM or MM version puts this at the fastest air-to-air in the game tied with Order-Sol, Justice, Jam and Millia<br />
*Speed makes it impossible to IB>Throw when self gatlinged<br />
*Very disjointed. Difficult to contest due to the speed and hitbox<br />
*Very strong as a guts crush due to the self gatling. Good for closing out rounds<br />
*Gatlings to every air normal she has for easy air-to-air confirms<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal, including itself)<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGACR Move Card<br />
|input=j.K[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 8<br />
|recovery = 12<br />
}}<br />
Being 1f faster in Moroha mode means this move works rather nicely as a rising air-to-air now, even though {{clr|3|2S}} still yields far better rewards on CH. You will mostly use this move in tandem with her fuzzy high/low mixup along with {{clr|3|j.S}}.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal, including itself)<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGACR Move Card<br />
|input=j.S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 4<br />
|recovery = 2<br />
}}<br />
Excellent air-to-air. Slightly slower in comparison to NM {{clr|3|j.S}}, but has much better range, damage, and attack level. Crucial for her fuzzy high/low mixups.<br />
<br />
Your standard setup for fuzzies is [{{clr|3|j.S}} > d{{clr|3|j.S}} > falling {{clr|4|j.H}} > land] into more combos. These lead to BIG damage, upwards of 300+ depending on guard bar and available tension. Since it combos to {{clr|1|j.P}} or {{clr|2|j.K}}, you can fuzzy guard by doing [{{clr|3|j.S}} > {{clr|2|j.K}}] or [{{clr|3|j.S}} > {{clr|1|j.P}}]. The latter isn't as useful since the hitstun on {{clr|1|j.P}} is subpar, but the reward from {{clr|3|j.S}} > {{clr|2|j.K}} is superb. Knock an opponent down in the corner do [running {{clr|3|j.S}} > {{clr|2|j.K}} > d{{clr|3|j.S}} > {{clr|4|j.H}}]. Done properly, this is airtight, and if the opponent blocks low at any point, they're getting fuzzied. Other options include land > throw after the fuzzy, or do more {{clr|1|j.P}}s.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGACR Move Card<br />
|input=j.H[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 6<br />
|recovery = 20<br />
}}<br />
ABA's notorious air normal. Aside from gaining huge hitboxes in Moroha, {{clr|4|j.H}} also tucks her hurtbox upwards, making it great not just for air-to-air interactions, but also for jump-ins, especially crossups. The built-in OS with airthrow doesn't do your opponents any favors either, so don't hesitate throwing this out in neutral.<br />
<br />
On CH, you can easily confirm it into a short KD combo or ludicrous damage, despite its prorate. On normal hit/block from IAD height, you can link it to {{clr|1|5P}}, which easily leads to your ground strings. People hate this move.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGACR Move Card<br />
|input=j.D[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 4<br />
|recovery = 10<br />
|specialRecovery = 5<br />
}}<br />
Significantly faster than the other versions of j.D at 7 frames makes this a very nice air-to-air addition for ABA that's significantly rewarding on counter hit due to the wallbounce. Bear in mind that unlike her other air normals this cannot reverse gatling to other jump normals, but a cancel into {{MMC|chara=A.B.A|input = j.41236S[gm]|label = Orb}} with the FRC will generally keep you safe if your opponent blocks this<br />
}}<br />
<br />
===<big>Universal Mechanics</big>===<br />
----<br />
===<big>Ground Throw</big>===<br />
{{GGACR Move Card<br />
|input=Ground Throw[m]<br />
|description=<br />
Moroha and Goku Moroha version slams into a ground bounce on hit. Standard range, but easily leads into a lot of damage, especially with a raised Guard Bar. Tick throw with any fast normals ({{clr|1|5P}}, {{clr|1|2P}}, {{clr|2|2K}}) or after vacuuming them in with {{clr|4|5H}}. <br />
<br />
{{clr|4|6H}} sends the opponent backward while {{clr|4|4H}} sends them forward. Best OSed with either {{clr|2|5K}} or {{clr|3|c.S}} unless keeping the corner is necessary<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGACR Move Card<br />
|input=Air Throw[m]<br />
|description=<br />
Identical to NM version. As usual, (dash) keygrab is possible if you airthrow them close to the ground, for a burst safe mode switch.<br />
}}<br />
<br />
===<big>Dead Angle Attack</big>===<br />
{{GGACR Move Card<br />
|input=DAA[m]<br />
|description=<br />
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.<br />
}}<br />
<br />
===<big>Special Moves</big>===<br />
----<br />
===<big>Deletion</big>===<br />
{{InputBadge|{{clr|3|236S}}}}<br />
{{GGACR Move Card<br />
|input=236S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 2<br />
|recovery = 17<br />
|frcStart = 10<br />
|frcEnd = 13<br />
}}<br />
The start of ABA's rekkas. Having better hitboxes and startup, along with the forward momentum boost before its active frames, Moroha {{clr|3|236S}} is a rather nice poke you often can throw out in neutral that's difficult to low profile. It's unsafe, but its long range and decent pushback make it safe-ish from afar.<br />
}}<br />
<br />
===<big>Ruin</big>===<br />
{{InputBadge|{{clr|3|236S}} > {{clr|3|46S}}}}<br />
{{GGACR Move Card<br />
|input=236S > 46S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 3<br />
|recovery = 19<br />
|frcStart = 5<br />
|frcEnd = 8<br />
}}<br />
Largely identical to the Moroha version aside from the FRC point added just before the attack hits which can be used to OS whiffs or extend juggles and ground combos that would otherwise be difficult or impossible to extend. Less used due to her better combo options in Goku but still a vital part of Rekka loops in the corner, and can still refresh moroha due to the stagger effect on the 2nd hit allowing a combo into {{MMC|chara=A.B.A|input = 63214H|label = Keygrab}}<br />
}}<br />
<br />
===<big>Condemnation</big>===<br />
{{InputBadge|{{clr|3|46S}} > {{clr|3|63214S}}}}<br />
{{GGACR Move Card<br />
|input=236S > 46S > 63214S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 3<br />
|recovery = 23<br />
|frcStart = 14<br />
|frcEnd = 17<br />
}}<br />
Gains even more groundslide time in Goku Moroha, allowing for up to 4(!) reps of Rekka loops in the corner against most characters that Rekka loops work on. The FRC point is also wider and it has less recovery in general, but is still rather unsafe on block. Generally less favored than butt loops due to lower damage but still builds a lot of meter for A.B.A and gives her conversions from a lot of ranges<br />
}}<br />
<br />
===<big>Bonding</big>===<br />
{{InputBadge|{{clr|4|63214H}} (Air OK)}}<br />
{{GGACR Move Card<br />
|input=63214H[m],j.63214H[m]<br />
|description=<br />
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.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Engorgement</big>===<br />
{{InputBadge|{{clr|4|421H}}}}<br />
{{GGACR Move Card<br />
|input=421H[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 20<br />
|active = 11<br />
|recovery = 10<br />
}}<br />
Essential combo tool in Goku Moroha, leads to many of your max damage routes due to the jump cancel this move gains during Goku Moroha. Doing this move into 412369S will give you an auto-timed TK {{MMC|chara=A.B.A|input = j.41236S[gm]|label = Orb}} that will land both hits on most characters and gives easy extensions due to the widened FRC on Goku Orbs. Also useful for meterless extensions midscreen with the jump cancel, and gives you access to enormous damage and conversions that otherwise wouldn't be possible<br />
}}<br />
<br />
===<big>Judgment</big>===<br />
{{InputBadge|{{clr|4|623H}}}}<br />
{{GGACR Move Card<br />
|input=623H[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 4<br />
|inactive2 = 14<br />
|active3 = 2<br />
|recovery = 21<br />
|frcStart = 12<br />
|frcEnd = 14<br />
}}<br />
Danzai becomes even better in Goku Moroha, as it becomes a whopping 6 frames faster, with a shorter gap between the hits and less recovery, making it better for anti-airing, defense and generally just pestering your opponent with enormous armored hitboxes. Best of all, in Goku it gains an FRC point just as the first hit connects, which can make your opponent guess as to whether you'll let it rip or FRC it on block to get free plus frames to continue your pressure with, as well as allowing you to bypass the 2nd hits heavy forced proration for the cost of 25 meter. The FRC can also be done on whiff, potentially saving you from a whiffed danzai<br />
}}<br />
<br />
===<big>Displacement</big>===<br />
{{InputBadge|{{clr|1|63214P}}}}<br />
{{GGACR Move Card<br />
|input=63214P[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 40<br />
|frcStart = 10<br />
|frcEnd = 13<br />
}}<br />
Bloodpack exit. Spends one pack to return to Normal Mode and restore 120% of self-inflicted damage. Has an FRC point to make recovery less punishable.<br />
}}<br />
<br />
===<big>Blunder</big>===<br />
{{InputBadge|{{clr|2|41236K}}\{{clr|3|46S}} > {{clr|2|236K}}}}<br />
{{GGACR Move Card<br />
|input=41236K[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 28<br />
|active = 1<br />
|recovery = 19<br />
|frcStart = 28<br />
|frcEnd = 30<br />
}}<br />
Flipkick. Throw/low invincible overhead/pseudo-unblockable (can be air blocked) which ground bounces on hit and staggers the opponent on standing block. Has significantly less recovery than regular flipkick making combos out of it on both hit and block much more standard. Gains an FRC point in Goku point which can be used to safely bait things that would normally beat her unblockable setups like a {{keyword|Dead Angle}}, backdash, certain {{keyword|dragon punch}}es or low profile moves like {{MMC|chara=Sol Badguy|input=214S|label=Grand Viper}}<br />
}}<br />
<br />
===<big>Eradication</big>===<br />
{{InputBadge|{{clr|3|j.41236S}}}}<br />
{{GGACR Move Card<br />
|input=j.41236S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 6<br />
|active2 = 5<br />
|specialRecovery = 12<br />
|frcStart = 15<br />
|frcEnd = 18<br />
}}<br />
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.<br />
<br />
You can also use this move low to the ground as a meaty to bait wake-up throw attempts. Moreover, it's possible for both orbs to touch the opponent on oki situations, which will hurt a LOT on hit, though this is usually not reversal safe. Has an FRC point to remain safe, though, just as A.B.A. begins to tuck her outstretched leg back in, right when the orbs become active. Dash jump at downed opponent > orbs (FRC) on top of them > {{clr|2|2K}}, {{clr|5|5D}}, etc. to begin pressure.<br />
}}<br />
<br />
===<big>Suka Motion</big>===<br />
{{InputBadge|Moroha Gauge reaches 0}}<br />
{{GGACR Move Card<br />
|input=Suka Motion<br />
|description=<br />
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.<br />
<br />
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:<br />
# Is in the middle of an attack animation<br />
# Follows regular Moroha's gatling rules (you will not be able to do gatlings that are only possible in Goku Moroha)<br />
# 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)<br />
<br />
If your Moroha gauge runs out mid-combo/blockstring, you can end it quickly with keygrab or bloodpack exit to recover safely.<br />
}}<br />
<br />
===<big>Force Breaks</big>===<br />
----<br />
===<big>FB Avoidance</big>===<br />
{{InputBadge|{{clr|5|236D}}}}<br />
{{GGACR Move Card<br />
|input=236D[m]<br />
|description=<br />
Moroha-exclusive bloodball. A lingering projectile that hits 6 times and is often used in conjunction with A.B.A's {{MMC|input=41236K[gm]|label=flipkick}} to create difficult to escape unblockable setups. In the corner its even possible to loop these setups using a {{MMC|input=j.H[gm]|label={{clr|4|j.H}}}} ender to set up a meaty bloodball and repeat the sequence afterward. The projecile will stay out even if A.B.A gets hit after a certain point, and the multihit nature means that opponents that {{keyword|Faultless Defense}} this attack will burn through a lot of tension, forcing opponents who are low on health to sacrifice their meter to stay alive if they block this attack. Can be very useful vs characters with limited grounded mobility to give them something extra to think about when attempting to approach, as fireballs tend to be<br><br />
<br />
The multihit part of the projectile has a weird property where the gap will always be the same, ignoring hitstop when it hits. This means that against Jam's parry and SB the projectile will still lock them in hitstop preventing them from even using a reversal option. <br />
}}<br />
<br />
===<big>FB Judgment</big>===<br />
{{InputBadge|{{clr|5|623D}}}}<br />
{{GGACR Move Card<br />
|input=623D[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 4<br />
|inactive2 = 14<br />
|active3 = 2<br />
|recovery = 21<br />
|frcStart = 12<br />
|frcEnd = 14<br />
}}<br />
Everything good about regular FB Danzai becomes better in Goku due to the faster startup allowing you to more easily blow through and punish things. Coupled with the FRC point that's identical to meterless Goku Danzai gives ABA a disgustingly powerful callout tool at the cost of 50 meter, that on block is completely safe and on hit gives her an unscaled launcher. Everything you could want in a special and then some<br />
}}<br />
<br />
===<big>Overdrives</big>===<br />
----<br />
===<big>Evidence: Destruction</big>===<br />
{{InputBadge|{{clr|1|j.632146P}}}}<br />
{{GGACR Move Card<br />
|input=j.632146P[m],j.632146P > 214K<br />
|description=<br />
No longer hits overhead, but now allows you to follow up with additional hits by inputting {{clr|2|j.214K}} for some extra damage. Its usage is identical to NM version, though, and there's an even better super you can do in Moroha mode for which you should really save up meter.<br />
----<br />
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.<br />
}}<br />
<!--------------------- END DON'T MESS WITH ME ---------------------------------><br />
</div><br />
<br />
==Instant Kill==<br />
===<big>Darkness of Ignorance</big>===<br />
{{InputBadge|During IK Mode: {{clr|4|236236H}}}}<br />
{{GGACR Move Card<br />
|input=236236H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 36<br />
|active = 5<br />
|recovery = 40<br />
}}<br />
Standard IK. Rather useful after CH NM {{clr|4|6H}} punish attempts.<br />
}}<br />
<br />
==Colors==<br />
{{GGACRColors|Character=A.B.A}}<br />
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{{#lst:GGACR/Navigation}}<br />
[[Category:Guilty Gear XX Accent Core + R]]<br />
[[Category:A.B.A]]<br />
[[Category:Unga]]</div>Sobosswagnerhttps://www.dustloop.com/wiki/index.php?title=GGACR/Kliff_Undersn&diff=391729GGACR/Kliff Undersn2023-04-27T01:55:25Z<p>Sobosswagner: /* 2-Steps Forward */ Fixed hyperlink to properly lead to stun page</p>
<hr />
<div>==Overview==<br />
{{Overview/navigation}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=The resident geezer with a cleaver, Kliff is a slow but devastating midrange powerhouse. Though he's sluggish, stubby, and has many extended hurtboxes, Kliff is infamous for his ability to confidently ToD most of the cast if he has the meter for it. Due to his long sword normals, he tends to work pretty well at any range closer than half a screen away. He can confirm into his combos incredibly easily, knock down without any trouble, and do OTG pickups in corner carry combos without meter. He has three good lows, multiple instant overheads ([[GGACR/Kliff_Undersn/Strategy#jH_IOH|'''including one that works meterlessly''']]), and one of the hardest standing Dusts to see coming in the game. His {{clr|1|6P}}, Charged {{clr|4|2H}}, {{MMC|input=214P > D|label=FB Hellish Charge}}, and {{clr|4|6H}} can all do enough dizzy damage to get an opponent seeing birds within a matter of seconds. All in all, Kliff is an offensive monster once he gets close, and his wide range of tricky and high-reward options means he can steal rounds with naught but single confirm. <br />
<br />
On the flip side, Kliff is pretty much always seconds away from death. He's the most extreme risk/reward character in the game, and some of his stronger tools come with brutal downsides. As just one example, using {{clr|5|5D}} puts Kliff closer to being stunned, and the higher this value, the higher the chance that {{MMC|input=214P|label=2-Steps Forward}} will fail and leave Kliff extremely vulnerable. His neutral is also quite tough, as while he sword normals allow him to poke from far ranges, they also extend out his hurtboxes extremely far. A lack of solid mobility and poor defensive options means that Kliff often has to take big risks to take his turns back. <br />
<br />
Kliff on offense is very strong, but must play smart when on the defensive, as his most potent tools could end up backfiring and costing him the game. If you're looking for a character with a simple yet effective gameplan, massive damage potential, and the ability to quickly flip a match in their favor, Kliff might be what you're looking for.<br />
}}<br />
{{GGACR/Infobox<br />
|fastestAttack = [[#5P|5P]] (5F)<br/>[[#2P|2P]] (5F)<br />
|reversal = [[#2-Steps Forward|214P]] (Dodge 1~48F Strike)<br/>[[#Sole Survivor|632146H]] (16F)<br />
}}<br />
{{ProsAndCons<br />
|intro = is a big range, easy damage machine, with a focus on an ability to stun opponents incredibly easily at the risk of screwing things up for himself. Huge risk and huge reward.<br />
|pros=<br />
*'''Obscene Damage With Meter''': Point for point, Kliff is the hardest hitting character in the game. Kliff often needs one or two interactions in the corner to instantly end the game, and if he has a full bar to work with and a big starter hits, he's easily capable of performing a ToD.<br />
*'''Deceptively Long Range''': Kliff's sword normals have incredibly long reaching hitboxes which can poke or even mix up from half a screen or further. Using these intelligently can allow Kliff to mount threat from far away. <br />
*'''Great Corner Carry''': Kliff can put opponents in the corner very easily, even off of stray hits. His combos consistently provide him hard knockdown with generous plus frames, allowing him to mixup how he pleases.<br />
*'''Myriad of Mixup Tools''': {{keyword|F-Shiki}}, a fast {{keyword|IAD}}, and {{MMC|input=j.41236S|label=Limb Severer}} (FRC) give Kliff some unusual overhead opportunities. His {{MMC|input=2D|label=sweep}} is incredibly fast for the range it offers and his {{MMC|input=5D|label=standing Dust}} has an ambiguous startup animation, so Kliff has tons of ways to mix you up no matter what you're prepared for. <br />
*'''Straightforward Okizeme Plan''': {{MMC|input=236P|label=P Bellowing Roar}} is active for nearly half a second and is always plus, giving Kliff laughably easy oki setup. <br />
*'''Small, Floaty Target''': Low profile forward dashes, tiny hurtbox at neutral and floaty jump movement can make it very easy for Kliff to avoid setups or offense.<br />
*'''Stun Output''': Can have the opponent dizzy off of a single good read or setup, ready to kill them from full health.<br />
*'''Powerful Pressure Exit Tool''': 2-Steps Forward is a dodge that is strike invulnerable until the move ends, giving Kliff easy access to an escape option out of gaps in pressure. As an added benefit, its motion allows it to be performed while blocking safely.<br />
*'''Momentum Reverse''': Kliff's Gold Burst reward on hit can completely flip the round or even the entire match. On Counter Hit in the corner, his opponent is almost certainly dead, and even in other circumstances Kliff's metered conversion potential with a full bar is extremely scary and can be nearly as decisive. <br />
|cons=<br />
*'''Limited Mobility''': One of the slowest set of dashes in the game, has trouble traversing quickly and escaping the corner. Kliff must either wavedash, dashjump, {{MMC|input=214S|label=Skull Crusher}} or {{MMC|input=214K|label=Nape Saddle}} to cover ground, all of which carry risks.<br />
*'''Extended Hurtboxes''': Many of Kliff's long range buttons greatly increase his hurtbox size, exposing him to potential counter poke opportunities.<br />
*'''Struggles Against Zoners''': Despite his strong toolset, must work extremely hard to work around characters who keep him out with superior spatial control. Zoners in particular give him a hard time, as he has no real answers to what they can do. <br />
*'''Risky Defensive Options''': No frame 1 invincible {{MMC|input=DAA|label=Dead Angle Attack}} and two reversal options, both with random elements tied to them, force Kliff to either hold the pressure or bet on high-risk, high-reward options.<br />
*'''Gets Stunned Easily''': Tied for the lowest dizzy resistance in the game, Kliff has to factor this in when using 2-Steps Forward or {{clr|5|5D}}, as they raise his own stun meter which can lead to disaster later on.<br />
}}<br />
</div><br />
===Unique Mechanics===<br />
====Self Stun====<br />
{{card|width=4<br />
|header=Self Stun<br />
|content= Many of Kliff's moves raise his stun level or are affected by it.<br />
<br />
Kliff is capable of stunning opponents within a single combo with his high damage and moves with very high base damage and high dizzy modifiers (Such as {{clr|1|6P}} and {{clr|4|6H}}). Several moves have varying interactions with his and the opponent's stun level, so that using these moves involved becomes a large consideration of risk vs reward.<br />
*{{clr|5|5D}} is a strong dust that is safe on block, but it raises Kliff's own stun level on each use.<br />
*{{MMC|input=214P|label=2-Steps Forward}} is a dodge that is strike invincible for its ''entire duration''. However, each use increases Kliff's stun level, which increases the chance that the next use of this move will cause Kliff to throw out his back, leaving him free for the opponent to punish.<br />
*{{MMC|input=214P > D|label=FB Hellish Charge}} has an offensive dizzy modifier of '''x50''' but it can only be combo'd into in specific situations. It is also not guaranteed to stun the opponent in a combo based on the opponent's stun resistance, and may not work if the opponent was recently stunned already.<br />
All of these moves can contribute to Kliff's style of Russian Roulette. Though he can be difficult to manage defensively, Kliff is capable of dizzying and subsequently KO'ing opponents with no prior interaction, making matches very volatile and cementing Kliff's role as ''the'' glass cannon.<br />
}}<br />
===Starter Guide===<br />
{{StarterBlurb}}<br />
{{FrameChartKey}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGACR_Move_Card<br />
|input=5P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 7<br />
|recovery = 3<br />
}}<br />
The slap chop. Kliff's {{clr|1|5P}} is a far reaching quick jab that fills an extremely critical role in Kliff's toolset.<br />
<br />
{{clr|1|5P}} is commonly used for pressure situations. Due to its speed, reach, and large gatling table, it's often the beginning of Kliff's pressure sequences when he has any amount of frame advantage. Since it can be jump cancelled, combining it with Kliff's {{keyword|IAD}} is a common tactic, and with its safety on block it can also be used to end pressure sequences safely. It can also anti-air, but be warned: it extends Kliff's hurtbox upwards along his arm for the startup briefly.<br />
<br />
Additionally, it boasts a huge amount of active frames, allowing it to counter-poke many moves that extend hurtboxes forward before they're active, such as {{CLabel|GGACR|Millia}}'s {{MMC|chara=Millia Rage|input=2D|label={{Clr|D|2D}}}}.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGACR_Move_Card<br />
|input=5K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 8<br />
|recovery = 12<br />
}}<br />
Despite appearances, Kliff's {{clr|2|5K}} is one of his most potent normals, and a key cornerstone in his combo theory. Correct usage of this creates a myriad of dangerous situations for Kliff's opponent.<br />
<br />
Its most obvious use is in combos. Due to its huge amount of untechable time, {{clr|2|5K}} can allow Kliff to combo straight into {{clr|1|6{P}<!---->}}, enabling some of Kliff's best damage output. It also creates extensions into {{clr|4|j.H|}} which has a plethora of uses. <br />
<br />
Much like {{clr|1|5P|}}, the jump cancel allows it to be used in pressure as well since it boasts an amazing gatling table. Where it really shines with this aspect is its properties on counter hit, where it becomes COMPLETELY untechable for its entire launch. This grants Kliff conversions from virtually anywhere, made even more ridiculous by {{clr|2|5K|}}'s tendency to trade with many normals. Even on trade, Kliff is almost always guaranteed a {{clr|3|2S|}}, which can lead to major damage in the corner. <br />
<br />
Due to Kliff's hurtbox during this move, it also evades {{MMC|chara=Potemkin|input=236S|label=Slidehead}}.<br />
<br />
Note: Combos into {{clr|1|6{P}<!---->}} are generally universal outside of the corner, but become weight and hurtbox specific when in the corner. Make sure you don't route into this mistakenly!<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGACR_Move_Card<br />
|input=c.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 7<br />
|recovery = 15<br />
}}<br />
{{clr|3|c.S}} serves as another very important combo staple for Kliff, and also as a common throw OS normal and frame trap tool.<br />
<br />
On air hit, this move slams opponents downward. This serves as a great way to stabilize air hits and allow for further conversions into {{clr|3|2S}}, or to set up {{keyword|okizeme}} via taunt. Additionally, this normal is fairly good at anti-airing, though a little flakier at particular distances/heights. It functions great against most IAD buttons, and it's excellent for catching people trying to jump out of pressure or tick throw attempts.<br />
<br />
Against grounded opponents, {{clr|3|c.S}} commonly works as a great frame trap tool due to its speed relative to its attack level. This pairs well with its very wide cancel window for both specials and gatlings, and the ability to jump cancel it. Great frame trap normals after a blocked {{clr|3|c.S}} include {{clr|4|5H}}, {{clr|4|2H}}, and {{clr|5|2D}}. If it counter hits, Kliff can even combo into IAD {{clr|2|j.K}} against standing opponents!<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGACR_Move_Card<br />
|input=f.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 3<br />
|recovery = 15<br />
}}<br />
{{clr|3|f.S}} serves as a pivotal poke for maintaining ground control, and a tool in corner pressure.<br />
<br />
{{clr|3|f.S}} boasts some of the best range Kliff has to offer, allowing for confirms into {{clr|4|2H}} at any range, and {{clr|3|214S}} at many ranges. With meter, said {{clr|4|2H}} turns into a full conversion with {{MMC|input=236236H|type=Super|label=Reflex Roar}}. If you're sharp, you can even confirm straight from {{clr|3|f.S}} itself into Reflex Roar! This is particularly useful if you nab an air hit from afar.<br />
<br />
In corner pressure, {{clr|3|f.S}} shines as a strong tool to keep people from freely jumping out. As its hitbox is fairly high reaching at the base of the blade, it's great at tagging people trying to escape too late. It's also only -4 on block on its own, leaving Kliff pretty safe if it's blocked from a distance.<br />
<br />
A powerful aspect of {{clr|3|f.S}} that elevates it over Kliff's other pokes is the lack of extended hurtbox on recovery. Combined with its brief active frames, this allows Kliff to safely swing this normal into all sorts of invincible moves if timed correctly.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGACR_Move_Card<br />
|input=5H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 12<br />
|recovery = 15<br />
}}<br />
Kliff's {{clr|4|5H}} is his highest risk anti-air, but it yields the absolute best reward when used correctly. A tool that can decide entire rounds.<br />
<br />
The most standout aspect is the coverage this button provides. It touches the ground in front of Kliff, and then rotates entirely around him. While its initial anti-air hitbox is serviceable, the back hitboxes on the later frames reach incredibly high, making this move particularly good at hitting opponents both above and behind Kliff. Utilizing Kliff's {{MMC|input=66|label=Step Dash}} to get underneath opponents allows for convenient usage of the back hitboxes. <br />
<br />
The rewards on air hit can be huge. It vacuums inward towards Kliff, and if it counter hits, it's completely untechable, allowing for a huge suite of combos and extensions afterwards depending on the height and positioning, on top of dealing a huge chunk of damage to both health and stun. <br />
<br />
The other prime uses of {{clr|4|5H}} are for setting up tech traps or combos after {{clr|3|2S}}, and frame traps and combos against grounded opponents. Adding a {{clr|4|5H}} to a combo after a {{clr|2|2K}} starter against a grounded opponent adds a huge chunk of damage. Misuse of this normal can and will get you killed, as Kliff is in counter hit state for a substantial amount of time (all of the active frames and all of its startup), so be judicious.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===<br />
{{GGACR_Move_Card<br />
|input=5D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 27<br />
|active = 6<br />
|recovery = 19<br />
}}<br />
Ranged, safe on block {{clr|5|5D}} that confirms to knockdown and damage from anywhere. Roughly the first half of the startup reuses Kliff's crouching sprite, making this move borderline unreactable despite its actual frame data. A critical mixup tool against characters that are too short to get proper fuzzies against.<br />
*Airborne on frame 18, allowing Kliff to use it to bait wakeup throws.<br />
*Impossible dust leads to guaranteed stun against the majority of the cast in the corner if Kliff has 50 meter for FB chop routes.<br />
*The latter end of the active frames can be low profiled if too far away.<br />
*Increases Kliff's stun by 10 every use.<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGACR_Move_Card<br />
|input=6P Lv1,6P Lv2,6P Lv3<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 7<br />
|recovery = 17<br />
}}<br />
An anti-air that strikes a balance between other useful anti-airs. Despite its relative slowness and lack of horizontal range, its hitbox and reward balance out its weaknesses.<br />
<br />
{{clr|1|6P}} has a huge stun modifier, so counter hits can be lethal. Its allowance for gatlings is particularly useful, as you can simply input {{clr|3|c.S}} and react accordingly to if it's hit or it's blocked. This also turns Kliff around, so even if you anti-air someone behind you, you can convert pretty reliably.<br />
<br />
Worth noting that this move also functions as a powerful predictive counter-poke if you're willing to take the risk. When it's active, it blows through many moves, and if it counter hits a grounded opponent, the launch is completely untechable, granting pretty flexible conversions.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
----<br />
Partial charge turns this move into an absolute staple of Kliff's metered combo routing. This is generally the best post-stun punish starter as a result. While it lacks the gatling options of the uncharged version, it holds many advantages over it.<br />
<br />
Unlike the uncharged version, this version has an untechable launch on normal hit, whether it's air or ground. As a result this enables a lot of combos, namely {{MMC|input=236S|label={{clr|3|236S}}}} FRC > {{clr|4|6[H]}}, whether on its own against lightweights or on air hit, or after {{clr|2|5K}} > {{clr|1|6{P}<!---->}} in applicable situations. You can even opt to not FRC the {{clr|3|236S}}, and simply link a dash normal afterwards, most commonly {{clr|2|5K}} or {{clr|2|2K}} in the case of corner combos.<br />
<br />
Most importantly, this move does a TON of stun. With a x4 modifier, it belts out more stun than a number of moves in the game. Combine this with the many ways for Kliff to route into this, and you have a key tool for building stun very fast, and a means to set up dangerous okizeme scenarios for relatively low meter investment.<br />
<br />
As an additional note, Kliff retains upper body invincibility while charging. You can use this to go under certain moves, like {{MMC|chara=Order-Sol|input=236S Lv1|label=Rock-It}}<br />
----<br />
The highest stun modifier on a move Kliff has that isn't one of his Force Breaks. Beyond the damage increase and additional stun multiplier, this is functionally the same as the partial charged variant.<br />
<br />
While there are means to combo into this, it's generally either not worth it or too situational. That being said, if you get a stun and you have time to fully charge this, no point in not doing it.<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGACR_Move_Card<br />
|input=6H Lv1,6H Lv2,6H Lv3<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 28<br />
|active = 9<br />
|recovery = 63<br />
}}<br />
Big, slow-ass overhead that hits more often than it should. Head-splitting damage combo starter and occasional mixup normal. People will forget to air FD against this.<br />
*Staggers on hit, special cancellable for conversion or to make it safe with {{clr|1|236P}}.<br />
*Leads to extensive damage and will drastically raise their dizzy level even with its slight prorate. <br />
*Will sometimes come in clutch if you don't OS your throw with another normal.<br />
*Don't whiff this move.<br />
----<br />
Partial charge is a dizzy punish starter which offloads damage immediately as opposed to {{clr|1|6{P}}, but generally leads to less damage overall. <br />
*Same stagger as uncharged, but 20% more damage means more dizzy and greater output.<br />
*Even a basic {{clr|4|6{H} }} > {{clr|3|236S}} will deal a huge chunk. <br />
*Used post {{clr|3|236S}}, won't connect to anything else unless you use point blank {{clr|4|623H}} or Reflex Roar, or you're against Johnny. Best used here if it'll kill.<br />
----<br />
Max charge is '''200 base damage'''. Will generally score 80-180 damage mid combo. Possible to get 1-3 per combo with meter. Touch of Death Time >:)<br />
*Almost fully untechable floor bounce on hit for (delayed) {{clr|2|214K}} or {{clr|3|236S}} followups.<br />
*Requires an air hit/floated {{clr|3|236S}} FRC that leads to the corner in order to combo into, but is always desirable if possible.<br />
**Most commonly done post-dizzy.<br />
*Too slow to be used as a combo starter out of a FB Chop against players who mash out, but might work if you score a dizzy off of a stray hit.<br />
**Post FB Chop, if you have 50% meter, you can FRC and do this immediately if it'll kill and they still have a burst.<br />
*(Generally) Don't use this in neutral.<br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGACR_Move_Card<br />
|input=2P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 7<br />
}}<br />
Kliff's shortest range normal. Can be used to mash out close up.<br />
*Probably Kliff's only reliable tick throw due to range and being -1<br />
*Doesn't lead to much of anything different from {{clr|1|5P}}.<br />
*Can be canceled into non-special {{clr|1|P}} and {{clr|2|K}} buttons during recovery frames and on whiff.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|2P}}, {{clr|1|5P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGACR_Move_Card<br />
|input=2K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 4<br />
|recovery = 13<br />
}}<br />
Kliff's main low option with decent range. Necessary for conditioning.<br />
*Low profiles slightly. Can go under some early jump ins or projectiles.<br />
*Works well when faking out a {{clr|5|5D}} by holding crouch for a bit.<br />
*RC and immediately {{clr|2|j.K}} to force an IOH.<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGACR_Move_Card<br />
|input=2S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 6<br />
|recovery = 17<br />
}}<br />
Vital combo tool that hits and removes OTG. Ignores the rules. <br />
*Predominantly combos to 236S for KD/extension, and {{clr|4|5H}} for tech traps or character specific conversions.<br />
*Kliff's hop makes this an excellent low crush and frame trap tool.<br />
*Fairly slow button, will not combo from P or K normals.<br />
*Floats up slightly on OTG hit. Can link a {{clr|1|5P}}/{{clr|2|5K}} deep in the corner.<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGACR_Move_Card<br />
|input=2H Lv1,2H Lv2,2H Lv3<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 4<br />
|recovery = 26<br />
}}<br />
Low hitting threat from a range that only one other character can similarly threaten at. Primarily a combo tool out of {{clr|3|S}} normals.<br />
*Will often tag people retreating or mis-approximating its reach.<br />
*Combos to {{clr|3|214S}} from almost anywhere but tip range, and into pressure and potential combo extension with {{clr|1|236P}}.<br />
*Will get tagged if it whiffs or there's another hitbox in the way when it extends.<br />
*Only gatlings if not charged.<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}}<br />
----<br />
Partial charged 2H is easy, burst safe corner combo fodder.<br />
*Staggers on normal hit for easier confirms into {{clr|2|214K}}, {{clr|3|236S}}, or {{clr|4|236236H}}.<br />
*Loops after a {{clr|3|236S}} FRC by causing wallstick against an airborne opponent.<br />
----<br />
Max charged 2H is rarely used, but causes a wallbounce on hit.<br />
*Higher damage, but actually slightly harder to confirm than {{clr|4|2{H}<!---->}}.<br />
*Not known to have combo use, as {{clr|4|6[H]}} is preferable at the time it takes to combo this.<br />
*Still confirms into {{clr|3|236S}} and {{clr|4|236236H}}. Might still confirm into {{clr|3|2S}}.<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGACR_Move_Card<br />
|input=2D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 10<br />
|recovery = 21<br />
}}<br />
Oh me oh my. 7F low profile sweep with incredible range. Kliff's best normal, possibly the best sweep in the game.<br />
*Shifts Kliff's hurtbox and hitbox forward away from his collision box, letting him go *around* some moves.<br />
**This can lead to janky and confusing situations during an opponent's approach as Kliff will appear to be behind opponents in some scenarios.<br />
*Cancelled into Taunt for oki on hit, and into {{clr|1|236P}} for frame advantage or a conversion.<br />
*Links to {{clr|3|2S}} on CH. Works on normal hit against {{CLabel|GGACR|May}}, {{CLabel|GGACR|Baiken}}, {{CLabel|GGACR|Jam}}, {{CLabel|GGACR|Anji}}, {{CLabel|GGACR|I-No}}, {{CLabel|GGACR|Kliff}}, and {{CLabel|GGACR|A.B.A}}. <br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGACR_Move_Card<br />
|input=j.P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 8<br />
|recovery = 8<br />
}}<br />
Great air-to-air and jumping anti-air. One of Kliff's few safe air options in exchange for having the worst range (relatively).<br />
*Self cancellable and low recovery, making it great for closer range air wars<br />
*Combos into {{clr|3|j.S}} for solid damage.<br />
*Mostly used while rising to catch jumps and other jump moves, and OS'd with {{clr|4|j.H}} for airthrow attempts.<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGACR_Move_Card<br />
|input=j.K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 5<br />
|recovery = 6<br />
}}<br />
Great, low-reaching normal used for hitting right below Kliff, safejumps, instant overheads, and fuzzy guards. The staple Kliff mixup tool. <br />
*Go-to normal out of airdashes and leads to some nasty mixup situations. It doesn't have much horizontal range, so it's mainly used when you've already conditioned or forced the opponent to block.<br />
*Sometimes used for air confirms, particularly to lead into j.41236S or j.236D confirms.<br />
*Leads to significant damage out of IADs (and IOHs with meter).<br />
*Can be used for a tick throw by whiffing {{clr|1|j.P}} afterwards, or other delayed fall attacks.<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGACR_Move_Card<br />
|input=j.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 4<br />
|recovery = 17<br />
}}<br />
Decent air-to-air normal at range. Can hit deceptively deep. Combos into {{clr|4|j.H}} for big conversions.<br />
*Works as a safejump (off {{clr|3|j.41236S}}), fuzzy setup, and sometimes an IOH after j.D FDC right off the ground.<br />
*Big hurtbox extension. Avoid using it too closely if they're not already blocking.<br />
*Due to Kliff's slow fall speed, combined with this move's more subtle startup animation, you can hit after a somewhat deep {{clr|2|j.K}} right before hitting the ground, and it becomes very ambiguous between it and {{clr|2|2K}}.<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|j.H}}<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGACR_Move_Card<br />
|input=j.H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 8<br />
|recovery = 19<br />
}}<br />
Large, slow attack which can launch and cross up, hitting mainly behind Kliff on startup. Extremely strong as an air to air and as an air to ground because of its large hitbox, and a vital part of many important confirms. Due to its massive bully potential but specific weaknesses and counterplay, this button is overall one of Kliff's most important air normals to understand both for the Kliff player and the opponent. <br />
<br />
*Launches during the latter half of its active frames. This is when the hitbox is generally between directly below Kliff or in front of him.<br />
*Big rewards on hit, and you almost always get some sort of confirm, but there are many different routes and they can change significantly based on how the move connects.<br />
*Extremely large extended hurtbox. This allows many characters to tag it with a relatively long range 6p at neutral so be careful when using this move against players that know how to work around it. Additionally, if you are concerned about getting whiff punished for missed airgrabs, make sure to OS your airthrow with {{clr|1|j.P}}.<br />
*Will always have a gap when chained into on block that can be reversal'd through (e.g. {{clr|3|j.S}} > {{clr|4|j.H}} is not airtight.) This window can actually work in your favor as it may tag players who buffer inputs during blockstun.<br />
*Can also be used as an instant overhead, despite appearances. If executed perfectly, it hits at a blazing fast 13 frames, and sets up all sorts of damaging conversions with or without meter. [[GGACR/Kliff_Undersn/Strategy#jH_IOH|'''See here''']] for an overview of how it works.<br />
<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show additional notes" data-collapsetext="hide additional notes" style="overflow:auto;><br />
{{clear}}<br />
Requires some situational awareness for optimal use:<br />
*'''Hit as a crossup or early:''' keeps the opponent grounded. Confirm into {{clr|1|5P}}/{{clr|3|c.S}} on landing for grounded confirms or {{clr|2|5K}} for a launch if close enough.<br />
*'''Hit later or at the launch side during a combo:''' launches opponents for generally big damage. Huge damage when hit as low as possible.<br />
*'''Counter hit:''' Fully untechable launch. You can confirm an OTG {{clr|3|2S}} from any height air counter hit, making counter hit air to air confirms extremely consistent. If you can manage to confirm into a juggle instead and thus avoid the OTG {{clr|3|2S}} proration, prepare to watch your opponent melt.<br />
*'''Non-launch grounded Counter hit:''' Gains a large amount of untechable time, making the followup confirm much easier.<br />
</div><br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGACR_Move_Card<br />
|input=j.D<br />
|description=<br />
Stalls Kliff's air momentum before plummeting. Used to bait anti airs, throws, and some reversals. Nearly uncontestable, but horribly unsafe if you miss.<br />
*Easy damage confirms in the corner, smaller things midscreen. Can begin {{clr|4|6[H]}} confirms.<br />
*Can be FRC'd or FDC'd before it starts. The FRC will maintain downwards momentum, but FDC will cause Kliff to float upwards very slowly. <br />
**This FDC can be done with a j.D right off the ground into a minimum 15f .S IOH.<br />
*Will always retain its landing recovery unless you (F)RC and use a different jumping special move before you hit the ground.<br />
**This means it's better to (F)RC and airdash and/or use {{clr|3|j.41236S}} and then do something on landing if they're not conditioned to attempt an Anti-Air.<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GGACR_Move_Card<br />
|input=Ground Throw<br />
|description=<br />
Alley Oop.<br />
*Above average throw range. Important part of Kliff's mixup.<br />
*Leads to short, easy combos midscreen with OTG {{clr|3|2S}}.<br />
*Can lead to monstrous damage in the corner by doing a full confirm, or by combo'ing into FB Chop.<br />
*OS with either K or {{clr|3|c.S}} for a potential launch or Anti-jump.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGACR_Move_Card<br />
|input=Air Throw<br />
|description=<br />
Sometimes you just need to really get the point across.<br />
*Also above average air throw range. <br />
*Full confirms midscreen (Sometimes only from low heights, depending on the character) and in the corner.<br />
*Has exactly the same confirms as Ground Throw. Big damage or 50% meter for an almost guaranteed stun.<br />
*Best OS'd with {{clr|1|j.P}}, though {{clr|2|j.K}} and occasionally {{clr|3|j.S}} work as well.<br />
}}<br />
<br />
===<big>Dead Angle Attack</big>===<br />
{{GGACR_Move_Card<br />
|input=DAA<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 4<br />
|recovery = 12<br />
}}<br />
Probably the worst Dead Angle in the game. Use Backdash or {{clr|1|214P}} Dodge instead.<br />
*The good: Safe on block, harder to low profile than most DAAs, converts near the corner.<br />
*Not invincible until frame 5, must be timed correctly.<br />
*Will always lose to multi-hit projectiles with fewer than 5f between active windows.<br />
*No throw invulnerability either; extremely easy to bait this janky move as it starts.<br />
}}<br />
<br />
===<big>Step Dash</big>===<br />
{{GGACR_Move_Card<br />
|input=66<br />
|description=<br />
Kliff's replacement for a standard character's dash. An incredibly important tool for Kliff with unique properties that give it use cases in every matchup.<br />
<br />
For starters, unlike the Step Dash that {{Character Label|GGACR|Johnny|label=Johnny}} has, Kliff's can be cancelled into attacks at any point. This allows Kliff to incorporate dash momentum into grounded combo starters and aids in his approach as well. Important to note, if Kliff's dash is cancelled into an attack before he begins to move forward, he will not gain momentum on the ground, so timing is key for certain corner combos!<br />
<br />
Even more importantly, Kliff's dash has a large amount of {{Keyword|low profile}}, the exact same amount of it as {{Character Label|GGACR|Faust|label=Faust}} crawling! This allows Kliff to slip under many projectiles and attacks, and gives him a lot of ways to anti-air and sneak under his opponent's offense. <br />
<br />
'''Advanced Usage''': Utilizing the low profile that Kliff's Step Dash provides combined with Slashback can allow Kliff to automatically time Slashbacks out of it! This is a powerful technique against moves like {{Character Label|GGACR|Baiken}}'s {{MMC|chara=Baiken|input=41236H|label=Kabari|hitboxMode=true}}, where Kliff can dash under the initial active frames just fine, but the late frames frequently hit him out of the recovery of his dash or the startup of another normal. By Slashbacking out of the dash instead, Kliff will stand up and it will automatically time itself. This can also be used against slow and/or large lingering projectiles, and against higher jump-ins.<br />
}}<br />
<br />
===<big>Taunt</big>===<br />
{{GGACR_Move_Card<br />
|input=Taunt<br />
|description=<br />
Bouncing, multi-hit projectile which doesn't go away when Kliff gets hit. Who knew that calling somebody an idiot made for such good oki?<br />
*Can give Kliff meterless conversions off of Instant Overhead {{clr|2|j.K}}/{{clr|3|j.S}} when used.<br />
*Works best off of {{clr|5|2D}} or {{clr|3|c.S}} knockdown.<br />
*Can cut down the recovery significantly by canceling into FD or an attacking from 62F onwards.<br />
*The last kana randomly spawns doubled in size for four times the damage.<br />
*Easily jumped over, but will generally force the opponent to make a decision when used at neutral. Each kana can be cancelled out by other projectiles.<br />
*Since this is a taunt it will give the opponent some tension. Make sure not to dial it in after winning a round and give the opponent 50 meter for the next one.<br />
*'''バカモン!!!!'''<br />
}}<br />
<br />
==Special Moves==<br />
===<big>Bellowing Roar</big>===<br />
{{InputBadge|{{clr|1|236P}}\{{clr|3|236S}}}}<br />
{{GGACR_Move_Card<br />
|input=236P,236S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 16<br />
|active = 27<br />
|recovery = 4<br />
|frcStart = 17<br />
|frcEnd = 19<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 22<br />
|active = 18<br />
|recovery = 48<br />
|frcStart = 23<br />
|frcEnd = 26<br />
}}<br />
Lesser dragon-roar Fried Egg. Excellent oki tool at +3, and good in pressure. <br />
*When meatied or FRC'd, it's possible to gain nearly ''30 frames of advantage''.<br />
*Decimates one hit of other projectiles, can help negate other zoners' games.<br />
*Serves as a decent poke, but awful on whiff.<br />
*Good for conversions or pressure continuation after {{clr|5|2D}} with an FRC.<br />
**When used after {{clr|5|2D}}, an airdash will allow you to convert if the {{clr|5|2D}} hit, or continue pressure if it was blocked.<br />
----<br />
Greater dragon-roar Fried Egg. Enormous hitbox that deals great damage and causes floor slide for conversions or oki. Bread and Butter combo tool.<br />
*Horribly unsafe on block and whiff unless FRC'd.<br />
*Universal combos after FRC. Used in all of Kliff's major loops.<br />
*Meterless conversions if hit against an airborne opponent, notably after {{clr|1|6{P} }}.<br />
<br />
The FRCs on these moves are vital to playing Kliff effectively. Learn them.<br />
}}<br />
<br />
===<big>Skull Crusher</big>===<br />
{{InputBadge|{{clr|3|214S}} (Air OK)}}<br />
{{GGACR_Move_Card<br />
|input=214S,j.214S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 24<br />
|recovery = 25<br />
}}<br />
Transport attack, good in combos and as a (whiff) punish due to its large hitbox, speed, and range. Very difficult to punish.<br />
*Will beat many specific moves because of multiple hits, breaking through armor and riskier long range moves (e.g: Potemkin's slidehead and hammerfall).<br />
*Airborne from frame 7, will go over some things.<br />
*Unsafe on block, and in counterhit state for almost the entire duration, but you can still get away with this on block fairly frequently.<br />
*Leads to a mixup and lets Kliff get in when RC'd on block. Save yourself if the opponent can punish you consistently.<br />
*Combos into {{clr|3|2S}} unless you hit extremely far away.<br />
*Will usually not knock down an airborne opponent: they'll be able to tech the last hit and punish you.<br />
----<br />
Air drill. Leads to air knockdowns when close enough to the ground, or Tiger Knee'd.<br />
*Best near the corner at low height since it can combo into {{clr|3|2S}}.<br />
*Can confirm off of an air hit {{clr|3|236S}} near the corner to get back in and set up oki.<br />
*Very unsafe and not useful in neutral, but can be FRC'd when the active window ends. Don't whiff.<br />
**You'll want to know this FRC well, as occasionally you'll get sideswapped when attempting a {{clr|3|j.41236S}}. <br />
*Don't use this against grounded opponents unless you get a character specific confirm or have the meter to (F)RC.<br />
}}<br />
<br />
===<big>Nape Saddle</big>===<br />
{{InputBadge|{{clr|2|214K}}}}<br />
{{GGACR_Move_Card<br />
|input=214K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 28<br />
|active = 8<br />
|recovery = 4<br />
|specialRecovery = 8<br />
}}<br />
Vault. Fullscreen mixup and callout tool, knocks down. Hits overhead, and will crossup depending on position.<br />
*Not great when blocked. Throw punishable. Can also be easily tagged in the air, as it only goes active as Kliff passes the apex of his arc.<br />
*Works as a character specific alternative to {{clr|3|236S}} after an OTG {{clr|3|2S}} against characters that you want to stay in against when you don't have them near the corner.<br />
*Can convert into 2s on high air hits. <br />
*FRC > {{clr|3|j.41236S}} or {{clr|4|j.H}} can be used for tricks, but it's not the best use of meter due to Kliff's slow fall speed. <br />
*Cancelling taunt into this can give you some decent options, as taunt will usually cover the recovery.<br />
}}<br />
<br />
===<big>Scale Ripper</big>===<br />
{{InputBadge|{{clr|4|623H}} > {{clr|4|H}}xN}}<br />
{{GGACR_Move_Card<br />
|input=623H<br />
|description=<br />
The Pinnacle of Anti-Airs. Gigantic, completely disjointed hitbox which smacks opponents almost anywhere above you.<br />
*Mostly useful at the end of a combo for tacking on as many hits as possible. Very burst safe, too.<br />
*The lengthy recovery and varying number of hits can put Kliff in an awkward situation.<br />
*Kliff can move back or forth slightly while mashing more hits. <br />
**If this clashes while mashing, you may get a {{clr|4|6H}} which will sometimes tag opponents that are ill-prepared.<br />
*Will vacuum even when they tech and requires FD to airblock, so it can repeatedly reset unaware opponents.<br />
**If you're on the receiving end of this move, tech and hold FD until you safely touch the ground.<br />
<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"><br />
'''NOTE:''' This attack groups hitboxes in trios.<br><br />
'''E.G:''' [1,2,3], [4,5,6], [7,1,2]...<br><br />
Minimum number of hits is 7 (42F).<br><br />
The "finishing attack" is hitbox #3.<br />
</div><br />
}}<br />
<br />
===<big>2-Steps Forward</big>===<br />
{{InputBadge|{{clr|1|214P}}}}<br />
{{GGACR_Move_Card<br />
|input=214P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 48<br />
}}<br />
One of Kliff's defining moves in which he just steps to the side. Is strike invul for its ''entire duration''. Can only be punished with throw.<br />
*Can either be followed up with Hellish Charge to put a hitbox out, or you can just wait for the recovery to end and grab or smack a button.<br />
*Works as a very risky reversal on wakeup, or use on oki to bait the reversals. <br />
*Great against lengthy moves you can react to, like supers, and can follow up with Chop or FB Chop for a huge punish. <br />
*Can be OS'd against and will lose to safejump > land > throw OS.<br />
*The closer you are to being dizzied and the more often you use it, the more chances it has of failing, which will get you killed. <br />
*This move cannot be canceled into.<br />
*Kliff 214P adds 10.24 stun to Kliff, regardless of whether or not you do a follow-up.<br />
**Kliff 214P does not increase Kliff's stun when it triggers Back Break state. It only increases stun when Kliff successfully dodges.<br />
<br />
<b>Throwing out Kliff's back</b><br><br />
Under normal conditions, that is to say, you only input 214P in that order:<br />
*When Kliff's stun is less than 1/4 of his max stun, 214P is guaranteed to work<br />
*When Kliff's stun is between 1/4 (inclusive) and 1/2 (exclusive) of his max stun, he has a 1/8th chance to fail and break his back<br />
*When Kliff's stun is between 1/2 (inclusive) and 3/4 (exclusive) of his max stun, he has a 1/4th chance to fail and break his back<br />
*When Kliff's stun is greater than or equal to 3/4 of his max stun, he has a 1/2 chance to fail and break his back<br />
<br />
Under abnormal conditions, and the condition appears to be whether or not you kara-cancel into 214P (even though you cannot cancel into it...?):<br><br />
*When Kliff's stun is less than 1/4 of his max stun, 214P is guaranteed to work<br />
*When Kliff's stun is between 1/4 (inclusive) and 1/2 (exclusive), 214P has a 1/4 chance to fail and break his back<br />
*When Kliff's stun is between 1/2 (inclusive) and 3/4 (exclusive), Kliff has a 1/2 chance to fail and break his back<br />
*When Kliff's stun is greater than or equal to 3/4 of his max stun, Kliff has a 3/4 chance to fail and break his back<br />
<br />
''Note: The reason "Max Stun" is used here instead of Kliff's default stun rating of 50, is because the dodge checks the maximum value, which can be modified. Check out the [[GGACR/Offense#Stun| Bear Stun]] explanation for more details.''<br />
}}<br />
<br />
===<big>Hellish Charge</big>===<br />
{{InputBadge|{{clr|1|214P}} > {{clr|1|P}}}}<br />
{{GGACR_Move_Card<br />
|input=214P > P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 2<br />
|recovery = 23<br />
}}<br />
Pseudo-DP followup to dodge done as a manzai routine smack. Strike invuln until startup.<br />
*Staggers on hit, allowing for a throw followup if they don't mash out.<br />
*Tags a hit against players who do not know to safejump > throw against dodge.<br />
*Better conversions when RC'd, eliminates it being unsafe.<br />
*Risky move, but a good thing to have.<br />
}}<br />
<br />
===<big>Limb Severer</big>===<br />
{{InputBadge|{{clr|3|j.41236S}}}}<br />
{{GGACR_Move_Card<br />
|input=j.41236S<br />
|description=<br />
Kliff's main air combo knockdown tool. Strong all around move, both as a combo starter and ender.<br />
*Hits overhead, can cross up while cutting Kliff's horizontal momentum, and stalls in the air for occasional fakeouts.<br />
*Leads to a safejump with fuzzy guard setups. Has four(?) different shockwave sizes, growing larger the higher Kliff is when he initiates the move.<br />
*Leads to big damage, or guaranteed dizzy setups in the corner on hit with meter.<br />
*Can be difficult to punish due to pushback.<br />
*The second hit can cancel out other projectiles, keeping Kliff safe against things like Eddie's drills.<br />
*FRC right before it goes active to fake out into a throw or low.<br />
*Comes with the weakness of being out prioritized by {{clr|3|j.214S}} if you get crossed under, which is *horribly* unsafe on whiff. Always keep the opponent's position in mind.<br />
*Can be punished by having the first hit air blocked and the second hit jumped over.<br />
<br />
This move is overall one of Kliff's more important ones. Can be very frustrating to deal with if the opponent is not familiar with it.<br />
}}<br />
<br />
==Force Breaks==<br />
===<big>Air Bellowing Roar</big>===<br />
{{InputBadge|{{clr|5|j.236D}}}}<br />
{{GGACR_Move_Card<br />
|input=j.236D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|isProjectile = true<br />
|recovery = 18<br />
}}<br />
Big hitbox projectile which covers a huge amount of horizontal airspace. Feasts off of other projectiles.<br />
*Blows Kliff back on use, helping him get out of dodge, particularly when Tiger Knee'd.<br />
*Untechable blowback and wallbounce on hit, giving Kliff ample time to convert as they fall back towards him.<br />
*Recovers as soon as the active frames fade, letting Kliff airdash back in and go for something like a falling {{clr|4|j.H}} for an immediate ground pickup.<br />
*All around strong move. Never a bad use of meter.<br />
}}<br />
<br />
===<big>FB Hellish Charge</big>===<br />
{{InputBadge|{{clr|1|214P}} > {{clr|5|D}}}}<br />
{{GGACR_Move_Card<br />
|input=214P > D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 22<br />
|active = 2<br />
|recovery = 68<br />
}}<br />
Almost guaranteed stun move ('''x50''' modifier!). Getting tagged by this is one of the most frustrating things in the game. First you stun them, then you win.<br />
*Too slow to use at neutral, but can be combo'd into. Can work as a very slow punish in some instances.<br />
*Significantly less invuln than the meterless version. <br />
*Despite the ludicrously high dizzy modifier, there are many instances where the dizzy is not guaranteed. Use as early in a combo as possible when setting up.<br />
**Tends to work best near the corner, out of throw, airthrow, j.41236, Impossible Dust, and CH Gold Burst.<br />
*Becomes riskier to attempt the more you've been hit or attempted to dodge/{{clr|1|214P}}. Be absolutely certain that you won't throw out your back when combo'ing into this.<br />
*Will perform the coughing animation regardless of hit or block/whiff. Won't give you enough time to start a combo with 6[H] unless you RC it. Kliff will still get ridiculous punishes afterwards regardless.<br />
}}<br />
<br />
==Overdrives==<br />
===<big>Reflex Roar</big>===<br />
{{InputBadge|{{clr|4|236236H}}}}<br />
{{GGACR_Move_Card<br />
|input=236236H|type=super<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 25<br />
|recovery = 26<br />
|frcStart = 9<br />
|frcEnd = 14<br />
}}<br />
Quick, full screen, high damage answer that blows through everything else. Enter the Dragon.<br />
*Will destroy other projectiles on screen.<br />
*Active for a huge amount of time, but won't fully extend until later in its active frames.<br />
*Often used to hitconfirm max ranged pokes into good damage. Can end combos or continue them.<br />
*Can be FRC'd to bait bursts, or follow with a whiffed {{clr|2|214K}} for good corner carry and a combo. <br />
*Wallsticks when close enough to the corner. Can do meterless confirms if close enough or if Reflex Roar hits later in its active frames.<br />
*Not fully invul. Kliff will get tagged before it goes active if he sticks his hand into a hitbox. Otherwise one of Kliff's best uses of 50 meter.<br />
}}<br />
<br />
===<big>Sole Survivor</big>===<br />
{{InputBadge|{{clr|4|632146H}} (Hold OK)}}<br />
{{GGACR_Move_Card<br />
|input=632146H<br />
|description=<br />
Extremely slow reversal that's invincible until it starts, but is very hit or miss if it connects.<br />
*Can be charged after the flash for more hits. Charging will also extend its throw invincibility until the button is released.<br />
*0F after the first hit, so good in gaps against moves with a lot of recovery.<br />
*Hits at random and can knock them any given distance away from you. Can knock targets out of the hit zone and make itself completely vulnerable on hit.<br />
*If the opponent is sucked in on the last hit, it can combo into {{clr|3|2S}} > {{clr|3|236S}} after the knockdown.<br />
}}<br />
<br />
==Instant Kill==<br />
===<big>Pulverizing Dragon's Roar</big>===<br />
{{InputBadge|During IK Mode: {{clr|4|236236H}}}}<br />
{{GGACR_Move_Card<br />
|input=236236H|type=instantkill<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 23<br />
|active = 28<br />
|recovery = 19<br />
}}<br />
Kliff's incredibly long IK preparation makes this rather impractical. FB Hellish Charge RC can give enough time to use this move, but mashing out beforehand is not particularly difficult. Generally too slow to be much use.<br />
}}<br />
<br />
==Colors==<br />
{{GGACRColors|Character=Kliff Undersn}}<br />
<br />
==Navigation==<br />
{{notice|To edit frame data, edit values in [[GGACR/Kliff Undersn/Data]].}}<br />
{{Overview/SEO|summary=The resident geezer with a cleaver, Kliff is a slow but devastating midrange powerhouse.}}<br />
{{GGACR/Navigation}}<br />
[[Category:Guilty Gear XX Accent Core + R]]<br />
[[Category:Kliff Undersn]]</div>Sobosswagnerhttps://www.dustloop.com/wiki/index.php?title=GGACR/A.B.A&diff=391728GGACR/A.B.A2023-04-27T01:34:42Z<p>Sobosswagner: /* Altercation */ Expanded on the third point, adding information about it losing invincibility before it becomes active and it having post-freeze startup</p>
<hr />
<div>==Overview==<br />
{{Overview/navigation|okizeme=yes}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content= 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 {{MMC|input=236P|label=Dragging}}. By landing her command throw/hitgrab {{MMC|input=63214H|label=Bonding}}, or spending resources to perform {{MMC|input=63214P|label=Injecting}}, 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, {{MMC|input=6321463214S|label=Altercation}}, 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.<br />
<br />
This comes at a cost, however. In Moroha and Goku Moroha mode, A.B.A's attacks will drain her own health whenever make contact with an opponent, whether that's a hit or block. She also has an active meter which will slowly drain towards empty, and will lose about 30% every time she is knocked down and goes into a wakeup animation. When the meter empties, she forcefully reverts back into NM with {{MMC|input=Suka Motion}}, a lengthy stance that makes her susceptible to eating a full combo or 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.<br />
<br />
A.B.A is best for players who love to balance risk against reward. Learn to love her double-edged playstyle. <br />
}}<br />
{{GGACR/Infobox}}<br />
{{ProsAndCons<br />
|intro= puts a strong emphasis on risk/reward by managing her slow, yet versatile, "Normal" Mode and her two incredibly oppressive, but life draining, "Moroha" and "Goku Moroha" Modes.<br />
|pros=<br />
* '''Strong Anti-airs:''' A.B.A has access to powerful anti-airs in all 3 forms that can all lead to great damage, corner carry and knockdowns on hit, as well as cover a variety of aerial approach options.<br />
* '''Deceptive Tangibility:''' A.B.A's infamously weird hurtboxes combined with her heavyweight nature make her weirdly hard to combo.<br />
* '''Burst Mobility:''' Normal Mode has slow walk speed, but {{MMC|input=236P|label=Dragging}} can be used to duck under attacks in neutral. Moroha and Goku Moroha have multiple airdashes, jump-cancellable normals, and one of the fastest runspeeds in the game, making Moroha A.B.A an extreme threat in neutral.<br />
* '''Great Installs:''' Normal Moroha mode improves ABA mobility, pressure, mixups, pokes and damage, and gives her access to Danzai and GM. Goku Moroha gives her a massive boost in offensive capabilities and life refill, and even the activation is an oppressive attack.<br />
* '''Tanky:''' A.B.A has a high defense modifier and stun resist, and she can self-heal with {{MMC|input=63214P[m]|label=Bloodpack}}, {{MMC|input=63214H|label=Keygrab}}, or when activating {{MMC|input=6321463214S|label=Goku Moroha}} to make up for her health drain.<br />
* '''Snowball Potential:''' Even in Normal Mode {{MMC|input=236D|label=FB Dragging}} 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. <br />
|cons=<br />
* '''Normal Mode:''' ABA begins every round in Normal Mode, which has somewhat awkward normals, as well as generally poor and committal mobility. ABA often needs to RPS at the start of every round in order to gain access to her stronger tools in Moroha mode<br />
* '''Health drain:''' During both Moroha and Goku Moroha, ABA will constantly take self inflicted damage as she hits the opponent, which can only be healed back by using Bloodpacks, Keygrab or Goku Moroha. Poor management of her health can often lead to sudden deaths by abare<br />
* '''Limited Unique Resource:''' ABA uses her bloodpacks to enter and exit Moroha Mode safely, as well as to enter Goku Moroha, and mismanagement of these can leave her stuck in Normal Mode, or in a disadvantageous position in Moroha Mode with no means of safely escaping it<br />
* '''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.<br />
}}<br />
</div><br />
<br />
==Unique Mechanics==<br />
==={{InvisibleText|Mode Switch}}===<br />
{{card|width=4<br />
|header=Mode Switch<br />
|content=A.B.A starts every round in her Normal mode.<br />
A.B.A can switch to her Moroha mode by either successfully hitting the opponent with Bonding (keygrab) or by using Injecting (bloodpack). While in Moroha mode, all of A.B.A's normals (notably S and H) and specials are significantly changed for the better, but she must manage a constantly depleting unique meter, and she will inflict self damage upon hitting the opponent or making them block. Also, with 50 meter, A.B.A also has access to a heavily-improved version of this mode called Goku Moroha mode.<br />
}}<br />
=={{InvisibleText|Blood Packs}}==<br />
{{card|width=4<br />
|header=Blood Packs [[File:GGACR_ABA_BloodPack.png|24px]]<br />
|content=A.B.A starts each round with a limited resource known as Blood Packs.<br />
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.<br />
}}<br />
=={{InvisibleText|Starter Guide}}==<br />
{{StarterBlurb}}<br />
=={{InvisibleText|Moroha Mode Movement Stat Changes}}==<br />
{{card|width=4<br />
|header=Moroha Mode Movement Stat Changes<br />
|content=<br />
Below is a basic overview of movement stats which change during each of A.B.A's modes. For a full list of movement values, check the [[GGACR/A.B.A/Frame Data#Movement Stats|full frame data page]].<br />
{{#cargo_query:tables=ggacrCharacters<br />
|fields=name=Mode,CONCAT(backdashDuration, "F \(1~", backdashInvulnerability, "F Strike Invuln\)")=Backdash,numberOfAirDashes=Air Dashes,initialDashSpeed=Initial Dash Speed,jumpVXForwards=Forwards Jump Speed,airDashForwardsSpeed=Forwards Air Dash Speed<br />
|where=name in ("A.B.A", "A.B.A (Moroha)", "A.B.A (Goku Moroha)")<br />
|format=table<br />
|order by=Air Dashes, Mode<br />
}}<br />
}}<br />
{{FrameChartKey}}<br />
<br />
==Normal Moves==<br />
<div class="movelist-toggles sticky"><br />
<div id="movelist-toggle-1" class="movelist-toggle-button">[[File:GGACR_ABA_Normal_Icon.png|link=|32x32px]] &nbsp; Normal</div><br />
<div id="movelist-toggle-2" class="movelist-toggle-button">[[File:GGACR_ABA_Moroha_Icon.png|link=]] &nbsp; Moroha</div><br />
<div id="movelist-toggle-3" class="movelist-toggle-button">[[File:GGACR_ABA_Goku_Moroha_Icon.png|link=]] &nbsp; Goku Moroha</div><br />
</div><br />
<div id="movelist-1" class="movelist"><br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGACR Move Card<br />
|input=5P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 2<br />
|recovery = 7<br />
}}<br />
While {{clr|1|5P}} isn't much of a traditional FG jab, it sees good use as a reactionary anti-air/counter-poke, with three frames of head invulnerability. Its speed also helps ABA convert falling {{clr|4|j.H}} at any height into {{clr|5|2D}} > keygrab.<br />
<br />
On block, however, this is where the move really shines, as you have the option to mix them up with a proximity throw keygrab or with a frame trap, using either {{clr|2|5K}}, {{clr|2|2K}}, {{clr|5|2D}} or {{clr|4|6H}}, to prevent jump-outs.<br />
<br />
Whiffs on crouching Faust, Zappa, Kliff, Millia, and Anji (only when in hitstun)<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGACR Move Card<br />
|input=5K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 5<br />
|recovery = 6<br />
}}<br />
A go-to poke, balancing speed and range amongst Normal Mode's overall slow moveset. Being able to self-cancel on hit and staying plus on block very much helps.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|2|5K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGACR Move Card<br />
|input=c.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 3<br />
|recovery = 12<br />
}}<br />
Proximity normal. Rather important for combos leading to keygrab or rekkas.<br />
<br />
Interestingly enough, you can do a reverse gatling cancel on block into {{clr|1|2P}} to remain more plus.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|2P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGACR Move Card<br />
|input=f.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 3<br />
|recovery = 14<br />
}}<br />
Standing low with acceptable speed. Will catch opponents off guard due to how far forward it moves, which makes a great frame trap after {{clr|3|c.S}}.<br />
<br />
Being safe on block means you can try to go for big frame traps like {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, or even an IAD {{clr|4|j.H}} pressure reset.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGACR Move Card<br />
|input=5H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 7<br />
|recovery = 27<br />
}}<br />
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.<br />
<br />
On hit, you can combo into keygrab or rekkas > bloodpack to enter MM. On block, thanks to its great pushback, you can cancel into bloodpack or whiff cancel {{clr|5|2D}} to reset back to neutral. You can also cancel into slide and remain fairly safe as a gimmicky way to stay close to the opponent.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===<br />
{{GGACR Move Card<br />
|input=5D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 25<br />
|active = 4<br />
|recovery = 15<br />
}}<br />
Despite its decent nature, you probably won't use this much since you'll mostly be on the defensive in Normal Mode. If you land it, you should do a short air combo into Keygrab.<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGACR Move Card<br />
|input=6P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 8<br />
|recovery = 10<br />
|offset = 3<br />
|inactive = 5<br />
}}<br />
A relatively fast two-hitting {{clr|1|6P}}. Serves its purpose well enough as a situational AA. You can only combo this into 2S though, aside from jump and special cancels.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|3|2S}}<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGACR Move Card<br />
|input=6H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 18<br />
|active = 9<br />
|recovery = 25<br />
}}<br />
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.<br />
<br />
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 <br />
{{clr|2|236K}} to remain somewhat safer. Don't whiff this.<br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGACR Move Card<br />
|input=2P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 2<br />
|recovery = 6<br />
}}<br />
2F slower than {{clr|1|5P}}, but more far-reaching and plus on block. Standard crouching jab.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGACR Move Card<br />
|input=2K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 4<br />
|recovery = 10<br />
}}<br />
A low poke with OK range. Leads to either rekkas or {{clr|5|2D}} > Keygrab on hit.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|3|c.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGACR Move Card<br />
|input=2S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 6<br />
|recovery = 13<br />
}}<br />
Fantastic hitboxes makes this move a great anti-air that leads to a short air combo ending with keygrab. Moves ABA slightly forward.<br />
<br />
Essentially an air KD on CH, so you often can combo into keygrab from trades.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGACR Move Card<br />
|input=2H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 15<br />
|recovery = 10<br />
|offset = 8<br />
|inactive = 3<br />
}}<br />
1st hit launches the opponent, which leads to easy combos ending with keygrab. Although {{clr|4|2H}} is slow, its hitboxes are rather disjointed, which can stuff things unexpectedly and might win against jump-ins and moves behind her, or trade with them favorably.<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGACR Move Card<br />
|input=2D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 3<br />
|recovery = 15<br />
}}<br />
Pretty typical. You'll usually end ground strings with this into keygrab.<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGACR Move Card<br />
|input=j.P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 14<br />
}}<br />
Excellent fast A2A with a good disjointed hitbox. You can do neutral/forward jump > {{clr|1|j.P}} as rather safe roundstart option. On hit, you can confirm into (JC) {{clr|1|j.P}} > keygrab.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGACR Move Card<br />
|input=j.K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 8<br />
|recovery = 12<br />
}}<br />
Hits directly above ABA, so this attack functions well as a rising anti-air. As it can launch grounded opponents with fairly generous untechable frames, you use this to convert stray IAD strings (i.e. IAD {{clr|3|j.S}} {{clr|1|j.P}} {{clr|2|j.K}}) into a short air combo ending with keygrab. <br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGACR Move Card<br />
|input=j.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 8<br />
|recovery = 11<br />
}}<br />
Pretty safe to just throw this around in neutral. Works well in most situations due to its speed and good hitbox.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|4|j.H}}<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGACR Move Card<br />
|input=j.H<br />
|description=<br />
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.<br />
<br />
Generally safe enough on standing block that you can cancel it to {{clr|1|5P}} to extend your pressure. If IB'd though, you can be punished by DPs or throws, though you can gamble with keygrab as a frametrap. High risk - high reward.<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGACR Move Card<br />
|input=j.D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 16<br />
|active = 4<br />
|recovery = 13<br />
|specialRecovery = 5<br />
}}<br />
Nice horizontal range, but very slow. Works mainly as a preemptive AA. On CH, provided you're close enough to the opponent, you might be able to get a keygrab. Otherwise, just use a bloodpack after hits.<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GGACR Move Card<br />
|input=Ground Throw<br />
|description=<br />
Tosses them away into a knockdown. Your best option after landing a grab is often to (dash) keygrab. Can wallbounce if you're near the corner.<br />
<br />
{{clr|4|6H}} sends the opponent backward while {{clr|4|4H}} sends them forward. Best OSed with either {{clr|2|5K}} or {{clr|3|c.S}} unless keeping the corner is necessary<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGACR Move Card<br />
|input=Air Throw<br />
|description=<br />
Standard airthrow. (Dash) keygrab is possible if you airthrow them close to the ground, for a burst safe mode switch.<br />
}}<br />
<br />
===<big>Dead Angle Attack</big>===<br />
{{GGACR Move Card<br />
|input=DAA<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 7<br />
|recovery = 29<br />
}}<br />
ABA's Dead angle is faster than most dead angles and comes with significantly more invulnerability and knocks down the opponent. However, it's usually a much better use of meter if you can IB > FB slide (see below) their pressure/oki, especially when your back is against the corner.<br />
<br />
On regular hit, you can keygrab out of the knockdown. Oddly enough, this is not possible on CH.<br />
}}<br />
<br />
===<big>Blue Burst</big>===<br />
{{GGACR_Move_Card<br />
|input=D+X<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 6<br />
|recovery = 24<br />
|specialRecovery = 3<br />
}}<br />
A.B.A has a unique Blue Burst. Unlike other characters, her Burst has 2F less startup and 3F shorter recovery. <br />
}}<br />
<br />
==Special Moves==<br />
===<big>Deletion</big>===<br />
{{InputBadge|{{clr|3|236S}}}}<br />
{{GGACR Move Card<br />
|input=236S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 2<br />
|recovery = 17<br />
}}<br />
The start of ABA's rekkas. One of the better hitboxes in NM. Works great as a knockdown tool in case {{clr|5|2D}} > keygrab isn't possible.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Ruin</big>===<br />
{{InputBadge|{{clr|3|236S}} > {{clr|3|46S}}}}<br />
{{GGACR Move Card<br />
|input=236S > 46S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 3<br />
|recovery = 19<br />
}}<br />
2nd part of the rekkas. Staggers on hit, but it’s rather wimpy in Normal Mode and requires an RC to get any sort of advantage. You can also frame trap with this, but can easily be disrespected by almost all reversal options, or just backdash.<br />
}}<br />
<br />
===<big>Condemnation</big>===<br />
{{InputBadge|{{clr|3|46S}} > {{clr|3|63214S}}}}<br />
{{GGACR Move Card<br />
|input=236S > 46S > 63214S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 3<br />
|recovery = 31<br />
|frcStart = 14<br />
|frcEnd = 15<br />
}}<br />
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].<br />
<br />
In the corner, provided ABA's close enough to the opponent, you can do continue the combo meterlessly by linking with {{clr|3|c.S}}/{{clr|3|f.S}}/{{clr|3|2S}} > keygrab, or {{clr|2|2K}} {{clr|3|c.S}} > keygrab (on mids/heavies only), though both of this are rather tight.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Bonding</big>===<br />
{{InputBadge|{{clr|4|63214H}} (Air OK)}}<br />
{{GGACR Move Card<br />
|input=63214H,j.63214H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 12<br />
|recovery = 30<br />
}}<br />
Keygrab. The most important move in your arsenal. <br />
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.<br />
<br />
This move acts as both a command throw and a strike. If from anywhere from frames 4-9, the opponent is in a throwable state and the move is in range, it will grab them. Afterwards, it will turn into a strike for the remainder of its active frames, meaning that the move can also be combo'd into. If the strike is blocked, however, it becomes very unsafe.<br />
}}<br />
<br />
===<big>Dragging</big>===<br />
{{InputBadge|{{clr|1|236P}}}}<br />
{{GGACR Move Card<br />
|input=236P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 28<br />
|frcStart = 11<br />
|frcEnd = 13<br />
}}<br />
Vitally useful. Being an evasive slide, A.B.A. becomes '''very''' low-profile when executing this move, making it great for sliding under projectiles or anticipated pokes for a throw > Keygrab. You can even slide under stuff like {{clr|1|2P}}s or Robo-Ky’s knee bazooka! Just beware of lows/being thrown before the slide is over.<br />
<br />
Has an FRC point just as A.B.A. tucks herself inward, which can be used as a last resort to cancel the slide if baited, or to bait your opponent into attempting a punish. At times, slide can also be a gimmicky movement option, especially after {{clr|4|5H}} on CH/block or {{clr|4|6H}} on hit.<br />
}}<br />
<br />
===<big>Retribution</big>===<br />
{{InputBadge|{{clr|2|236K}}\{{clr|3|46S}} > {{clr|2|236K}}}}<br />
{{GGACR Move Card<br />
|input=236K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 22<br />
|active = 3<br />
|recovery = 20<br />
|frcStart = 28<br />
|frcEnd = 30<br />
}}<br />
A far reaching overhead. Throw and feet invincible mid kick, making for a good meaty. Slightly unsafe on hit/block, though it has a rather late FRC point, so you can use it to confirm into {{clr|2|5K}}/{{clr|3|c.S}} > xxx > keygrab. Staggers on CH for quite a while, giving you a free keygrab. Can also be used in place of the 3rd Rekka ({{clr|3|63214S}}).<br />
}}<br />
<br />
===<big>Avoidance</big>===<br />
{{InputBadge|{{clr|4|236H}}}}<br />
{{GGACR Move Card<br />
|input=236H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 35<br />
|isProjectile = true<br />
|recovery = 6<br />
|frcStart = 23<br />
|frcEnd = 24<br />
}}<br />
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.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Injecting</big>===<br />
{{InputBadge|{{clr|1|63214P}}}}<br />
{{GGACR Move Card<br />
|input=63214P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 38<br />
}}<br />
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.<br />
<br />
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.<br />
}}<br />
<br />
==Force Breaks==<br />
===<big>FB Dragging</big>===<br />
{{InputBadge|{{clr|5|236D}}}}<br />
{{GGACR Move Card<br />
|input=236D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 26<br />
|frcStart = 9<br />
|frcEnd = 23<br />
}}<br />
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.<br />
<br />
It will evade oki, including meaty setups. It will slide through moves and supers, even stuff like Raou’s Bellows Malice, for easy Keygrabs. It has a huge FRC point, which is highly useful in certain situations since you can FRC to choose which side of the opponent A.B.A will appear on, or to buffer into a surprise Keygrab. A 25% "reversal" option never looked so good.<br />
*Doesn't work out of dash normally, but can be done with a Negative Edge {{clr|5|D}} held during dash startup then let go during it's cancel frames, giving you stronger control of positioning in situations such as going through Justice N.B. sets from further away and Testament Zeinest/HITOMI setups designed to catch normal FB Dragging distance.<br />
}}<br />
<br />
==Overdrives==<br />
===<big>Evidence: Concealment</big>===<br />
{{InputBadge|{{clr|4|632146H}}}}<br />
{{GGACR Move Card<br />
|input=632146H,632146H > 236H,632146H > 236H > 236H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 19<br />
|active = 6<br />
|recovery = 34<br />
|frcStart = 19<br />
|frcEnd = 22<br />
}}<br />
Normal mode exclusive. Despite not having full invul all the way through startup, it can kind of work as a reversal, sometimes.<br />
<br />
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.<br />
----<br />
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.<br />
}}<br />
<br />
===<big>Evidence: Destruction</big>===<br />
{{InputBadge|{{clr|1|j.632146P}}}}<br />
{{GGACR Move Card<br />
|input=j.632146P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = <br />
|active = <br />
|recovery = <br />
}}<br />
Highly situational air super, with some startup invuln. You can use this as an expensive air-to-air to kill low health opponents, as it will beat almost any air normal and a lot of anti airs, though it will trade sometimes. You can also use this to end air combos with it if it'll kill, or extend ground ones via TK'ing after {{clr|3|f.S}}. <br />
}}<br />
<br />
<!--------------------- MOROHA MODE ---------------------------------><br />
</div><br />
<div id="movelist-2" class="movelist"><br />
In Moroha mode, ABA's attacks receive slight to moderate damage boosts, along with different, greatly improved {{clr|3|S}}, {{clr|4|H}}, and {{clr|5|D}} normals.<br />
<br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGACR Move Card<br />
|input=5P[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 2<br />
|recovery = 7<br />
}}<br />
While {{clr|1|5P}} isn't much of a traditional FG jab, it sees good use as a reactionary anti-air/counter-poke, with three frames of head invulnerability. Its speed also helps ABA convert falling {{clr|4|j.H}} at any height into MM {{clr|3|c.S}} > {{clr|4|2H}} > etc, or {{clr|3|f.S}} > rekkas.<br />
<br />
On block, you can mix the opponent up with tick throws, or extend your pressure into {{clr|4|2H}} to remain plus.<br />
<br />
Whiffs on crouching Faust, Zappa, Kliff, Millia, and Anji (only when in hitstun)<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGACR Move Card<br />
|input=5K[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 5<br />
|recovery = 6<br />
}}<br />
Not bad of a poke, but there are better options in Moroha mode, so this move is mostly situational. Being plus on block is still great though.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|6P}}, {{clr|2|5K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGACR Move Card<br />
|input=c.S[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 3<br />
|recovery = 14<br />
}}<br />
A great pressure starter/extender that cranks up their guardbar rather well. In Moroha mode, this normal gains a monstrous hitbox along with foot invuln during startup and active frames, while being just 2f slower than NM {{clr|3|c.S}}. Cancel this into {{clr|3|f.S}}, {{clr|4|5H}}, or {{clr|4|2H}} to continue your pressure.<br />
<br />
As it's 0 on block, you can also try to frametrap with her gatling options or with specials, or even Goku Moroha activation ({{clr|3|6321463214S}}).<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGACR Move Card<br />
|input=f.S[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 2<br />
|inactive2 = 2<br />
|active3 = 2<br />
|recovery = 16<br />
}}<br />
With its amazing range and disjointed hitboxes, Moroha {{clr|3|f.S}} is a staple for your neutral, and is also a beefy poke to start your pressure game.<br />
<br />
As it hits twice, you can throw this out to stuff hyper armored moves or familiars that eat hits (Little Eddie, Zappa's Dog, Dizzy's Fish), which nicely leads to {{clr|4|5H}} or rekkas. No longer hits low unlike in Normal mode.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGACR Move Card<br />
|input=5H[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 5<br />
|inactive2 = 6<br />
|active3 = 2<br />
|recovery = 12<br />
}}<br />
Even though it's 2f slower than NM {{clr|4|5H}}, this move hits twice, builds a ridiculous amount of guard bar on block, and vacuums on the second hit, which is also an important part in your Moroha refresh combos (xxx > {{clr|4|5H}} with both hits > 1st rekka > 2nd rekka > double keygrab). On crouching opponents, you can also combo this into {{clr|4|6H}} for optimal damage and meter gain.<br />
<br />
Due to its lenient cancel window, you can also frame trap with Moroha ABA's various gatling options: either {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|2D}}, or even rekkas, allowing you to keep the opponent close and get their guard bar flashing in about a second. An excellent pressure tool that is somehow 0 on block.<br />
<br />
There is a gap between {{clr|4|5H}} 2nd hit and the first hit of {{clr|4|2H}} on block that can be reversaled through, but is unthrowable on normal block. 3 frame normals such as Sol and Order-Sols {{clr|2|5K}} or A.B.As {{clr|1|5P}} will beat this. 4 frame normals will trade with the second hit but will leave A.B.A at enough advantage for her to be able to combo dash {{clr|3|c.S}}. {{clr|4|5H}} 1st hit to {{clr|4|2H}} is gapless unless IBed<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|3|2S}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===<br />
{{GGACR Move Card<br />
|input=5D[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 24<br />
|active = 4<br />
|recovery = 15<br />
}}<br />
A frame faster than the Normal mode version and fairly safe for a {{clr|5|5D}} at only -5. On normal hit can lead into impossible dust combos, but very useful against an opponent with flashing risc due to the automatic counter hit properties. On counter hit gives you any combo you want since its completely untechable. Not particularly noteworthy but important to keep your opponent from getting too comfortable just down-backing.<br />
*Interestingly, you can cancel this into {{MMC|input=6321463214S|label=Altercation}}, to keep yourself plus on block or even get a free combo (provided you have the resources) by TKing the super input, cancelling the flash frame into dust Homing Jump and not using any meter or bloodpacks!<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGACR Move Card<br />
|input=6P[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 6<br />
|recovery = 17<br />
}}<br />
In Moroha mode, its hitbox is a little altered since Paracelsus' head changes shape, but functions the same as NM's. On block, you can now cancel it to {{clr|4|6H}} to reset or end pressure.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|3|2S}}, {{clr|4|6H}}<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGACR Move Card<br />
|input=6H[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 14<br />
|recovery = 30<br />
}}<br />
No longer a slow CH stun fishing move in Moroha, {{clr|4|6H}} now hits twice, gains jump cancels, sports exceptional range, cranks the guardbar nicely, and hurts a lot more. The fact that you can jump cancel this means that on block, you get to do some gimmicky pressure resets via {{clr|4|6H}} (1) > IAD {{clr|4|j.H}}. Alternatively, you can just do {{clr|3|236S}} to end pressure more safely.<br />
<br />
On its own, this move mostly sees use against people trying to backdash her oki on wakeup in the corner, or those trying to low profile {{clr|3|f.S}} or {{clr|4|5H}} from far away. If you managed to land a hit from max range, rekkas or butt ({{clr|4|421H}}, air hit only) are your only meterless options.<br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGACR Move Card<br />
|input=2P[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 2<br />
|recovery = 6<br />
}}<br />
Mostly identical to NM version, though thanks to the speed boost ABA gains in Moroha, you can dash in and use this to pressure the opponent or just tick throw them.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGACR Move Card<br />
|input=2K[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 4<br />
|recovery = 10<br />
}}<br />
Aside from a slight damage boost, this move is virtually the same as the NM version. Useful for opening the opponent up during mixups.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGACR Move Card<br />
|input=2S[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 6<br />
|recovery = 18<br />
}}<br />
A fantastic anti-air. Despite being 50% slower than NM {{clr|3|2S}}, it makes up for having ludicrous hitboxes and range. When done preemptively, this will hard punish most jump-ins. Great reward on CH. On block , you get a gimmicky high/low mixup with {{clr|5|5D}} and {{clr|5|2D}}, but going for {{clr|5|2D}} into rekkas is usually preferred.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGACR Move Card<br />
|input=2H[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 14<br />
|recovery = 6<br />
|frcStart = 20<br />
|frcEnd = 22<br />
}}<br />
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.<br />
<br />
Being slightly airborne before going active means ABA is throw-invuln during this window, so you can use this as a nice meaty button. To top it off, MM {{clr|4|2H}} also has an FRC point just as the axe touches the ground for the 2nd hit, which is excellent for applying baits or pressure. Insane.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|3|2S}}<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGACR Move Card<br />
|input=2D[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 2<br />
|recovery = 23<br />
}}<br />
In Morohaville, {{clr|5|2D}}'s range grows from standard to absurd. Near the corner, you can confirm into rekka loops (except on Axl, Baiken, Bridget, Millia, and May). At max range, you can use it to bait reversals, and include a hitstop OS with rekkas. It will convert on hit, but you'll be safe on whiff, as long as you space it properly.<br />
<br />
Notably, on CH or against light characters, you can combo this into GM activation, leading to a nice damaging combo with knockdown and oki.<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGACR Move Card<br />
|input=j.P[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 14<br />
}}<br />
Mostly identical to NM version, but you can now chain it on block to the improved MM {{clr|4|j.H}} to keep pressuring the opponent from air to ground.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGACR Move Card<br />
|input=j.K[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 8<br />
|recovery = 12<br />
}}<br />
Being 1f faster in Moroha mode means this move works rather nicely as a rising air-to-air now, even though {{clr|3|2S}} still yields far better rewards on CH. You will mostly use this move in tandem with her fuzzy high/low mixup along with {{clr|3|j.S}}.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGACR Move Card<br />
|input=j.S[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 5<br />
|recovery = 12<br />
}}<br />
Excellent air-to-air. Slightly slower in comparison to NM {{clr|3|j.S}}, but has much better range, damage, and attack level. Crucial for her fuzzy high/low mixups.<br />
<br />
Your standard setup for fuzzies is [{{clr|3|j.S}} > d{{clr|3|j.S}} > falling {{clr|4|j.H}} > land] into more combos. These lead to BIG damage, upwards of 300+ depending on guard bar and available tension. Since it combos to {{clr|1|j.P}} or {{clr|2|j.K}}, you can fuzzy guard by doing [{{clr|3|j.S}} > {{clr|2|j.K}}] or [{{clr|3|j.S}} > {{clr|1|j.P}}]. The latter isn't as useful since the hitstun on {{clr|1|j.P}} is subpar, but the reward from {{clr|3|j.S}} > {{clr|2|j.K}} is superb. Knock an opponent down in the corner do [running {{clr|3|j.S}} > {{clr|2|j.K}} > d{{clr|3|j.S}} > {{clr|4|j.H}}]. Done properly, this is airtight, and if the opponent blocks low at any point, they're getting fuzzied. Other options include land > throw after the fuzzy, or do more {{clr|1|j.P}}s.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGACR Move Card<br />
|input=j.H[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 6<br />
|recovery = 20<br />
}}<br />
ABA's notorious air normal. Aside from gaining huge hitboxes in Moroha, {{clr|4|j.H}} also tucks her hurtbox upwards, making it great not just for air-to-air interactions, but also for jump-ins, especially crossups. The built-in OS with airthrow doesn't do your opponents any favors either, so don't hesitate throwing this out in neutral.<br />
<br />
On CH, you can easily confirm it into a short KD combo or ludicrous damage, despite its prorate. On normal hit/block from IAD height, you can link it to {{clr|1|5P}}, which easily leads to your ground strings. People hate this move.<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGACR Move Card<br />
|input=j.D[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 4<br />
|recovery = 13<br />
|specialRecovery = 5<br />
}}<br />
Faster and more far-reaching than NM version, so {{clr|5|j.D}} can occasionally be used as a CH fishing move in neutral, as you have higher rewards in Moroha. This move is also a key ingredient in A.B.A.’s Orb loop. Otherwise, there are better air-to-air options.<br />
}}<br />
<br />
===<big>Universal Mechanics</big>===<br />
----<br />
===<big>Ground Throw</big>===<br />
{{GGACR Move Card<br />
|input=Ground Throw[m]<br />
|description=<br />
Moroha and Goku Moroha version slams into a ground bounce on hit. Standard range, but easily leads into a lot of damage, especially with a raised Guard Bar. Tick throw with any fast normals ({{clr|1|5P}}, {{clr|1|2P}}, {{clr|2|2K}}) or after vacuuming them in with {{clr|4|5H}}. A crucial part of A.B.A's offensive gameplan.<br />
<br />
{{clr|4|6H}} sends the opponent backward while {{clr|4|4H}} sends them forward. Can be OSed with {{clr|2|5K}} or {{clr|3|c.S}}, but even {{clr|4|5H}} and {{clr|4|6H}} are surprisingly good at catching jump-outs and backdashes, though are much slower.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGACR Move Card<br />
|input=Air Throw[m]<br />
|description=<br />
Identical to NM version. As usual, (dash) keygrab is possible if you airthrow them close to the ground, for a burst safe mode switch.<br />
}}<br />
<br />
===<big>Dead Angle Attack</big>===<br />
{{GGACR Move Card<br />
|input=DAA[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 2<br />
|inactive2 = 2<br />
|active3 = 2<br />
|recovery = 20<br />
}}<br />
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.<br />
}}<br />
<br />
===<big>Special Moves</big>===<br />
----<br />
===<big>Deletion</big>===<br />
{{InputBadge|{{clr|3|236S}}}}<br />
{{GGACR Move Card<br />
|input=236S[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 2<br />
|recovery = 17<br />
}}<br />
The start of ABA's rekkas. Having better hitboxes and startup, along with the forward momentum boost before its active frames, Moroha {{clr|3|236S}} is a rather nice poke you often can throw out in neutral that's difficult to low profile. It's unsafe, but its long range and decent pushback make it safe-ish from afar.<br />
}}<br />
<br />
===<big>Ruin</big>===<br />
{{InputBadge|{{clr|3|236S}} > {{clr|3|46S}}}}<br />
{{GGACR Move Card<br />
|input=236S > 46S[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 3<br />
|recovery = 19<br />
}}<br />
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.<br />
<br />
You can also immediately cancel it to GM activation {{clr|3|6321463214S}}, with 50 meter. Notably, you can do a short combo [xxx > 2nd rekka > keygrab x2] to refresh her Moroha gauge, thanks to its stagger effect on ground hit.<br />
}}<br />
<br />
===<big>Condemnation</big>===<br />
{{InputBadge|{{clr|3|46S}} > {{clr|3|63214S}}}}<br />
{{GGACR Move Card<br />
|input=236S > 46S > 63214S[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 3<br />
|recovery = 28<br />
|frcStart = 14<br />
|frcEnd = 15<br />
}}<br />
The last part of her rekkas. In Moroha, it gain even more groundslide time, which allows you to do rekka loops [xx > {{clr|5|2D}} > 1st rekka > 2nd rekka > delayed 3rd rekka] x 2/3. Still pretty unsafe on block, but the opponent still has to respect it due to its FRC point, as well as the fact you can activate GM as late as possible. <br />
}}<br />
<br />
===<big>Bonding</big>===<br />
{{InputBadge|{{clr|4|63214H}} (Air OK)}}<br />
{{GGACR Move Card<br />
|input=63214H[m],j.63214H[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 12<br />
|recovery = 30<br />
}}<br />
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.<br />
<br />
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.<br />
*On block, can cancel to {{MMC|input=6321463214S|label=Altercation}}, or be RC'd.<br />
}}<br />
<br />
===<big>Engorgement</big>===<br />
{{InputBadge|{{clr|4|421H}}}}<br />
{{GGACR Move Card<br />
|input=421H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 21<br />
|active = 11<br />
|recovery = 14<br />
}}<br />
Headbutt, aka butt. ABA hops forward along with Paracelsus. Works well as a combo ender, and is a staple of Butt loops. Its long active time can make it safe when it makes contact late, but otherwise it doesn't see much use in neutral. With meter, you can RC on hit or block to double jump or airdash afterwards.<br />
}}<br />
<br />
===<big>Judgment</big>===<br />
{{InputBadge|{{clr|4|623H}}}}<br />
{{GGACR Move Card<br />
|input=623H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 18<br />
|active = 6<br />
|inactive2 = 20<br />
|active3 = 3<br />
|recovery = 25<br />
}}<br />
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!<br />
<br />
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.<br />
<br />
As Danzai is a special move, it is also cancellable to GM activation (with 50 meter), making it a particularly dangerous offensive option.<br />
}}<br />
<br />
===<big>Displacement</big>===<br />
{{InputBadge|{{clr|1|63214P}}}}<br />
{{GGACR Move Card<br />
|input=63214P[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 40<br />
|frcStart = 10<br />
|frcEnd = 13<br />
}}<br />
Bloodpack exit. Spends one pack to return to Normal Mode and restore 120% of self-inflicted damage. Has an FRC point to make recovery less punishable.<br />
}}<br />
<br />
===<big>Blunder</big>===<br />
{{InputBadge|{{clr|2|41236K}}\{{clr|3|46S}} > {{clr|2|236K}}}}<br />
{{GGACR Move Card<br />
|input=41236K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 28<br />
|active = 1<br />
|recovery = 29<br />
}}<br />
Flipkick. Throw/low invincible overhead/pseudo-unblockable (can be air blocked) which ground bounces on hit and staggers the opponent on standing block. Most commonly used in tandem with {{MMC|input=236D[m]|label=FB Bloodball}} for an expensive but very powerful unblockable setup into {{MMC|input=6321463214S|label=Goku Moroha}}<br />
}}<br />
<br />
===<big>Eradication</big>===<br />
{{InputBadge|{{clr|3|j.41236S}}}}<br />
{{GGACR Move Card<br />
|input=j.41236S<br />
|description=<br />
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.<br />
<br />
You can also use this move low to the ground as a meaty to bait wake-up throw attempts. Moreover, it's possible for both orbs to touch the opponent on oki situations, which will hurt a LOT on hit, though this is usually not reversal safe. Has an FRC point to remain safe, though, just as A.B.A. begins to tuck her outstretched leg back in, right when the orbs become active. Dash jump at downed opponent > orbs (FRC) on top of them > {{clr|2|2K}}, {{clr|5|5D}}, etc. to begin pressure.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Suka Motion</big>===<br />
{{InputBadge|Moroha Gauge reaches 0}}<br />
{{GGACR Move Card<br />
|input=Suka Motion<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 52<br />
}}<br />
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.<br />
<br />
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:<br />
# Is in the middle of an attack animation<br />
# Follows regular Moroha's gatling rules (you will not be able to do gatlings that are only possible in Goku Moroha)<br />
# 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)<br />
<br />
If your Moroha gauge runs out mid-combo/blockstring, you can end it quickly with keygrab, bloodpack exit, or activate GM to recover safely.<br />
}}<br />
<br />
===<big>Force Breaks</big>===<br />
----<br />
===<big>FB Avoidance</big>===<br />
{{InputBadge|{{clr|5|236D}}}}<br />
{{GGACR Move Card<br />
|input=236D[m]<br />
|description=<br />
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. <br><br />
<br />
The multihit part of the projectile has a weird property where the gap will always be the same, ignoring hitstop when it hits. This means against Jam's parry and SB the projectile will still lock them in hitstop preventing them from even using a reversal option. <br />
}}<br />
<br />
===<big>FB Judgment</big>===<br />
{{InputBadge|{{clr|5|623D}}}}<br />
{{GGACR Move Card<br />
|input=623D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 18<br />
|active = 6<br />
|inactive2 = 20<br />
|active3 = 3<br />
|recovery = 25<br />
}}<br />
FB Danzai launches higher on hit and gets hyper armor for the upswing till Christmas, plowing through pretty much anything as long as you still have life left. Obscene.<br />
}}<br />
<br />
===<big>Overdrives</big>===<br />
----<br />
===<big>Evidence: Destruction</big>===<br />
{{InputBadge|{{clr|1|j.632146P}}}}<br />
{{GGACR Move Card<br />
|input=j.632146P[m],j.632146P > 214K<br />
|description=<br />
No longer hits overhead, but now allows you to follow up with additional hits by inputting {{clr|2|j.214K}} for some extra damage. Its usage is identical to NM version, though, and there's an even better super you can do in Moroha mode for which you should really save up meter.<br />
----<br />
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.<br />
}}<br />
<br />
===<big>Altercation</big>===<br />
{{InputBadge|{{clr|3|6321463214S}}}}<br />
{{GGACR Move Card<br />
|input=6321463214S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 3<br />
|recovery = 13<br />
}}<br />
Your win condition. Provided you have one bloodpack and enough meter, ABA performs an aggressive mode switch attack with hitboxes completely surrounding her, then switches her to '''Goku Moroha''' mode, replenishing her Moroha gauge and turning it blue in the process. It's invulnerable from frames 1-15, staggers on ground hit, wallbounces or knocks down on air hit, and cannot be interrupted. You can cancel into this super from '''anything''' grounded (normals/specials, except {{MMC|input=421H|label=Engorgement}}), rendering Moroha ABA a constant threat whenever she has 50 meter.<br />
<br />
In this state, ABA gains a tremendous speed boost for both her movement and her attacks, double airdash, jump cancels for most of her normals, extra FRC points for many of her specials along with wider FRC windows, and extra properties for some of her moves. But most importantly, her gatling limitations are removed, as she can now cancel any normal into anything, as well as reverse cancel them (i.e. {{clr|1|6P}} > {{clr|4|5H}} > {{clr|1|6P}} > {{clr|4|5H}} > etc). Let them know fear.<br />
<br />
Do note that in GM, ABA also inflicts more self-damage on hit/block, so make sure to not overextend in pressure. Additionally, despite its great hitbox it loses invincibility 2 frames before the attack itself comes out, making it prone to trading if timed incorrectly. It also goes active 2 frames after the super freeze, meaning it can be counter-supered, backdashed, DPed, or even {{keyword|slashback|}}ed with proper timing. A.B.A is also left very vulnerable if this attack whiffs, as she has no way to Roman Cancel the attack and is in counter hit state for the entire recovery<br />
}}<br />
<br />
<!--------------------- GOKU MOROHA MODE ---------------------------------><br />
</div><br />
<div id="movelist-3" class="movelist"><br />
<br />
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.<br />
<br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGACR Move Card<br />
|input=5P[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 2<br />
|recovery = 6<br />
}}<br />
{{clr|1|5P}} reaches its full potential in Goku Moroha mode thanks to its unrestricted gatling routes, allowing you to whiff cancel this move from virtually any other normal on block to remain completely safe. For instance, you can do xx > {{clr|3|f.S}} > {{clr|1|5P}} > whiff cancel {{clr|3|f.S}} > {{clr|1|5P}} > whiff cancel etc, which is an airtight blockstring if done correctly.<br />
<br />
On block, you can mix the opponent up with tick throws, or extend your pressure into {{clr|3|S}} or {{clr|4|H}} normals for frame traps/remaining plus. A more detailed explanation on this can be found [[GGACR/A.B.A/Strategy#5P_Rebeat|here]]<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal, including itself)<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGACR Move Card<br />
|input=5K[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 5<br />
|recovery = 4<br />
}}<br />
With the general GM gatling and speed buffs, this move becomes far more useful as a pressure extender and a safe-ish frame trap that can be DAA/burst-safe, while still being plus on block.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal, including itself)<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGACR Move Card<br />
|input=c.S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 3<br />
|recovery = 9<br />
}}<br />
Multipurpose normal. Good for throw OSes at 7 frames, amazing for pressure due to being +5 on block, jump cancels for IAD pressure, gatlings to lows with {{clr|2|2K}} and {{clr|5|2D}} and overheads with {{MMC|chara=A.B.A|input = 41236K[gm]|label = flipkick}} and {{clr|5|5D}}. Great for reverse gatlings to create burst safe routing from any hit and provide stability without sacrificing damage. From further out some gatlings may go into {{MMC|chara=A.B.A|input = f.S[gm]|label = f.S}} so be prepared to adjust combos on the fly in case of that. Can occasionally be used as a proximity anti-air due to its speed but is occasionally prone to trading due to a larger upward hurtbox than {{MMC|chara=A.B.A|input = 2S[gm]|label = 2S}}. Trades are usually in your favor but shouldn't be overly relied upon<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGACR Move Card<br />
|input=f.S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 2<br />
|inactive2 = 2<br />
|active3 = 2<br />
|recovery = 12<br />
}}<br />
A 7F-startup normal that is completely disjointed for the first hit, is +3 on its own, and ALSO jump-cancellable, this move retains all of what makes MM {{clr|3|f.S}} good, combined with all the juicy GM buffs ABA receives. Your party starter.<br />
<br />
On hit/block, it leads nicely to {{clr|4|5H}}, which you can reverse chain back into {{clr|3|f.S}} again, or go for a pressure reset with {{clr|1|5P}} whiff cancels.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal except {{clr|3|c.S}})<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGACR Move Card<br />
|input=5H[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 4<br />
|inactive2 = 4<br />
|active3 = 2<br />
|recovery = 11<br />
}}<br />
While still a tad slow at 11 frames, Goku Moroha {{clr|4|5H}} is still a fantastic and multipurpose normal. Still serves its purpose well as a poke and counterpoke, particularly due to its ability to {{keyword|rebeat}} into {{clr|1|5P}} on block to create huge frame advantage from far away, or if it counterhits avoid the 2nd hit undoing your stagger and allowing you to dash up and continue your combo. Also gains natural frame advantage on block due to the marginally shorter recovery<br />
<br />
There is a gap between {{clr|4|5H}} 2nd hit and the first hit of {{clr|4|2H}} on block that can be reversaled through, but is unthrowable on normal block. 3 frame normals such as Sol and Order-Sols {{clr|2|5K}} or A.B.As {{clr|1|5P}} will beat this. 4 frame normals will trade with the second hit but will leave A.B.A at enough advantage for her to be able to combo dash {{clr|3|c.S}}. {{clr|4|5H}} 1st hit to {{clr|4|2H}} is gapless unless IBed<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===<br />
{{GGACR Move Card<br />
|input=5D[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 22<br />
|active = 4<br />
|recovery = 15<br />
}}<br />
Another two frames shaved off the startup puts Goku {{clr|5|5D}} at the second fastest dust in the game after {{Character Label|GGACR|Sol}} Dragon Install 5D. Still decently safe, leads to impossible dust on normal hit, and extremely good when used on an opponent with high risc to cash out on damage. Even unoptimized 5D combos with high risc are liable to do an excess of 50%. Faster than her other overhead in Goku but a bit more situational. Still good to keep your opponent from trying to block everything<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGACR Move Card<br />
|input=6P[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 2<br />
|active2 = 3<br />
|recovery = 12<br />
}}<br />
In Moroha mode, its hitbox is a little altered since Paracelsus' head changes shape, but functions the same as NM's. On block, you can now cancel it to {{clr|4|6H}} to reset or end pressure.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGACR Move Card<br />
|input=6H[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 7<br />
|active2 = 7<br />
|recovery = 24<br />
}}<br />
No longer a slow CH stun fishing move in Moroha, {{clr|4|6H}} now hits twice, gains jump cancels, sports exceptional range, cranks the guardbar nicely, and hurts a lot more. The fact that you can jump cancel this means that on block, you get to do some gimmicky pressure resets via {{clr|4|6H}} (1) > IAD {{clr|4|j.H}}. Alternatively, you can just do {{clr|3|236S}} to end pressure more safely.<br />
<br />
On its own, this move mostly sees use against people trying to backdash her oki on wakeup in the corner, or those trying to low profile {{clr|3|f.S}} or {{clr|4|5H}} from far away. If you managed to land a hit from max range, rekkas or butt ({{clr|4|421H}}, air hit only) are your only meterless options.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGACR Move Card<br />
|input=2P[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 2<br />
|recovery = 6<br />
}}<br />
Mostly identical to NM version, though thanks to the speed boost ABA gains in Moroha, you can dash in and use this to pressure the opponent or just tick throw them.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal, including itself)<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGACR Move Card<br />
|input=2K[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 10<br />
}}<br />
Aside from a slight damage boost, this move is virtually the same as the NM version. Useful for opening the opponent up during mixups.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGACR Move Card<br />
|input=2S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 6<br />
|recovery = 9<br />
}}<br />
Goku 2S loses 3 frames of startup and half its recovery compared to {{MMC|chara=A.B.A|input = 2S[m]|label = Moroha 2S}} putting this at just a frame slower than {{MMC|chara=A.B.A|input = 2S|label = Normal 2S}}, and with significantly less risk associated with whiffing this move. It also gains a self gatling, though this is rarely used compared to its special cancels and reverse gatlings into all of her other normals<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal, including itself)<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGACR Move Card<br />
|input=2H[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 3<br />
|active2= 11<br />
|recovery = 6<br />
|frcStart = 20<br />
|frcEnd = 22<br />
}}<br />
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.<br />
<br />
Being slightly airborne before going active means ABA is throw-invuln during this window, so you can use this as a nice meaty button. To top it off, MM {{clr|4|2H}} also has an FRC point just as the axe touches the ground for the 2nd hit, which is excellent for applying baits or pressure. Insane.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGACR Move Card<br />
|input=2D[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 2<br />
|recovery = 23<br />
}}<br />
In Morohaville, {{clr|5|2D}}'s range grows from standard to absurd. Near the corner, you can confirm into rekka loops (except on Axl, Baiken, Bridget, Millia, and May). At max range, you can use it to bait reversals, and include a hitstop OS with rekkas. It will convert on hit, but you'll be safe on whiff, as long as you space it properly. In Goku can start pressure from halfscreen with 5P whiff rebeat pressure in order to give yourself better frame advantage on block. Against certain characters (Potemkin, Robo-Ky, Anji, Testament and Johnny) 2D->whiff 5P->f.S is a link that allows you to confirm into rekkas from max range on hit and is + enough on block for f.S to be a true blockstring<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGACR Move Card<br />
|input=j.P[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 4<br />
|recovery = 4<br />
}}<br />
1 frame faster than the NM or MM version puts this at the fastest air-to-air in the game tied with Order-Sol, Justice, Jam and Millia<br />
*Speed makes it impossible to IB>Throw when self gatlinged<br />
*Very disjointed. Difficult to contest due to the speed and hitbox<br />
*Very strong as a guts crush due to the self gatling. Good for closing out rounds<br />
*Gatlings to every air normal she has for easy air-to-air confirms<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal, including itself)<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGACR Move Card<br />
|input=j.K[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 8<br />
|recovery = 12<br />
}}<br />
Being 1f faster in Moroha mode means this move works rather nicely as a rising air-to-air now, even though {{clr|3|2S}} still yields far better rewards on CH. You will mostly use this move in tandem with her fuzzy high/low mixup along with {{clr|3|j.S}}.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal, including itself)<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGACR Move Card<br />
|input=j.S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 4<br />
|recovery = 2<br />
}}<br />
Excellent air-to-air. Slightly slower in comparison to NM {{clr|3|j.S}}, but has much better range, damage, and attack level. Crucial for her fuzzy high/low mixups.<br />
<br />
Your standard setup for fuzzies is [{{clr|3|j.S}} > d{{clr|3|j.S}} > falling {{clr|4|j.H}} > land] into more combos. These lead to BIG damage, upwards of 300+ depending on guard bar and available tension. Since it combos to {{clr|1|j.P}} or {{clr|2|j.K}}, you can fuzzy guard by doing [{{clr|3|j.S}} > {{clr|2|j.K}}] or [{{clr|3|j.S}} > {{clr|1|j.P}}]. The latter isn't as useful since the hitstun on {{clr|1|j.P}} is subpar, but the reward from {{clr|3|j.S}} > {{clr|2|j.K}} is superb. Knock an opponent down in the corner do [running {{clr|3|j.S}} > {{clr|2|j.K}} > d{{clr|3|j.S}} > {{clr|4|j.H}}]. Done properly, this is airtight, and if the opponent blocks low at any point, they're getting fuzzied. Other options include land > throw after the fuzzy, or do more {{clr|1|j.P}}s.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGACR Move Card<br />
|input=j.H[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 6<br />
|recovery = 20<br />
}}<br />
ABA's notorious air normal. Aside from gaining huge hitboxes in Moroha, {{clr|4|j.H}} also tucks her hurtbox upwards, making it great not just for air-to-air interactions, but also for jump-ins, especially crossups. The built-in OS with airthrow doesn't do your opponents any favors either, so don't hesitate throwing this out in neutral.<br />
<br />
On CH, you can easily confirm it into a short KD combo or ludicrous damage, despite its prorate. On normal hit/block from IAD height, you can link it to {{clr|1|5P}}, which easily leads to your ground strings. People hate this move.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGACR Move Card<br />
|input=j.D[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 4<br />
|recovery = 10<br />
|specialRecovery = 5<br />
}}<br />
Significantly faster than the other versions of j.D at 7 frames makes this a very nice air-to-air addition for ABA that's significantly rewarding on counter hit due to the wallbounce. Bear in mind that unlike her other air normals this cannot reverse gatling to other jump normals, but a cancel into {{MMC|chara=A.B.A|input = j.41236S[gm]|label = Orb}} with the FRC will generally keep you safe if your opponent blocks this<br />
}}<br />
<br />
===<big>Universal Mechanics</big>===<br />
----<br />
===<big>Ground Throw</big>===<br />
{{GGACR Move Card<br />
|input=Ground Throw[m]<br />
|description=<br />
Moroha and Goku Moroha version slams into a ground bounce on hit. Standard range, but easily leads into a lot of damage, especially with a raised Guard Bar. Tick throw with any fast normals ({{clr|1|5P}}, {{clr|1|2P}}, {{clr|2|2K}}) or after vacuuming them in with {{clr|4|5H}}. <br />
<br />
{{clr|4|6H}} sends the opponent backward while {{clr|4|4H}} sends them forward. Best OSed with either {{clr|2|5K}} or {{clr|3|c.S}} unless keeping the corner is necessary<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGACR Move Card<br />
|input=Air Throw[m]<br />
|description=<br />
Identical to NM version. As usual, (dash) keygrab is possible if you airthrow them close to the ground, for a burst safe mode switch.<br />
}}<br />
<br />
===<big>Dead Angle Attack</big>===<br />
{{GGACR Move Card<br />
|input=DAA[m]<br />
|description=<br />
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.<br />
}}<br />
<br />
===<big>Special Moves</big>===<br />
----<br />
===<big>Deletion</big>===<br />
{{InputBadge|{{clr|3|236S}}}}<br />
{{GGACR Move Card<br />
|input=236S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 2<br />
|recovery = 17<br />
|frcStart = 10<br />
|frcEnd = 13<br />
}}<br />
The start of ABA's rekkas. Having better hitboxes and startup, along with the forward momentum boost before its active frames, Moroha {{clr|3|236S}} is a rather nice poke you often can throw out in neutral that's difficult to low profile. It's unsafe, but its long range and decent pushback make it safe-ish from afar.<br />
}}<br />
<br />
===<big>Ruin</big>===<br />
{{InputBadge|{{clr|3|236S}} > {{clr|3|46S}}}}<br />
{{GGACR Move Card<br />
|input=236S > 46S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 3<br />
|recovery = 19<br />
|frcStart = 5<br />
|frcEnd = 8<br />
}}<br />
Largely identical to the Moroha version aside from the FRC point added just before the attack hits which can be used to OS whiffs or extend juggles and ground combos that would otherwise be difficult or impossible to extend. Less used due to her better combo options in Goku but still a vital part of Rekka loops in the corner, and can still refresh moroha due to the stagger effect on the 2nd hit allowing a combo into {{MMC|chara=A.B.A|input = 63214H|label = Keygrab}}<br />
}}<br />
<br />
===<big>Condemnation</big>===<br />
{{InputBadge|{{clr|3|46S}} > {{clr|3|63214S}}}}<br />
{{GGACR Move Card<br />
|input=236S > 46S > 63214S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 3<br />
|recovery = 23<br />
|frcStart = 14<br />
|frcEnd = 17<br />
}}<br />
Gains even more groundslide time in Goku Moroha, allowing for up to 4(!) reps of Rekka loops in the corner against most characters that Rekka loops work on. The FRC point is also wider and it has less recovery in general, but is still rather unsafe on block. Generally less favored than butt loops due to lower damage but still builds a lot of meter for A.B.A and gives her conversions from a lot of ranges<br />
}}<br />
<br />
===<big>Bonding</big>===<br />
{{InputBadge|{{clr|4|63214H}} (Air OK)}}<br />
{{GGACR Move Card<br />
|input=63214H[m],j.63214H[m]<br />
|description=<br />
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.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Engorgement</big>===<br />
{{InputBadge|{{clr|4|421H}}}}<br />
{{GGACR Move Card<br />
|input=421H[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 20<br />
|active = 11<br />
|recovery = 10<br />
}}<br />
Essential combo tool in Goku Moroha, leads to many of your max damage routes due to the jump cancel this move gains during Goku Moroha. Doing this move into 412369S will give you an auto-timed TK {{MMC|chara=A.B.A|input = j.41236S[gm]|label = Orb}} that will land both hits on most characters and gives easy extensions due to the widened FRC on Goku Orbs. Also useful for meterless extensions midscreen with the jump cancel, and gives you access to enormous damage and conversions that otherwise wouldn't be possible<br />
}}<br />
<br />
===<big>Judgment</big>===<br />
{{InputBadge|{{clr|4|623H}}}}<br />
{{GGACR Move Card<br />
|input=623H[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 4<br />
|inactive2 = 14<br />
|active3 = 2<br />
|recovery = 21<br />
|frcStart = 12<br />
|frcEnd = 14<br />
}}<br />
Danzai becomes even better in Goku Moroha, as it becomes a whopping 6 frames faster, with a shorter gap between the hits and less recovery, making it better for anti-airing, defense and generally just pestering your opponent with enormous armored hitboxes. Best of all, in Goku it gains an FRC point just as the first hit connects, which can make your opponent guess as to whether you'll let it rip or FRC it on block to get free plus frames to continue your pressure with, as well as allowing you to bypass the 2nd hits heavy forced proration for the cost of 25 meter. The FRC can also be done on whiff, potentially saving you from a whiffed danzai<br />
}}<br />
<br />
===<big>Displacement</big>===<br />
{{InputBadge|{{clr|1|63214P}}}}<br />
{{GGACR Move Card<br />
|input=63214P[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 40<br />
|frcStart = 10<br />
|frcEnd = 13<br />
}}<br />
Bloodpack exit. Spends one pack to return to Normal Mode and restore 120% of self-inflicted damage. Has an FRC point to make recovery less punishable.<br />
}}<br />
<br />
===<big>Blunder</big>===<br />
{{InputBadge|{{clr|2|41236K}}\{{clr|3|46S}} > {{clr|2|236K}}}}<br />
{{GGACR Move Card<br />
|input=41236K[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 28<br />
|active = 1<br />
|recovery = 19<br />
|frcStart = 28<br />
|frcEnd = 30<br />
}}<br />
Flipkick. Throw/low invincible overhead/pseudo-unblockable (can be air blocked) which ground bounces on hit and staggers the opponent on standing block. Has significantly less recovery than regular flipkick making combos out of it on both hit and block much more standard. Gains an FRC point in Goku point which can be used to safely bait things that would normally beat her unblockable setups like a {{keyword|Dead Angle}}, backdash, certain {{keyword|dragon punch}}es or low profile moves like {{MMC|chara=Sol Badguy|input=214S|label=Grand Viper}}<br />
}}<br />
<br />
===<big>Eradication</big>===<br />
{{InputBadge|{{clr|3|j.41236S}}}}<br />
{{GGACR Move Card<br />
|input=j.41236S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 6<br />
|active2 = 5<br />
|specialRecovery = 12<br />
|frcStart = 15<br />
|frcEnd = 18<br />
}}<br />
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.<br />
<br />
You can also use this move low to the ground as a meaty to bait wake-up throw attempts. Moreover, it's possible for both orbs to touch the opponent on oki situations, which will hurt a LOT on hit, though this is usually not reversal safe. Has an FRC point to remain safe, though, just as A.B.A. begins to tuck her outstretched leg back in, right when the orbs become active. Dash jump at downed opponent > orbs (FRC) on top of them > {{clr|2|2K}}, {{clr|5|5D}}, etc. to begin pressure.<br />
}}<br />
<br />
===<big>Suka Motion</big>===<br />
{{InputBadge|Moroha Gauge reaches 0}}<br />
{{GGACR Move Card<br />
|input=Suka Motion<br />
|description=<br />
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.<br />
<br />
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:<br />
# Is in the middle of an attack animation<br />
# Follows regular Moroha's gatling rules (you will not be able to do gatlings that are only possible in Goku Moroha)<br />
# 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)<br />
<br />
If your Moroha gauge runs out mid-combo/blockstring, you can end it quickly with keygrab or bloodpack exit to recover safely.<br />
}}<br />
<br />
===<big>Force Breaks</big>===<br />
----<br />
===<big>FB Avoidance</big>===<br />
{{InputBadge|{{clr|5|236D}}}}<br />
{{GGACR Move Card<br />
|input=236D[m]<br />
|description=<br />
Moroha-exclusive bloodball. A lingering projectile that hits 6 times and is often used in conjunction with A.B.A's {{MMC|input=41236K[gm]|label=flipkick}} to create difficult to escape unblockable setups. In the corner its even possible to loop these setups using a {{MMC|input=j.H[gm]|label={{clr|4|j.H}}}} ender to set up a meaty bloodball and repeat the sequence afterward. The projecile will stay out even if A.B.A gets hit after a certain point, and the multihit nature means that opponents that {{keyword|Faultless Defense}} this attack will burn through a lot of tension, forcing opponents who are low on health to sacrifice their meter to stay alive if they block this attack. Can be very useful vs characters with limited grounded mobility to give them something extra to think about when attempting to approach, as fireballs tend to be<br><br />
<br />
The multihit part of the projectile has a weird property where the gap will always be the same, ignoring hitstop when it hits. This means that against Jam's parry and SB the projectile will still lock them in hitstop preventing them from even using a reversal option. <br />
}}<br />
<br />
===<big>FB Judgment</big>===<br />
{{InputBadge|{{clr|5|623D}}}}<br />
{{GGACR Move Card<br />
|input=623D[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 4<br />
|inactive2 = 14<br />
|active3 = 2<br />
|recovery = 21<br />
|frcStart = 12<br />
|frcEnd = 14<br />
}}<br />
Everything good about regular FB Danzai becomes better in Goku due to the faster startup allowing you to more easily blow through and punish things. Coupled with the FRC point that's identical to meterless Goku Danzai gives ABA a disgustingly powerful callout tool at the cost of 50 meter, that on block is completely safe and on hit gives her an unscaled launcher. Everything you could want in a special and then some<br />
}}<br />
<br />
===<big>Overdrives</big>===<br />
----<br />
===<big>Evidence: Destruction</big>===<br />
{{InputBadge|{{clr|1|j.632146P}}}}<br />
{{GGACR Move Card<br />
|input=j.632146P[m],j.632146P > 214K<br />
|description=<br />
No longer hits overhead, but now allows you to follow up with additional hits by inputting {{clr|2|j.214K}} for some extra damage. Its usage is identical to NM version, though, and there's an even better super you can do in Moroha mode for which you should really save up meter.<br />
----<br />
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.<br />
}}<br />
<!--------------------- END DON'T MESS WITH ME ---------------------------------><br />
</div><br />
<br />
==Instant Kill==<br />
===<big>Darkness of Ignorance</big>===<br />
{{InputBadge|During IK Mode: {{clr|4|236236H}}}}<br />
{{GGACR Move Card<br />
|input=236236H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 36<br />
|active = 5<br />
|recovery = 40<br />
}}<br />
Standard IK. Rather useful after CH NM {{clr|4|6H}} punish attempts.<br />
}}<br />
<br />
==Colors==<br />
{{GGACRColors|Character=A.B.A}}<br />
<br />
==Navigation==<br />
{{notice|To edit frame data, edit values in [[GGACR/A.B.A/Data]].}}<br />
{{#lst:GGACR/Navigation}}<br />
[[Category:Guilty Gear XX Accent Core + R]]<br />
[[Category:A.B.A]]<br />
[[Category:Unga]]</div>Sobosswagnerhttps://www.dustloop.com/wiki/index.php?title=User:Sobosswagner&diff=389118User:Sobosswagner2023-04-13T00:03:58Z<p>Sobosswagner: </p>
<hr />
<div>==ABA pros/cons rewrite==<br />
<tabber><br />
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{{#lst:GGACR/A.B.A/Pros1|Content}}<br />
|-|Moroha Mode=<br />
{{#lst:GGACR/A.B.A/Pros2|Content}}<br />
|-|Goku Moroha Mode=<br />
{{#lst:GGACR/A.B.A/Pros3|Content}}<br />
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<br />
==Anti airing==<br />
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Anti airing is incredibly important for all characters in Guilty Gear and fighting games as a whole and ABAs anti airs are both incredibly rewarding and importantly, change depending on what you’re anti airing, what position on screen you’re on, where they’re landing and what form she’s in. This section will be broken down into anti airs for all 3 of her primary forms, though the buttons she use rarely change, the situations they’re used in often do<br />
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=== Normal Mode (NM) ===<br />
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* {{clr|1|5P}}: Your fastest anti air and fastest normal in general. 3 frames with upper body invincibility starting from frame 2 and throughout the active frames, 5P is fast to start up and fast to recover. Very low risk anti air that with good reactions can be very high reward. Gatling into 2S, JC into an air combo to end with air keygrab for a combo into Moroha mode. Very stubby however, and is more suited to anti airs above ABA rather than horizontal anti airs<br />
* {{clr|1|6P}}: slower than 5P but trades speed and gatling options for generously more upper body invincibility. Take note that the upper body invincibility wears out the frame before it hits, so it can be prone to trading when timed incorrectly. Its only gatlings are 2S but can work on either hit. Jump cancel only works on second hit so its often best to simply gatling 2S<br />
* {{clr|3|2S}}: ABAs best normal mode anti air. Faster than 6P but lacking upper body invincibility, though the lack of hurtboxes on her hand mean that it's very prone to outright beating many jump-ins. On normal hit can be followed up with a jump cancel into a combo to air keygrab, and on counter hit gives ABA ample time to follow up with either OTG keystab or can cancel into slide for a followup combo depending on the height. On trade with most jump normals you can simply follow up with OTG keystab for a quick moroha transformation<br />
* {{clr|4|2HS}}: Niche and predictive, but 2Hs disjointed hitboxes on both hits can anti air predictable jump ins or airdashes done low to the ground. Take note that it's both slower than 2S and lacks any upper body invincibility. Not a necessary button to learn to anti air with, but if others are being baited out it can always be good to present an option the opponent may be unprepared for<br />
* {{clr|4|6HS}}: The Hail Mary normal. Slow but incredibly rewarding due to the stun modifier, especially on counter hit. Mostly used to tag predictable airdashes but not something to rely on. On counter hit cancel to bloodpack to get a followup combo that will stun any low stun resist character. Use wisely and scarcely.<br />
* Air throw: universal. Best OSed with j.P. When done low to the ground or from any height vs certain characters can be followed up with OTG keystab<br />
* {{clr|1|j.P}}: fast and very disjointed around her hand. Your best air-to-air in normal mode. Gatlings to both itself and j.S for confirms into air keygrab<br />
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=== Moroha Mode (MM) ===<br />
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* {{clr|1|5P}}: Your fastest anti air and fastest normal in general. 3 frames with upper body invincibility starting from frame 2 and throughout the active frames, 5P is fast to start up and fast to recover. Very low risk anti air that with good reactions can be very high reward. On air hit gatlings to c.S give ABA high damaging, low risk anti air combos that put characters into a tech trap nightmare that forces them to deal with her anti airs all over again<br />
* {{clr|1|6P}}: Most identical to her normal mode variant but with slightly altered hitboxes due to the key changing shape. The jump cancel and gatling properties are largely unchanged, though combos to 2S are much more consistent due to the latters larger hitboxes. It does gain a gatling to 6H but this is mostly used on grounded block to reset or end pressure<br />
* {{clr|3|2S}}: The God anti air. This move alone propels ABAs anti airs from merely good to well above average. Slower than normal mode 2S but with much bigger hitboxes to compensate. A few things to take note of however. Its slow at 12 frames startup and is largely a vertical anti air. Best used for opponents trying to land on top of you or cross you up. It also has a fair amount of recovery, so take care to make sure they either get hit or air block this attack. On regular hit canceling into jump or superjump into an air string ending with orbs will put them right back into ABAs anti air game. This move especially shines on counter hit though, where it floats the opponent for over half a second and gives you ample time to decide what combo to follow up with. 2S counter hit into dash up c.S->2S->412H anywhere but the other corner will often instantly put them back in the corner. An important skill to learn is confirming regular or counter hit with this move as an anti air, and can often mean the difference between killing them in 2 combos or killing them in 3. <br />
* {{clr|4|623HS}}: Unsurprisingly, Danzai can anti air extremely well. Best suited to predictive anti airs due to the slow startup and losing out to multi hit jump ins or even air gatlings. Largely covers in front of her and will eat things like Riot Stamp, Bandit Bringer, and other predictable, reactable moves that put the opponent airborne. Does come with high scaling so best to keep followup combos short<br />
* {{clr|5|623D}}: Largely the same as the non force break version, but the infinite armor means it will beat out any jump in that isn’t canceled into an air super of some kind. Ground bounces higher so has different followups than the meterless, though with the same high scaling<br />
* {{clr|3|6321463214S}}: Technically ABAs only fully invincible anti air, Goku Moroha activation is heavily disjointed and very rewarding to anti air with, but comes with a few caveats. It must be done predictively due to its slow startup (1 frame slower than Moroha Danzai), it loses invincibility 2 frames before it hits so it can trade with jump ins, though this is almost always favorable due to the extensive untech time that only gets longer on counter hit, and as always it requires both a bloodpack and 50 meter. On hit follow up with whatever you want to follow up with, or just set up some nasty oki<br />
* Air throw: Universal. Best OSed with either j.P or done raw with j.H<br />
* {{clr|1|j.P}}: Fast and very disjointed around her hand. Your fastest air-to-air in moroha but can be somewhat awkward to combo off of depending on range. Gatlings to j.S for hit confirms can be quite damaging but unless done very low to the ground won’t lead to knockdowns<br />
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=== Goku Moroha Mode (GMM) ===<br />
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* {{clr|1|5P}}: Your fastest anti air and fastest normal in general. 3 frames with upper body invincibility starting from frame 2 and throughout the active frames, 5P is fast to start up and fast to recover. Very low risk anti air that with good reactions can be very high reward. <br />
* {{clr|1|6P}}: 3 frames faster startup than the moroha version and the ability to gatling into any and all normals on any hit, as well as being jump cancelable on both hits gives this normal significantly more followup options than before. <br />
* {{clr|3|2S}}: The God anti air becomes even better somehow. Now only a frame slower than normal mode 2S with its recovery shaved in half and the ability to self gatling, this move goes from crazy good to outright criminal. Because of butts jump cancel in Goku the conversions off this from anywhere on screen become incredibly powerful. Counter hit 2S in Goku Moroha with even a moderate amount of risc is very liable to outright kill the opponent with the right routing. Give them a good reason to never leave the ground when you have Goku activated<br />
* {{clr|4|623HS}}: With a third less startup identical to Moroha 2S, Danzai goes from a predictive anti air to a very potent reactive one in Goku. The ground bounce height stays the same, meaning conversions out of it aren’t too different beyond adjusting for her normals all becoming faster and the jump cancel on butt giving her more freeform routing. This move can also be FRCed right as the first hit connects in order to bypass the harsh scaling of the 2nd hit, giving you an unscaled combo starter at the cost of 25 tension<br />
* {{clr|5|623D}}: With the same startup as meterless Danzai, hyper armor and a much higher launch, Force Break Danzai is a formidable anti air for 25 tension. The launch on this move is high enough that it can be difficult to properly convert off of it at times. The hyper armor on this move means it eats anything short of an air super for breakfast and will deter anyone from jumping at you when used properly. It shares the same FRC point as meterless Danzai, meaning for 50 meter you can access an unscaled hyper armor starter, or if the attack whiffs keep yourself completely safe and free to attempt an anti air again<br />
* Air throw: universal. Best OSed with either j.P or done raw with j.H<br />
* {{clr|1|j.P}}: A frame faster than the other forms ties this for the fastest j.P in the game with Order-Sol and Justice. Gatling to j.S or j.H for air to air conversions at your leisure<br />
* {{clr|5|j.D}}: While it doesn’t see much use in other forms due to its slow startup, Goku j.D is a fantastic air to air due to its phenomenal speed and counter hit properties, as well as the ability to cancel into Orb FRC in order to stay safe or advantaged on block<br />
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==Matchup page WIPs==<br />
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Anji Miso Soup<br />
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'''Overview:'''<br />
While ABA in moroha and goku moroha mode is very capable of contesting Anji in neutral and smothering him on offense this matchup can very quickly swing into his favor if you aren’t careful, and even one mistake can allow Anji to put you into his potent okizeme game. Focus on stuffing out his buttons by mixing up between jumping, grounded mids and grounded lows. Bait out Fuujin as well as his various other tricky options such as his unique superjump, stomps and his air stalls in order to keep Anji from being able to predict what option you'll opt for<br />
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'''Positioning:'''<br />
Don’t get comfortable in any one position, as a good Anji player will often take advantage of you choosing to always press the same buttons in the same positions with things like autoguard and Fuujin. Moves with long active periods can disrupt the latter due to its lack of full invincibility through startup, as well as delayed buttons to change up your timings. 2D in particular can be quite effective as it requires Anji to commit to one of his low autoguard attacks, but be aware that its long recovery can open you up to other approaches. Avoid going for air-to-airs with him if possible, his superjump and plethora of strong air options make him very dominant when both characters are airborne<br />
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'''A.B.A Dos'''<br />
# Bait out autoguard when Anji choses to RPS with it. Most of Anjis autoguard is relegated to mid and high autoguard, meaning that long range lows like Moroha 2D can often counterhit Anji attempting to autoguard through certain pokes such as Moroha f.S and 5H<br />
# Mix up offensive and defensive options. Anji thrives off hard reads on both offense and defense, and making it harder/riskier for him to try to do so can give Anji players pause for thought before committing to a hard read<br />
# Punish Fuujin and its followups. Fuujin is one of Anjis primary offensive and neutral tools, and failing to punish it properly is partially telling any Anji you may fight that its a free guessing game for them. For a quick summary: Fuujin~P loses to rising air-to-airs or running under, Fuujin~K is a common but reactable way for Anji to attempt to tick throw you that beats lows, Fuujin~S is Anjis fastest followup off of Fuujin, can often counter hit you attempting to beat the other followups and hits low but is heavily punishable on block, Fuujin~H and Fuujin~D are both slow overheads with high autoguard and throw invincibility that lose to lows. H is 0 on block and D is +5, so always be sure to interrupt them rather than blocking them<br />
# Anti air him. Anji has fantastic air-to-airs but his air to ground normals are very lackluster. None of them are very disjointed or fast and will often at best trade with ABAs anti air normals. Moroha 2S in particular will beat out almost any jump normal that Anji attempts to land with unless done very late in response to their jump. He can stall with his j.214P but this is very, very risky for him to do depending on the height <br />
# Crank his guard bar. Anji gains the most risc in the game tied with Millia and Robo-Ky. Even simple blockstrings into 2H can get him near flashing or right at it<br />
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'''A.B.A Don’ts:'''<br />
# Don’t jump without reason. Anjis {{MMC|chara=Anji Mito|input = 6P|label = 6P}} is slow but his {{MMC|chara=Anji Mito|input = 5P|label = 5P}} is very fast and gives high reward on both regular air hit and air counter hit, and his {{MMC|chara=Anji Mito|input = 5D|label = 5D}} has very generous autoguard frames that can be cancelled into Kou/FBKou, both of which can knock down<br />
# Don’t get predictable. A common don’t in any matchup, but Anji is one of the best at punishing predictability. Predictable meaty spaced 2D will lose to Fuujin, while meaty 2H will lose to Anjis wakeup 6K<br />
# Don’t recklessly danzai through fuujin followups. Both the H and D followups will often autoguard through reversal danzai without proper timing and can either be cancelled into Kou or Sou, or simply let rock in order to punish danzai either with a simple knockdown or a full combo into a knockdown<br />
# Don’t activate Goku Moroha in neutral. Anji has a very consistent answer to Goku Moroha with Fuujin and can punish you from around halfscreen away for a free counter hit Fuujin into a full followup combo<br />
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'''Anji moves to watch out for:'''<br />
# {{MMC|chara=Anji Mito|input = 236H|label = Fuujin}} is one of Anjis main ways of bulldogging his way in and can punish you for using certain moves recklessly due to its partial strike invincibility during startup. A few things to keep in mind are that it loses invincibility before it hits (20 frames startup, 1-12 strike invincible) meaning it can lose to moves with lots of active frames, throws, delayed buttons, or even backdashed on reaction due to its short active duration. On block Anji can mix up between 5 followups that all win and lose to different things<br />
# {{MMC|chara=Anji Mito|input = j.214P|label = Shin: Nishiki}}, more commonly simply called orb, is an overhead that when TKed becomes a dangerous throw bait, particularly with meter. If its blocked and Anji has no meter however, it's at best -29 and counter hit state for the entire recovery. Bear in mind that the blockstun is very fast so be ready to punish it with 2S<br />
# {{MMC|chara=Anji Mito|input = 236P|label = Butterfly}} is commonly used in Anjis oki in order to make any mixups he attempts safer and more rewarding but can occasionally be used by Anji to zone. When used as a part of his oki IBing the butterfly and either backdashing or danzaiing can interrupt some of Anjis oki<br />
# The {{MMC|chara=Anji Mito|input = 236D|label = Force Break version of butterfly}} is Anjis secondary oki tool, that comes with benefits and drawbacks that make it very distinct from the meterless version. It travels faster, and has infinite projectile durability, making it much more useful for both zoning and counter zoning but has slightly more recovery than meterless. The primary benefit however is that the followup is an overhead, allowing Anji to set up unblockables on your wakeup. IB->backdash or IB->Danzai are both still very useful, but be aware that in the right circumstances these setups can be potentially round-ending<br />
# {{MMC|chara=Anji Mito|input = 623H|label = On}} is Anjis primary combo ender and occasional anti-air special. It does high damage, swaps sides, and will always knock down as well as giving Anji great spacing for butterfly oki. The FRC point just after it goes active is a common way for Anji players to bait bursts, as it will only come out if the attack whiffs<br />
# {{MMC|chara=Anji Mito|input = 214P|label = Kai}} has two versions, both of which hit overhead and are plus on block. Anji can do either version on oki or in pressure in order to sneak crossups in, bait throws or simply add more to your mental stack. {{MMC|chara=Anji Mito|input = 214P|label = 214P}} is faster and much lower to the ground while 214K has a much higher jump. {{MMC|chara=Anji Mito|input = 214K|label = 214K}} is slower but be faked with an FRC before it goes active, but leaves Anji with his air actions intact<br />
# Kou and Sou are both moves that Anji can perform out of his autoguard and have very different properties. Kou is fast and predominantly an anti air callout while Sou is much slower and is typically used when autoguarding something on the ground. Both are invincible to strikes during their startup. Meterless Kou is -41 and Sou is +4 but with a consistent timing for both IB or SB. FB Kou is the same startup as meterless but trades the high meter build of the latter for being safe on block due to it allowing Anji to perform all air actions afterward<br />
# Anjis {{MMC|chara=|input = 6K|label = 6K}} is one of his most common wakeup options due to its frame 1 high autoguard as well as its ability to be OSed with 6K+HS in order to give him a wakeup option that throws when too close and autoguards mids and highs. The best answer to beating this with ABA is meaty 2D, as it will counter hit Anji out of 6K from afar. Additionally you can meaty keygrab for a moroha refresh, or if you’re feeling bold, you can hit Anji during a 4 frame gap where the attack is still in startup but doesn’t have autoguard<br />
# Kachoufuugesto is Anjis only super out of autoguard, but you’ll very very rarely see this move due to its high risk and low reward. It’s both slower and more unsafe than Kou as well as in counter hit state for its entire recovery period, and is -61 on block<br />
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Edward Shadowhands<br />
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'''Overview:'''<br />
A rare but important to know matchup, Eddie is very adept at putting you into his blender in most any form, as he tends to do in any matchup, Eddie is one of the most susceptible characters to being rushed down, likely second only to Venom. One of the most important aspects of this matchup is killing Eddie’s shadow, as without it, he’s slow, has fairly weak normals all around and has severely weakened options in neutral and on offense. Focus on navigating around shadow neutral, or kill it and neuter his options in order to get close to Eddie. He has slow normals, a below average backdash, and his only real defensive options of Dead Angle and Amorphous are both very slow. On top of that, his defense modifier is below average and he has 0 guts, meaning he’s often prone to dying very quickly when put on the backfoot<br />
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'''Positioning:''' <br />
Your best position in this matchup will change depending on if he does or doesn’t have shadow available, as well as if he has it up. If he has shadow available, avoid jumping, as he can activate and perform {{MMC|chara=Eddie|input = ]K[|label = Nobiru}} for an anti air that is very difficult to contest properly. Look for Eddie attempting to poke with his {{MMC|chara=Eddie|input =2S |label = 2S}}, it has an extended hurtbox before it comes out, and combos to his {{MMC|chara=Eddie|input = 22H|label = Drills}} on counter hit. <br />
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'''A.B.A. do’s:'''<br />
# Kill the shadow. This is the most important part of the matchup without a doubt. Killing Eddie’s shadow makes him into a much weaker character than he otherwise is, and will force him to play with weaker pokes, anti airs, and much weaker damage output as a whole. {{MMC|chara=A.B.A|input = 2K|label = 2K}} and {{MMC|chara=A.B.A|input = f.S[m]|label = Moroha f.S}} are good ways of killing Shadow in neutral due to the former's speed and low commitment, and the latters multi hit disjointed hitboxes. Shadow will always go away when Eddie gets hit, but smart shadow positioning can make this quite difficult. Once again, ‘’kill the shadow’’. It will make or break this matchup<br />
# Bait Eddie’s Dead Angle. Eddie has terrible defensive options, and his Dead Angle is no different, but it's still useful to him in the matchup and should always be considered an option. It's not particularly rewarding for him due to its low untech time but will still either reset you to neutral or put you airborne vs Eddie with shadow. Low recovery moves such as repeated 2P or 5Ks, as well as jump cancelling moves and Danzai through it will keep Eddie from using it in spots where it would otherwise be guaranteed and can keep him pinned down for longer<br />
# Bait wakeup and reversal throw. As previously mentioned, Eddie’s defensive options are quite bad, but he does have the 2nd longest throw range in the game, meaning he can often catch you at ranges other characters may not be able to. Meaty 2H is a godsend against him for this reason, as the normals that come out on a whiffed throw are incredibly slow. His {{MMC|chara=Eddie|input = c.S|label = c.S}} is 9 frames and his {{MMC|chara=Eddie|input = 5H|label = 5H}} is a whopping 13, making him very susceptible to both meaty 2H as well as gatlings into it that leave an unthrowable gap<br />
# Anti-air summonless Eddie. Eddie has very unorthodox air movement due to his Flight, giving him immense freedom to reposition himself. Eddie will often use this in conjunction with his shadow to prevent you from putting yourself in a position to anti-air. Without Shadow he is very vulnerable throughout flight though, and can be chased down in order to keep him from landing safely. His only option to keep you from anti-airing him without Shadow to dissuade movement is Shadow Gallery, which is very committal and telegraphed. His best air to ground option is his j.K, which while fast isn’t disjointed and can be anti-aired rather easily when landing from Flight. <br />
# Pay attention to shadow meter. If Eddie is low on shadow meter and isn’t in an advantaged state he may attempt to disengage to stall, or use {{MMC|chara=Eddie|input = 236D|label = Exhaustion}} to build it back up. When he’s low on shadow meter he often can’t convert stray shadow hits into big damage and sometimes can’t even turn them into a knockdown without the right hit<br />
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'''A.B.A. don’ts:'''<br />
# Don’t jump recklessly when Eddie has shadow. Eddie with shadow can often anti-air even well timed jump ins with {{MMC|chara=Eddie|input = 236S|label = Nobiru}}. This move has an incredibly dominant hitbox that makes even trading with it difficult, and on counter hit gives Eddie huge damage with Nobiru loops<br />
# Don’t FD shadow. The general rule for Eddie pressure is when possible to FD Eddie’s normals and to IB the shadows attacks. FD doesn’t push the shadow out normally due to it generally possessing fixed positions for its attacks, and especially for things like {{MMC|chara=Eddie|input = ]K[|label = Mawaru}} are likely only going to burn your meter and put you into a worse position<br />
# Don’t give Eddie space to set up. Stay on top of Eddie whenever possible. Don’t allow him to simply back away and summon shadow in neutral for free, as even in neutral Eddie becomes much harder to deal with when he has either shadow up<br />
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'''Eddie moves to watch out for:'''<br />
# {{MMC|chara=Eddie|input = 22H|label = Invite Hell}} is Eddie’s most important special, and one that when he doesn’t have Shadow summoned is one you should always be on the lookout for. All versions hit low and are active for a very long time. Both versions hit at different ranges, from roundstart distance, {{clr|3|22S}} hits just in front, and {{clr|4|22H}} hits about a backdashes distance away. 22H has an FRC point before it goes active, which can make it very powerful to use in pressure for 25 meter<br />
# {{MMC|chara=Eddie|input = 22D|label = Force Break Drill}}, while not as terrifying as it was in vanilla Accent Core, is still an incredible tool for Eddie, giving him extensive pressure both by itself and at the cost of an additional 25 tension with its FRC allowing Eddie a free summon with either shadow. The most important thing to note is that only the first hit is a low, meaning any unblockables done off this outside of very specific setups are often fake<br />
# Eddie has two different Shadow summons, 236H and 214H, both of which have a different moveset. The way to tell which one is being used is based on the animation, as well as with Vice Summons the Shadow meter gains a red border. Normal Shadow is more commonly used in midscreen positions, while Vice Shadow is more common in the corner<br />
# {{MMC|chara=Eddie|input = ]K[|label = Mawaru}} is Eddie’s most common pressure option midscreen with Shadow active due to its vacuum properties giving him chances to restart his pressure when blocked. The best answer to Eddie players using this is to instant block the first hit and backdash in order to escape. This will force Eddie to vary his pressure up more and use normals on top of Mawaru in order to keep you pinned down<br />
# {{MMC|chara=Eddie|input = 623S|label = Damned Fang}} is Eddie’s command grab and is commonly seen during shadow pressure, particularly when the gauge runs low in order to allow Eddie to set up either puddle or Vice Drill Special. Like any command grab, it always leaves a gap allowing you to backdash, danzai or jump out, but it can be covered by Eddie’s shadow attacks to prevent escapes<br />
# {{MMC|chara=Eddie|input = 632146H|label = Amorphous}} is Eddie’s only true reversal, but is painfully slow at 16 frames of startup, as well as having a deadzone between Eddie and the attack itself. When used up close you can jump after the freeze for a neutral jump punish, or input something invincible in order to punish it when done from further out. It is air unblockable, but is very seldom used as an anti air due to its slow startup and high tension cost<br />
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The Cooler Sol<br />
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'''Overview:''' <br />
A matchup that is largely dictated by your ability to control Order-Sols movement and how much charge he has at any given moment. Order-Sol without charge when you’re in Moroha is a fairly non-threatening character, with good burst movement and decent pressure but very little in the way of threatening damage or knockdowns without being in range for his {{MMC|chara= Order-Sol|input = 2D|label = 2D}}. With level 2 or 3 charge Order-Sol is a much more threatening character who can shave off your Moroha gauge in only a couple good hits and is very capable of making you explode similar to his future self. <br />
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'''Positioning:''' <br />
Staying on the ground is generally much better for you in this matchup than attempting to meet Order-Sol in the air or beat him air-to-ground, as your buttons in Moroha have better reach and reward than his do, and you can better check his movement with buttons like f.S, 5H and 2D, or anti air him with 5P, 6P, 2S, j.P or air throw if he attempts to take to the air.<br />
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'''A.B.A. do’s:'''<br />
# Don’t allow Order-Sol room to charge if you can. In normal mode this is much harder due to your more limited movement, but in Moroha if he isn’t fullscreen you should usually be able to punish him for attempting to charge in neutral, or force him to Charge Burst to attempt to get you away from him. If you block charge burst you can always punish with a counter hit starter such as 5K or c.S<br />
# Be patient. Order-Sol wants to get close to you and make you regret his opportunity to do so. Look for common habits in pressure and neutral in order to find your chance to retaliate. Order-Sol needs resources to continue his pressure, whether that be charge or meter for Action Charge FRC, and proper defense will eventually force him out. <br />
# Meaty 2H when he doesn’t have charge. Order-Sols DP doesn’t knock down without level 2 or 3 meaning that you’ll often reset back to neutral when you get hit by level 1 Storm-Viper. At level 2 or 3 stick to safejumping or safejabbing it as at level 2 it will knock you down and level 3 will give him a followup combo<br />
# Pressure carefully when he has 50 meter. Order-Sol has the second fastest Dead Angle in the game which will punish even your light normals and gives him oki afterward<br />
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'''A.B.A. don’ts:'''<br />
# Don’t let Order-Sol sneak Action Charge FRC in after blocking any version of {{MMC|chara=Order-Sol|input = 623H lv1|label = Storm Viper}}. Doing 2S pre-emptively after blocking it will allow you to hit him during the recovery if he doesn’t AC, and will counter hit him before he can FRC if he does. If you block {{MMC|chara=Order-Sol|input = 623H lv3|label = Level 3 SV}} you can always counter hit the final hit before you have to block it unless he RRCs it<br />
# Do not jump recklessly at Order-Sol. Despite his 6P being bad for anti-airing he is very adept at punishing you for jumping at him. His {{MMC|chara= Order-Sol|input = j.P|label = j.P}} is one of the best and fastest air-to-air’s in the game at frame 4, though it doesn’t lead to too much damage. His {{MMC|chara= Order-Sol|input = 5H|label = 5H}} and {{MMC|chara= Order-Sol|input = 214S Lv1|label = Gunblaze}} both hit very high up and give him enormous reward on both regular and counter hits. His air throw is also a universal anti-air option that Order-Sol can get particularly good use out of due to his lower than average jump height allowing him to do it from shorter heights. <br />
# Don’t try to anti-air {{MMC|chara= Order-Sol|input = j.H|label = j.H}} reactively. He can do it incredibly fast off the ground and from fairly far away due to his fast dash speed and low jump<br />
# Do not wake up throw against Order-Sol. {{MMC|chara= Order-Sol|input = 6K|label = 6K}} is fully invincible to throws for its startup and active frames and staggers on hit while {{MMC|chara= Order-Sol|input = 2H|label = 2H}} is throw invincible for a portion of its startup and its entire active duration and causes a ground bounce on hit<br />
<br><br />
<br />
'''Order-Sol moves to look out for:'''<br />
# Even in the past Sol has a 3 frame normal. While his {{MMC|chara= Order-Sol|input = 5K|label = 5K}} is still 3 frames, it isn’t quite the same as regular Sols, being single hit and less active and also not anti-airing like his future counterparts. It sees use as a pressure tool due to its low pushback and neutral frame advantage<br />
# {{MMC|chara=Order-Sol|input = 623H lv1|label = Storm Viper}} is a very slow DP at any level of charge at 12, 10 and 8 for levels 1, 2 and 3 respectively. Safejumps are incredibly easy on it due to this reason and safejabs are possible on it with proper timing. As previously stated Action Charge FRC on any version is punishable with pre-emptive 2S<br />
# {{MMC|chara=Order-Sol|input = 236K lv1|label = Bandit Revolver Prototype}} is an overhead at all levels. Level 1 is -1, {{MMC|chara=Order-Sol|input = 236K lv2|label = 2}} is +1, and {{MMC|chara=Order-Sol|input = 236K lv3|label = 3}} is +5. IBing Levels 1 and 2 makes them punishable by 5P, but punishing Level 3 requires you to Slashback the final hit. <br />
# {{MMC|chara=Order-Sol|input = 236S lv1|label = Level 2 Rock It}} is a common pressure reset for Order-Sol at level 1, and at levels {{MMC|chara=Order-Sol|input = 236S lv2|label = 2}} and {{MMC|chara=Order-Sol|input = 236S lv2|label = 3}} are fast and can be buffered from his {{MMC|chara=Order-Sol|input = 2S|label = 2S}} which gives Order-Sol a very rewarding buffer from a very fast poke that he’ll likely already be using a lot of vs you. Level 3 jump cancels on block, meaning despite it being -2 on paper makes it much harder to take your turn back<br />
# {{MMC|chara=Order-Sol|input=41236D|label=Fafnir}} is a 10 frame, very far reaching low attack that also low crushes. If you represent 2D too often either as a meaty or in neutral this attack will give you a very sharp, very painful reminder to use 2D less. In particular this attack can be very potent when used as an answer to meaty spaced 2D<br />
# {{MMC|chara= Order-Sol|input = 214S Lv1|label = Gunblaze}} is an instant low profile special similar to Grand Viper, but instead of hitting in front this attack generates a pillar behind Order-Sol. It is commonly used as a meaty or an anti-air due to the attack's advantage on block and tall hitbox. <br />
<br></div>Sobosswagnerhttps://www.dustloop.com/wiki/index.php?title=GGACR/Millia_Rage&diff=383717GGACR/Millia Rage2023-03-25T19:38:10Z<p>Sobosswagner: /* Overview */ Added a note in her Poor Defense con about her guard bar being the worst in the game to match Anjis, as they both share the same guard bar multiplier and recovery while Millia has a substantially worse health mod and guts rating</p>
<hr />
<div>==Overview==<br />
{{Overview/navigation<br />
|okizeme=true<br />
}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content= Millia is a mobile, versatile character with access to strong lockdown and looping setplay.<br />
<br />
One of Millia's defining features is her mobility, which is among the best in the game. In addition to her two airdashes, {{MMC|chara=Millia Rage|input=j.236K|label=Turbo Fall}}, {{MMC|chara=Millia Rage|input=j.214K|label=Silent Force}}, and aerial {{MMC|chara=Millia Rage|input=j.236D|label=FB Pretty Maze}}, allow her to alter her trajectory and position in the air in ways which can be difficult to follow or predict. Her {{MMC|chara=Millia Rage|input=j.214K|label=Silent Force}} (Pin) is a fast traveling projectile that can make anti-airing or approaching her difficult. Millia also boasts strong ways of converting stray air-to-air hits into knockdowns, enhancing her neutral control. <br />
<br />
Once Millia gets a knockdown, she can use {{MMC|chara=Millia Rage|input=236H|label=Tandem Top}} or {{MMC|chara=Millia Rage|input=214H > H|label=Secret Garden}} to keep her opponent blocking on wakeup and run powerful {{keyword|okizeme}}. These special moves can lock the opponent down for a considerable amount of time, often forcing the opponent to block the following mixup. In addition, the combos she can get after successfully opening up an opponent will often lead into another knockdown, allowing Millia to repeat the situation.<br />
<br />
However, Millia has the second worst defense of the cast, and will take heavier damage from hits compared to most characters. Due to this, smart use of universal defensive options is necessary. Millia will also often need to play more evasively in neutral, abusing her high mobility and strong conversions to score a knockdown safely. Managing your pin and movement effectively, as well as developing flexible ways to confirm stray hits into knockdown, are central to her effectiveness. <br />
}}<br />
{{GGACR/Infobox<br />
|fastestAttack = [[#5K|5K]] (5F)<br/>[[#2P|2P]] (5F)<br/>[[#2K|2K]] (5F)<br />
|reversal = [[#Winger|2141236H]] (6F)<br />
}}<br />
{{ProsAndCons<br />
|intro= is a mobile offensive character with a variety of strong tools for controlling neutral. Once she secures a knockdown, she can run extremely potent looping okizeme. <br />
|pros=<br />
*'''Amazing Mixups''': Millia excels at pushing high/low and left/right mixups, and combined with a rewarding and potent tick throw game, her ability to keep the opponent guessing on defense is outstanding.<br />
*'''Powerful Setplay''': {{MMC|chara=Millia Rage|input=236H|label=H Tandem Top}} (Disc) and {{MMC|chara=Millia Rage|input=214H > H|label=Secret Garden}} give Millia some of the strongest setplay in the game. Her ability to regain knockdown off of pretty much every mixup option she has allows her to continuously loop her setups ad infinitum.<br />
*'''High Mobility''': Millia has access to a variety of great mobility tools, including two airdashes, a fast run with a {{keyword|low profile}}, and momentum-changing special moves.<br />
*'''Air Control''': Has many strong jumping attacks that control the airspace very well, on top of her exeptional anti-airs and air mobility.<br />
*'''Great Normals''': Millia has a variety of fast, low-commitment normals useful for whiff punishing and controlling space.<br />
*'''Corner Carry''': Many of Millia's common combo routes naturally bring the opponent closer to the corner, giving Millia access to strong positioning and better okizeme.<br />
*'''Silent Force''': A fast fullscreen projectile that covers a multitude of angles, has virtually no recovery, and always leads to a full combo on air hit, giving Millia access to exceptional space control in neutral, air-to-airs, pressure resets, and routes into her strongest okizeme.<br />
|cons=<br />
*'''Poor Defense''': Has the second lowest health in the game, as well as having the highest guard bar multiplier in the game which further punishes Millia on defense, Millia often relies on universal mechanics and RPSing on defense in order to escape pressure. Additionally her only metered reversal {{MMC|input=2141236H|label=Winger}} is rather underwhelming as a reversal<br />
*'''Mediocre Damage''': Overall damage is below average, with high damage with optimal routes locked behind situational starters. Millia also lacks efficient ways to boost her damage output with meter, which leaves her mix as her main threat.<br />
}}<br />
</div><br />
===Pros And Cons===<br />
{{StarterBlurb}}<br />
{{FrameChartKey}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGACR_Move_Card<br />
|input=5P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 5<br />
|recovery = 6<br />
}}<br />
{{clr|1|5P}} is one of Millia's main anti-airs, though it is not as easily abused as it was in its previous incarnation. Covers a solid area above and in front of Millia with a mostly disjointed hitbox. She can use it to stop jump-outs or to check the opponent's jump. It's safer than {{clr|1|6P}} on whiff, and its low recovery makes it a low-commitment option for this purpose.<br />
*Due to its low recovery, {{clr|1|5P}} is also a key part of her burst baits, with {{clr|1|2P}}{{clr|1|5P}} after throw or {{clr|1|5PP}} being solid options.<br />
*Will whiff on crouching opponents.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGACR_Move_Card<br />
|input=5K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 6<br />
|recovery = 14<br />
}}<br />
Covers a decent arc in front of Millia. Can hit opponents directly above her, though it's not an exceptional anti-air. Gatlings into itself (even on whiff), {{clr|2|2K}}, and {{clr|2|6K}}, allowing for a high-low mixup on block. It also gatlings into {{clr|3|2S}}, allowing for a more rewarding low option or a way to gatling into heavier normals. Primarily used for pressure, such as with the string {{clr|2|2K5K2K}}.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}} {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}} <br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGACR_Move_Card<br />
|input=c.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 6<br />
|recovery = 17<br />
}}<br />
Situational anti-air that can be used when under the opponent due to its straight vertical hitbox. Useful for stopping the opponent from jumping out of the corner. Can also be used to catch techs in the corner. Also solid punish starter due to its fairly quick startup, lack of initial proration, and gatling into {{clr|4|2H}} for a full air combo.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGACR_Move_Card<br />
|input=f.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 2<br />
|recovery = 16<br />
}}<br />
One of Millia's essential grounded pokes. Gatlings into {{clr|4|5H}}, which then gatlings into {{clr|5|2D}}. If you're in range, this is your main way of securing a grounded knockdown off a poke. Can also combo into [[#Longinus|Longinus]] for a combo from slightly farther ranges, giving you a knockdown for 25 meter and a combo in the corner. Can't confirm into a knockdown at maximum range or off a launch, but can combo into [[#Emerald Rain|Emerald Rain]].<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGACR_Move_Card<br />
|input=5H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 6<br />
|inactive = 2<br />
|offset = 4<br />
|recovery = 21<br />
}}<br />
Another solid grounded poke. Used less commonly than {{clr|3|f.S}}, but still good to remember. Slower than {{clr|3|f.S}} if not very close, but reaches farther forwards. Has more recovery than {{clr|3|f.S}}, however, making it riskier to use in neutral. <br />
<br />
Also an essential piece of combo filler, with its two-hit nature making it an easy hitconfirm into {{clr|5|2D}} for a knockdown.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===<br />
{{GGACR_Move_Card<br />
|input=5D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 27<br />
|active = 3<br />
|recovery = 23<br />
}}<br />
Universal overhead. Slow, awful on block, and doesn't lead to much on hit. Rarely used as an overhead option, since Millia has much better options for mixups.<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGACR_Move_Card<br />
|input=6P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 12<br />
|recovery = 20<br />
}}<br />
One of Millia's main anti-airs, with upper body invulnerability with a good sized hitbox. Leaves Millia quite vulnerable on whiff, so keep in mind if the opponent still has air options available. Opponents can land behind Millia on occasion when she uses this, which is something to avoid.<br />
<br />
Staggers on grounded counter-hit. If both hits connect, however, the second hit will undo the stagger of the first hit, making converting off a counterhit stagger difficult.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}<br />
}}<br />
<br />
===<big>{{clr|2|6K}}</big>===<br />
{{GGACR_Move_Card<br />
|input=6K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 18<br />
|active = 4<br />
|recovery = 8<br />
}}<br />
One of Millia's main overheads that she uses in her mixup game. It's special cancellable on hit or block, allowing for a combo on hit without any prior setup. Also serves as a solid meaty for disc oki, providing a safer high option than Bad Moon.<br />
*Invulnerable to lows for much of its animation, making it a strong low crush option.<br />
*+5 on block, meaning she can continue to pressure the opponent even if they block it.<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGACR_Move_Card<br />
|input=6H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 16<br />
|active = 3<br />
|recovery = 25<br />
}}<br />
Has slow startup and is horrible to whiff, making it rare to see in neutral. However, it knocks the opponent down on hit and is special cancellable, making it a useful combo ender. Many of Millia's corner combos end with {{clr|4|6H}} to secure a knockdown into oki. No gatling options, meaning you can't continue pressure on block without going directly into a special. Can also be used to stop jump outs in the corner.<br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGACR_Move_Card<br />
|input=2P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 2<br />
|recovery = 6<br />
}}<br />
Shorter range than {{clr|2|2K}}, but the same startup. Tied for Millia's fastest normal. Hits mid and is primarily used after throw for burst baiting.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGACR_Move_Card<br />
|input=2K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 2<br />
|recovery = 7<br />
}}<br />
An incredible normal for a variety of reasons, and one of your best tools for neutral and pressure. Millia's primary pressure starter due to its frame advantage, which makes it good for frametraps and tick throws. Bigger than most similar low kicks, letting you start pressure from farther away, especially with dash momentum. Also gatlings into itself and and {{clr|2|5K}}, making it a good low option. Works well as a meaty in disc oki due to its low commitment and good hitconfirm ability. <br />
*Lowers Millia's hurtbox significantly, letting you go under normals such as Johnny's f.S.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGACR_Move_Card<br />
|input=2S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 4<br />
|recovery = 15<br />
}}<br />
Hits low and has better proration than {{clr|2|2K}}, but starts up slower. Can be used as part of high/low mixup pressure. Also another solid meaty option, since it hits low and gatlings into {{clr|4|2H}}. Fairly long range and low profile makes it useful as a poke, especially since it generally confirms into knockdown.<br />
*Can gatling into {{clr|1|5P}} to go backwards in the gatling table, allowing for unique pressure resets.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}} <br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGACR_Move_Card<br />
|input=2H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 7<br />
|recovery = 12<br />
}}<br />
Millia's primary launcher for combos. You want to gatling into this when you're in range. It also has its uses as an anti-air, but its slow startup makes it situational. Has a good amount of untechable time on counter-hit.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGACR_Move_Card<br />
|input=2D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 3<br />
|recovery = 12<br />
}}<br />
Another of Millia's main ground moves alongside {{clr|2|2K}} that can be used to fish for knockdowns and for whiff punishing. Can be cancelled into roll to start disc oki on hit or into FB Secret Garden to start Garden oki from anywhere.<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGACR_Move_Card<br />
|input=j.P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 6<br />
|recovery = 8<br />
}}<br />
Spammable short-ranged aerial jab. Useful in air-to-air and air-to-ground situations due to its speed and respectable hitbox. Can go into {{clr|2|j.K}} for pressure on block.<br />
*Whiff cancels into itself and {{clr|2|j.K}}, further decreasing the move's risk.<br />
*Actually slower to start up than {{clr|2|j.K}}, which is something to note.<br />
*Important for disarming {{Character Label|GGACR|Testament}}'s {{MMC|chara=Testament|input=214H|label=Zeinest}} without spending pin.<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|4|j.2H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGACR_Move_Card<br />
|input=j.K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 9<br />
|recovery = 9<br />
}}<br />
Extremely fast air normal useful for catching opponents directly above you. Can be special cancelled into K/S pin on block for pressure or used in mixups as a fast high option. It's also an important tool for Millia's air combos, as it confirms into {{clr|3|j.S}} and {{clr|4|j.H}}. <br />
*Can hit opponents directly in front of Millia, letting it serve as an air-to-ground option, especially when used as a gatling out of other air normals.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGACR_Move_Card<br />
|input=j.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 6<br />
|recovery = 12<br />
}}<br />
Your main air-to-ground move, ideal for hitting opponents below you. Airdash cancellable on block, allowing for strong high-low mixups; you can either airdash again and use more high jump-ins, or you can land and use a low or throw. Also important combo filler, having enough untech time to combo into {{clr|4|j.H}}.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|4|j.H}}, {{clr|4|j.2H}}<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGACR_Move_Card<br />
|input=j.H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 3<br />
|recovery = 11<br />
}}<br />
Solid air-to-air with a good amount of untech time. The hitbox is almost entirely disjointed, allowing it to beat many other air normals. However, shorter range than {{clr|5|j.D}} means it isn't Millia's default air-to-air from far ranges. If the opponent is close enough to beat her {{clr|5|j.D}}, {{clr|4|j.H}} is a better choice.<br />
<br />
Also an essential part of Millia's air combos, having high untech time and cancelling into airdash on hit for additional extensions. Try to confirm into this to get an air conversion going if you can.<br />
*Whiffs on crouching opponents, making it poor for air-to-ground.<br />
}}<br />
<br />
===<big>{{clr|4|j.2H}}</big>===<br />
{{GGACR_Move_Card<br />
|input=j.2H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 4<br />
|inactive2 = 2<br />
|active3 = 6<br />
|inactive4 = 2<br />
|active5 = 4<br />
|recovery = 17<br />
}}<br />
Millia's primary combo ender at lower heights, as it grants a knockdown that allows Millia to set up Disc oki immediately afterwards. Depending on height and hitsun decay, it may be cancelled into Bad Moon or replaced with Pin to secure the knockdown. Not much use outside of combo filler, since Millia's other air normals generally control the air better.<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGACR_Move_Card<br />
|input=j.D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 7<br />
|recovery = 9<br />
|specialRecovery = 6<br />
}}<br />
Millia's default long range air-to-air. It's airdash cancellable, meaning it can be used in specific combos or to close the gap after you hit someone with it. Grants a far-reaching untechable knockdown on counter-hit, allowing Secret Garden setups from fullscreen or disc oki when close. <br />
<br />
Horrible air-to-ground move, as many characters can run or crouch under this move and punish its recovery. Has some landing recovery, making it not great to whiff, which further increases the risk of using it against grounded opponents.<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GGACR_Move_Card<br />
|input=Ground Throw<br />
|description=<br />
Very important to your mixup game. The throw range is short, but her quick dash speed makes it hard to see coming. Can be used after Roll ({{clr|2|214K}}) for a tricky mixup. Dash and combo into {{clr|1|2P5P}}, {{clr|2|5K}} {{clr|4|2H}}, or {{clr|3|f.S}} {{clr|4|2H}} when landed.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGACR_Move_Card<br />
|input=Air Throw<br />
|description=<br />
Sends the opponent flying away. At fullscreen, it gives Millia a Secret Garden setup that allows her to rushdown safely. If Millia airthrows the opponent near the corner, she can dash up and do H Tandem Top to start up Disc oki.<br />
}}<br />
<br />
===<big>Dead Angle Attack</big>===<br />
{{GGACR_Move_Card<br />
|input=DAA<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 6<br />
|recovery = 33<br />
}}<br />
Surprisingly fast dead angle. Uses the animation of {{clr|3|c.S}}. Useful as an unsafe emergency option out of blockstun. Can be crucial to turning the tide on defense. Knocks the opponent down and keeps them right in front of you on counter hit, which can sometimes allow for disc oki. Short horizontal range compared to other dead angles. Don't miss.<br />
}}<br />
<br />
==Special Moves==<br />
===<big>Lust Shaker</big>===<br />
{{InputBadge|{{clr|3|214S}} > {{clr|3|S}}xN}}<br />
{{GGACR_Move_Card<br />
|input=214S<br />
|description=<br />
Good for frame trap pressure on the ground since it is +5. Using {{clr|3|f.S}} after this on block leaves a 2-frame gap, enough to punish almost all abare. On hit or block, Millia can cancel into Roll ({{clr|2|214K}}) to go for a tick throw or reset pressure if the opponent's scared of the frametrap. You can also cancel into Haircar ({{clr|1|214P}}) to go low, but this isn't that useful.<br />
}}<br />
<br />
===<big>Tandem Top</big>===<br />
{{InputBadge|{{clr|3|236S}}\{{clr|4|236H}}}}<br />
{{GGACR_Move_Card<br />
|input=236S,236H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 13<br />
|recovery = 15<br />
}}<br />
{{clr|3|236S}} is a pretty fast, pretty versatile special move. Can be used as a way to cancel Turbo Fall's landing recovery to catch people off guard, or as a meaty after landing raw haircar, since the knockdown from haircar doesn't give you time for other meterless setups.<br />
<br />
It's also useful as a frametrap due to its speed and decent reward in the corner or on counter-hit. In the corner, Millia can link {{clr|1|5P}} to combo from it. On counter-hit, you get a wallbounce, letting you follow up with an air combo.<br />
<br />
*Causes a wallbounce from anywhere on counter-hit, allowing for damaging conversions from anywhere on the screen. <br />
*Has an FRC point from 3~4F, letting you effectively remove the recovery from ground normals on block. <br />
----<br />
{{clr|4|236H}} is a key part of Millia's okizeme, and the move that Disc oki is named after.<br />
*Longer startup, but longer active frames as well. Can be used after a variety of knockdowns, most commonly {{clr|4|j.2H}} and Bad Moon.<br />
*Causes a wallbounce in the corner for combos, with similar conversions to {{clr|3|236S}}. <br />
*FRC timing in 20~21F, which isn't used often because of {{clr|5|236D}} but is still is applicable in certain matchups such as Baiken.<br />
<br />
This is Millia's primary and staple mixup tool. After securing a knockdown, the Disc allows Millia to mask her high/low mixups while also making sure the opponent can't escape due to the blockstun. Some knockdowns, such as {{clr|5|2D}} > Roll > Disc, don't give enough time for the Disc to be a meaty. This can be used in conjunction with a meaty normal for a high-low mixup that's very plus on block, but be warned that this loses to reversals. Other knockdowns, however, such as low to the ground {{clr|4|j.2H}} in the corner, allow the disc to hit meaty, leading to pressure that is harder to contest.<br />
<br />
Some characters have ways around Disc oki:<br />
*{{Character Label|GGACR|Faust}} can crawl under Disc<br />
*{{Character Label|GGACR|Zappa}} can duck under it<br />
*{{Character Label|GGACR|Sol}} can slide under it with {{MMC|chara=Sol Badguy|input=214S|label=Grand Viper}}<br />
*{{Character Label|GGACR|Order-Sol}} can slide under it with {{MMC|chara=Order-Sol|input=214S Lv1|label=Gun Blaze}}<br />
*{{Character Label|GGACR|A.B.A}} can slide under it with {{MMC|chara=A.B.A|input=236P|label=Dragging}}<br />
*{{Character Label|GGACR|Robo-Ky}} and {{Character Label|GGACR|Bridget}} can both delay their wakeups to avoid it<br />
*{{Character Label|GGACR|Slayer}} can pass through it with his teleport dashes<br />
Keep this in mind when performing oki on these characters.<br />
<br />
Also deceptively useful in neutral. Placing down a disc allows Millia to hide behind a constant active hitbox and potentially get a followup if the opponent runs into it. The FRC point adds to this, as it allows you to set a disc without fear of being punished on reactions by moves such as Sol's Grand Viper.<br />
}}<br />
<br />
===<big>Bad Moon</big>===<br />
{{InputBadge|{{clr|1|j.236P}}}}<br />
{{GGACR_Move_Card<br />
|input=j.236P<br />
|description=<br />
A combo ender in the corner for extra damage. Yields a knockdown at a low enough heights. When performed with a Tiger Knee(TK) motion (doing it as close to the ground as possible by inputting {{clr|1|2369P}}), it becomes an unreactable 16 frame overhead and Millia's primary high mixup during Disc oki. Very punishable on block, so it generally should not be used in neutral or without the cover of H Tandem Top outside of combos.<br />
*Has a minimum height limit. This is important to note, as it changes how to input the TK motion. Specifically, you need to wait a bit before hitting {{clr|1|P}} for Bad Moon to come out.<br />
*Has an FRC point a set amount of time after Millia bounces off her opponent, right as she uncurls from being a moon. This makes Bad Moon much safer on block or whiff, but Millia has other uses for 25 Tension.<br />
}}<br />
<br />
===<big>Turbo Fall</big>===<br />
{{InputBadge|{{clr|2|j.236K}}}}<br />
{{GGACR_Move_Card<br />
|input=j.236K<br />
|description=<br />
Millia's command fastfall, which lets her alter her trajectory in the air and make it harder for the opponent to anti-air her. Millia dives down in a 45 degree angle, giving her an extra way to cover a large distance in an unexpected way in neutral. Can also be used for mixups, as you can pass through opponents while descending for a crossup.<br />
*Landing recovery is cancellable into ground specials, which can allow for a quick way to catch opponents off guard.<br />
*FRC point from 14~15F, just as Millia starts moving; if you're quick enough, you can use an air normal as you descend.<br />
*Has some startup before Millia starts moving. If hit out of this startup, she won't go anywhere.<br />
}}<br />
<br />
===<big>Forward Roll</big>===<br />
{{InputBadge|{{clr|2|214K}}}}<br />
{{GGACR_Move_Card<br />
|input=214K<br />
|description=<br />
A command roll that shrinks Millia's hurtbox and lets her low profile underneath some attacks. Useful in pressure and for tick throw setups. If your opponent respects you too much, use this to close the distance. Can also be used in neutral to avoid the opponent's pokes. <br />
*Goes under a lot of things it doesn't look like it should, such as {{Character Label|GGACR|Chipp}}'s {{MMC|chara=Chipp Zanuff|input=2S|label={{clr|3|2S}}}} and {{MMC|chara=Chipp Zanuff|input=2D|label={{clr|5|2D}}}}, {{Character Label|GGACR|Johnny}}'s {{MMC|chara=Johnny|input=2H|label={{clr|4|2H}}}}, and {{Character Label|GGACR|Justice}}'s {{MMC|chara=Justice|input=2D|label={{clr|5|2D}}}}.<br />
*Can be throw punished on reaction if used too predictably.<br />
}}<br />
<br />
===<big>Iron Savior</big>===<br />
{{InputBadge|{{clr|1|214P}}}}<br />
{{GGACR_Move_Card<br />
|input=214P<br />
|description=<br />
Commonly referred to as Haircar. Hits low and travels forever until Millia hits her opponent or the wall. The startup looks identical to that of TK Bad Moon, making it a deceptive low mixup. This makes it Millia's preffered low option during Disc oki. The FRC point adds another layer to this; with tight timing, you can immediately input {{clr|2|j.K}} before you land, allowing you to turn your low into an overhead.<br />
*Should not be used from fullscreen, as it is punishable.<br />
}}<br />
<br />
===<big>Silent Force</big>===<br />
{{InputBadge|{{clr|2|j.214K}}\{{clr|3|j.214S}}\{{clr|4|j.214H}}}}<br />
{{GGACR_Move_Card<br />
|input=j.214K/S,j.214H<br />
|description=<br />
An incredible move that enhances every aspect of Millia's gameplay. Useful for zoning, air-to-airs, approaching, pressure, combos, and more. Once thrown, you have to pick it back up again by crouching or rolling over it. The pin cannot be picked up for 122F (roughly 2 seconds) after throwing; you'll know it's ready to be picked up again when it begins glowing.<br />
*Virtually no recovery once thrown, allowing you to quickly airdash after throwing it for an approach.<br />
*Staggers on ground counter hit and has high untech time on air hit; both situations can lead to a combo.<br />
----<br />
{{clr|2|K}} Pin removes all of Millia's upward momentum, and its trajectory is steeper than both {{clr|3|S}} Pin and {{clr|4|H}} Pin. <br />
Has a slightly different use in neutral compared to {{clr|3|S}} Pin, being reserved mostly for covering close approaches by the opponent, especially when punishing lows. Also useful as an "anti-anti-air." With proper spacing, K Pin can beat out some grounded anti airs and allow Millia to start a combo off the counter-hit stagger. Due to its ability to completely hault Millia's upward momentum it can be used to extend ground pressure into her airdash strings seamlessly. A good example is {{clr|3|c.S}} > TK K Pin ({{clr|2|2147K}}) > airdash forward > {{clr|3|j.S}}.<br />
<br />
Also used after rising {{clr|2|j.K}} in fuzzy guard setups to confirm into a combo without Disc or meter, and some combos or setups against certain characters (like Johnny) may require {{clr|2|K}} Pin instead of {{clr|3|S}} or {{clr|4|H}}.<br />
----<br />
{{clr|3|S}} Pin temporarily halts Millia's air movement while the pin is being thrown, and its trajectory is roughly a 45° angle downward in front of Millia. <br />
This is Millia's primary projectile and extremely crucial to her neutral game. It allows her to control the pace of the matchup, as opponents will have to keep in mind whether or not you have it available. S Pin into an immediate airdash forward is a safe and effective way to both control space and approach, even if the pin whiffs.<br />
<br />
Fishing for counter-hits is an easy way for Millia to brute force her way in due to the large amount of hitstun. If the opponent blocks it, she may still have an opportunity to continue pressure under the right circumstances due to the blockstun.<br />
<br />
It also serves as a crucial ender to some her air combos depending on height/distance to the corner; ({{clr|3|j.214S}} > land > {{clr|4|6H}}) is a common way to secure a knockdown into Garden oki in the corner.<br />
----<br />
{{clr|4|H}} Pin Has slightly slower startup, but gives Millia an extra upward boost before throwing. <br />
Good for positioning in the air if the opponent is catching on to the angle Millia throws {{clr|3|S}} Pin at. Also useful for air-to-airing, as it allows Millia to hit opponents directly above her for massive damage.<br />
}}<br />
<br />
===<big>Secret Garden</big>===<br />
{{InputBadge|{{clr|4|214H}} > Direction + {{clr|4|H}}}}<br />
{{GGACR_Move_Card<br />
|input=214H > H<br />
|description=<br />
Once the move is input, Millia summons an orb that will accept up to four more direction inputs by pressing a direction and H (e.g. {{clr|4|214H}} -> {{clr|4|6H 1H 6H 4H}}). After 52 frames (regardless of whether any inputs were given or not), Millia will return to neutral and the orb will begin travelling along the path that was input. <br />
<br />
Once active, the projectile will persist even if Millia is hit. This makes Garden oki naturally beat both abare and reversals, as both actions will cause Garden to hit the opponent. Garden oki can cover the options previously mentioned to beat Disc oki, making Garden setups valuable against those characters.<br />
<br />
Secret Garden can be used from fullscreen after an air throw or counter-hit {{clr|5|j.D}} to lock down the opponent on their wakeup, allowing Millia to safely rushdown the opponent. It can also be used in place of {{clr|4|H}} Tandem Top for longer and better okizeme, but this generally requires specific setups to achieve. <br />
<br />
Long startup and counterhit state make it generally bad in neutral, however it can be used for fullscreen space control against characters that cannot approach Millia in time to interrupt it, such as Justice.<br />
<br />
Can be canceled during startup by pressing D if the situation is too dangerous to continue with the move.<br />
<br />
Common setups include {{clr|3|S}} Pin > land > {{clr|4|6H}} > Garden and FB Pretty Maze > airdash back > {{clr|5|j.D}} > land > {{clr|4|6H}} > Garden. Common patterns for Garden on an opponent's wakeup are {{clr|4|1H 6H 4H 6H}} when close, {{clr|4|2H 8H 2H 8H}} when farther, and {{clr|4|3H 8H 2H 8H}} when even farther than that.<br />
}}<br />
<br />
==Force Breaks==<br />
===<big>Pretty Maze</big>===<br />
{{InputBadge|{{clr|5|236D}} (Air OK)}}<br />
{{GGACR_Move_Card<br />
|input=236D,j.236D<br />
|description=<br />
Millia's staple force break for mixups. It has quicker startup than H Tandem Top, making it more convenient to set up. It's also active for longer and hits three times instead of just one, allowing more time for multiple mixups. If they block the first mixup, she can simply do another one. Once active, the disc will stay out even if Millia is hit. This makes it situationally useful for trading in neutral and extremely useful for reversal-safe oki.<br />
<br />
Pretty Maze will also float on hit, giving Millia the opportunity to launch the opponent up, combo them, and reset the situation over again. <br />
----<br />
Air version summons a disc in the air. This move does not operate as a "trap" like ground Pretty Maze, instead being more similar to {{clr|3|236S}}.<br />
<br />
Increases Millia's momentum on use. If you were jumping forward, you'll go forward faster after using Pretty Maze. Notably, if you airdash, then use Pretty Maze mid-flight, you'll be flung a great distance forwards or backwards at high speeds. This can be used to cover long distances fast, with IAD > Pretty Maze sending you almost the entire horizontal length of the screen at max zoom-out. This is also useful for crossups, since you can fling yourself over and behind your enemy.<br />
<br />
Due to the high untech time and ability to airdash cancel, this move is useful for stabilizing some air combos. This is especially useful against lightweight characters, who might otherwise be too high to secure a knockdown against. The FRC point lets you act almost immediately after your momentum changes, but this costs 50 Tension, so it's seldom used.<br />
}}<br />
<br />
===<big>FB Secret Garden</big>===<br />
{{InputBadge|{{clr|5|214D}} > Direction + {{clr|4|H}} or {{clr|5|D}}}}<br />
{{GGACR_Move_Card<br />
|input=214D > H<br />
|description=<br />
Millia leaps up into the air while summoning the orb, giving her safer positioning while setting it up. The orb activates much faster, and Millia is actionable much sooner after using it. Incredible move.<br />
<br />
This move greatly strengthens your oki, as it allows you to set up Garden oki much easier. Notably, {{clr|5|2D}}, {{clr|4|j.2H}}, and Bad Moon knockdowns all set up FB Garden. This move is an extremely useful method of pressuring the aforementioned characters with responses to Disc oki, since this allows common knockdowns to be turned into strong pressure that those characters cannot easily escape. The increased speed also greatly decreases the risk of using Garden for space control, allowing you to throw it out in more situations. <br />
<br />
It is easier to consistently input all four of the move's followups by alternating {{clr|4|H}} and {{clr|5|D}} inputs (Ex: input {{clr|5|214D}} > {{clr|4|1H}} {{clr|5|6D}} {{clr|4|4H}} {{clr|5|6D}}/{{clr|5|1D}} {{clr|4|6H}} {{clr|5|4D}} {{clr|4|6H}} instead of inputting {{clr|4|1H}} {{clr|4|6H}} {{clr|4|4H}} {{clr|4|6H}} as you would with regular Garden). As an added input note, 292X sets with FB Garden are bugged and will not work properly, so other combinations must be used.<br />
}}<br />
<br />
===<big>Longinus</big>===<br />
{{InputBadge|{{clr|3|214S}} > {{clr|5|214D}}}}<br />
{{GGACR_Move_Card<br />
|input=214S > 214D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 8<br />
|recovery = 6<br />
}}<br />
Follow-up to Lust Shaker. Causes the opponent to slide on hit. In or near the corner, it causes a wallstick for combos. Midscreen, Millia gets a knockdown. Allows Millia to turn an {{clr|3|f.S}} hit into a knockdown from farther ranges than usual, helping you start your gameplan faster.<br />
*Since Lust Shaker is already +5, this isn't usually used for its plus frames.<br />
}}<br />
<br />
==Overdrives==<br />
===<big>Winger</big>===<br />
{{InputBadge|{{clr|4|2141236H}} (Air OK)}}<br />
{{GGACR_Move_Card<br />
|input=2141236H,j.2141236H<br />
|description=<br />
Ground version is her only reversal move that has invincible startup. Not a very good reversal, and should be used sparingly. The horizontal range of the rising hits is incredibly poor. This can sometimes cause opponents to fall out, especially if they were doing an extended button when you hit them. The invincibility wears off almost immediately after the startup, meaning moves such as Ky's Charged Stun Edge can beat wakeup Winger completely.<br />
----<br />
The air version is mostly used to beat weaker anti-airs or for stuffing air-to-air attempts. Millia has much cheaper and less risky ways to do this, though. Not very good.<br />
}}<br />
<br />
===<big>Emerald Rain</big>===<br />
{{InputBadge|{{clr|3|236236S}}}}<br />
{{GGACR_Move_Card<br />
|input=236236S<br />
|description=<br />
Throws 3 big discs. The last disc causes wallbounce, allowing for a combo. Lets you convert off {{clr|3|f.S}} from even farther ranges than Longinus does. Whether the hits connect properly is a bit inconsistent, and opponents might fall out of the sequence midway through. This makes conversions using Emerald Rain somewhat risky.<br />
}}<br />
<br />
==Instant Kill==<br />
===<big>Iron Maiden</big>===<br />
{{InputBadge|During IK Mode: {{clr|4|236236H}}}}<br />
{{GGACR_Move_Card<br />
|input=236236H<br />
|description=<br />
The only good thing is that it tracks, making it particularly good against A.B.A. Other than that, not worth using.<br />
}}<br />
<br />
==Colors==<br />
{{GGACRColors|Character=Millia Rage}}<br />
<br />
==Navigation==<br />
{{notice|To edit frame data, edit values in [[GGACR/Millia Rage/Data]].}}<br />
{{GGACR/Navigation}}<br />
[[Category:Guilty Gear XX Accent Core + R]]<br />
[[Category:Millia Rage]]</div>Sobosswagnerhttps://www.dustloop.com/wiki/index.php?title=GGACR/A.B.A/Matchups&diff=380529GGACR/A.B.A/Matchups2023-03-13T03:47:27Z<p>Sobosswagner: /* Matchups */ Added new Do in the Eddie section</p>
<hr />
<div><center>{{Character Label|GGACR|A.B.A|42px}}</center><br />
{{Overview/navigation}}<br />
{{MFlag|stub}}<br />
{{MFlag|expert}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
<br style="clear:both;"/><br />
==Matchups==<br />
'''NOTE:''' The old matchup subforums can be found here: http://www.dustloop.com/forums/index.php?/forums/forum/53-aba-matchups/<br />
<br />
'''Things to note when discussing matchups:'''<br><br />
* General ratio<br />
* Optimal/inoptimal spacings<br />
* Strong/Weak buttons<br />
* Things to watch out for<br />
* Character specific confirms<br />
* etc etc<br />
<br />
{| class="wikitable"<br />
! {{Character Label|GGACR|A.B.A|24px}}<br />
| 10/0 || <br />
* You really don't want to play this.<br />
* Throws can lead to a guaranteed IK if your Moroha gauge is low enough, so be cautious of them. On the flipside, feel free to throw > IK the opposing A.B.A if they give you the chance. <br />
* A.B.A is the only character in +R who can get comboed by an OTG keygrab after the '''strike version''' of keygrab. Against every other character the OTG keygrab will always whiff when done after the strike keygrab; the only way you get double keygrab combos against them is to start with the '''throw version''' of keygrab. This is good to keep in mind when going for Moroha refreshes. <br />
* [https://youtu.be/PwaDr4tqJbY This clip] is a great showcase of how wild and scramble heavy this matchup can be.<br />
|-<br />
! {{Character Label|GGACR|Anji Mito|24px}}<br />
| -/- || <br />
'''Overview:'''<br />
While ABA in moroha and goku moroha mode is very capable of contesting Anji in neutral and smothering him on offense this matchup can very quickly swing into his favor if you aren’t careful, and even one mistake can allow Anji to put you into his potent okizeme game. Focus on stuffing out his buttons by mixing up between jumping, grounded mids and grounded lows. Bait out Fuujin as well as his various other tricky options such as his unique superjump, stomps and his air stalls in order to keep Anji from being able to predict what option you'll opt for<br />
<br />
'''Positioning:'''<br />
Don’t get comfortable in any one position, as a good Anji player will often take advantage of you choosing to always press the same buttons in the same positions with things like autoguard and Fuujin. Moves with long active periods can disrupt the latter due to its lack of full invincibility through startup, as well as delayed buttons to change up your timings. 2D in particular can be quite effective as it requires Anji to commit to one of his low autoguard attacks, but be aware that its long recovery can open you up to other approaches. Avoid going for air-to-airs with him if possible, his superjump and plethora of strong air options make him very dominant when both characters are airborne<br />
<br />
'''A.B.A Dos'''<br />
# Bait out autoguard when Anji choses to RPS with it. Most of Anjis autoguard is relegated to mid and high autoguard, meaning that long range lows like Moroha 2D can often counterhit Anji attempting to autoguard through certain pokes such as Moroha f.S and 5H<br />
# Mix up offensive and defensive options. Anji thrives off hard reads on both offense and defense, and making it harder/riskier for him to try to do so can give Anji players pause for thought before committing to a hard read<br />
# Punish Fuujin and its followups. Fuujin is one of Anjis primary offensive and neutral tools, and failing to punish it properly is partially telling any Anji you may fight that its a free guessing game for them. For a quick summary: Fuujin~P loses to rising air-to-airs or running under, Fuujin~K is a common but reactable way for Anji to attempt to tick throw you that beats lows, Fuujin~S is Anjis fastest followup off of Fuujin, can often counter hit you attempting to beat the other followups and hits low but is heavily punishable on block, Fuujin~H and Fuujin~D are both slow overheads with high autoguard and throw invincibility that lose to lows. H is 0 on block and D is +5, so always be sure to interrupt them rather than blocking them<br />
# Anti air him. Anji has fantastic air-to-airs but his air to ground normals are very lackluster. None of them are very disjointed or fast and will often at best trade with ABAs anti air normals. Moroha 2S in particular will beat out almost any jump normal that Anji attempts to land with unless done very late in response to their jump. He can stall with his j.214P but this is very, very risky for him to do depending on the height <br />
# Crank his guard bar. Anji gains the most risc in the game tied with Millia and Robo-Ky. Even simple blockstrings into 2H can get him near flashing or right at it<br />
<br><br />
'''A.B.A Don’ts:'''<br />
# Don’t jump without reason. Anjis {{MMC|chara=Anji Mito|input = 6P|label = 6P}} is slow but his {{MMC|chara=Anji Mito|input = 5P|label = 5P}} is very fast and gives high reward on both regular air hit and air counter hit, and his {{MMC|chara=Anji Mito|input = 5D|label = 5D}} has very generous autoguard frames that can be cancelled into {{MMC|chara=Anji Mito|input=Autoguard > P|label=Kou}} or {{MMC|chara=Anji Mito|input=Autoguard > D|label=Force Break Kou}}, both of which knock down<br />
# Don’t get predictable. A common don’t in any matchup, but Anji is one of the best at punishing predictability. Predictable meaty spaced 2D will lose to Fuujin, while meaty 2H will lose to Anjis wakeup 6K<br />
# Don’t recklessly danzai through fuujin followups. Both the H and D followups will often autoguard through reversal danzai without proper timing and can either be cancelled into Kou or Sou, or simply let rock in order to punish danzai either with a simple knockdown or a full combo into a knockdown<br />
# Don’t activate Goku Moroha in neutral. Anji has a very consistent answer to Goku Moroha with Fuujin and can punish you from around halfscreen away for a free counter hit Fuujin into a full followup combo<br />
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<br />
'''Anji moves to watch out for:'''<br />
# {{MMC|chara=Anji Mito|input = 236H|label = Fuujin}} is one of Anjis main ways of bulldogging his way in and can punish you for using certain moves recklessly due to its partial strike invincibility during startup. A few things to keep in mind are that it loses invincibility before it hits (20 frames startup, 1-12 strike invincible) meaning it can lose to moves with lots of active frames, throws, delayed buttons, or even backdashed on reaction due to its short active duration. On block Anji can mix up between 5 followups that all win and lose to different things<br />
# {{MMC|chara=Anji Mito|input = j.214P|label = Shin: Nishiki}}, more commonly simply called orb, is an overhead that when TKed becomes a dangerous throw bait, particularly with meter. If its blocked and Anji has no meter however, it's at best -29 and counter hit state for the entire recovery. Bear in mind that the blockstun is very fast so be ready to punish it with 2S<br />
# {{MMC|chara=Anji Mito|input = 236P|label = Butterfly}} is commonly used in Anjis oki in order to make any mixups he attempts safer and more rewarding but can occasionally be used by Anji to zone. When used as a part of his oki IBing the butterfly and either backdashing or danzaiing can interrupt some of Anjis oki<br />
# The {{MMC|chara=Anji Mito|input = 236D|label = Force Break version of butterfly}} is Anjis secondary oki tool, that comes with benefits and drawbacks that make it very distinct from the meterless version. It travels faster, and has infinite projectile durability, making it much more useful for both zoning and counter zoning but has slightly more recovery than meterless. The primary benefit however is that the followup is an overhead, allowing Anji to set up unblockables on your wakeup. IB->backdash or IB->Danzai are both still very useful, but be aware that in the right circumstances these setups can be potentially round-ending<br />
# {{MMC|chara=Anji Mito|input = 623H|label = On}} is Anjis primary combo ender and occasional anti-air special. It does high damage, swaps sides, and will always knock down as well as giving Anji great spacing for butterfly oki. The FRC point just after it goes active is a common way for Anji players to bait bursts, as it will only come out if the attack whiffs<br />
# {{MMC|chara=Anji Mito|input = 214P|label = Kai}} has two versions, both of which hit overhead and are plus on block. Anji can do either version on oki or in pressure in order to sneak crossups in, bait throws or simply add more to your mental stack. {{MMC|chara=Anji Mito|input = 214P|label = 214P}} is faster and much lower to the ground while 214K has a much higher jump. {{MMC|chara=Anji Mito|input = 214K|label = 214K}} is slower but be faked with an FRC before it goes active, but leaves Anji with his air actions intact<br />
# {{MMC|chara=Anji Mito|input=Autoguard > P|label=Kou}} and {{MMC|chara=Anji Mito|input=Autoguard > K|label=Sou}} are both moves that Anji can perform out of his autoguard and have very different properties. Kou is fast and predominantly an anti air callout while Sou is much slower and is typically used when autoguarding something on the ground. Both are invincible to strikes during their startup. Meterless Kou is -41 and Sou is +4 but with a consistent timing for both IB or SB. {{MMC|chara=Anji Mito|input=Autoguard > D|label=FB Kou}} is the same startup as meterless but trades the high meter build of the latter for much higher damage, larger hitboxes and allowing Anji to retain his air options afterward<br />
# Anjis {{MMC|chara=Anji Mito|input = 6K|label = 6K}} is one of his most common wakeup options due to its frame 1 high autoguard as well as its ability to be OSed with 6K+HS in order to give him a wakeup option that throws when too close and autoguards mids and highs. The best answer to beating this with ABA is meaty 2D, as it will counter hit Anji out of 6K from afar. Additionally you can meaty keygrab for a moroha refresh, or if you’re feeling bold, you can hit Anji during a 4 frame gap where the attack is still in startup but doesn’t have autoguard<br />
# {{MMC|chara=Anji Mito|input=Autoguard > 63214S|label=Kachoufuugetsu}} is Anjis only super out of autoguard, but you’ll very very rarely see this move due to its high risk and low reward. It’s both slower and more unsafe than Kou as well as in counter hit state for its entire recovery period, and is -61 on block<br />
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|-<br />
! {{Character Label|GGACR|Axl Low|24px}}<br />
| -/- || <br />
* Fighting against Axl requires a lot of risky hard reads to approach, and his reversals/counters can become a problem.<br>Watch out for his 2K, as it's very low profile. IAD over telegraphed low chains, but beware of misreading – any guess that puts you in the air against Axl is risky. Try to save some meter for FDing while in air and try to FD after air tech to avoid resets (you can OS by holding 4+P+K while attempting to tech).<br> <br />
* Moroha/Goku Moroha 5H will stuff his 5P at range if you time it right, and the second hit might whiff. If it does, the CH 5H(1) stagger gives you plenty of time to run in and start a combo. It's risky, but can be worth it if you get a hard read on 5P.You can bait his reversals (except super) with max range Moroha/Goku Moroha 2D or Danzai. It’s also fairly easy to hit double orbs on Axl, so go for those when you can during corner combos.<br />
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|-<br />
! {{Character Label|GGACR|Baiken|24px}}<br />
| -/- || <br />
* Hard baiting Baiken's guard cancels with dash throw mixup is a large part of the matchup. The Guard cancels make it difficult to get RISC up or perform block strings. Some of the guard cancel options can be avoided by jump canceling. Some can also be beat outright with call out Danzai. <br />
* The best poke to use is probably f.S; Moroha 2D midscreen doesn't get as much mileage without meter because Baiken is so floaty. <br />
* Jump ins against Baikens can be a gamble because of her anti air options. Zakuro (upward Pinwheel guard cancel) makes it so j.H being a giant hitbox less effective, as Baiken can just block and Zakuro. Baiken's 6p can sometimes just win outright against j.H. <br />
* Be aware of doing rekkas up close. If you're right next to Baiken, the third rekka can whiff and go through her, side switching, and you will get punished. <br />
* Baiken's j.H can be tricky to anti air if done directly above you, be ready for unexpected clashes.<br />
* Baiken's tatamis are extremely active and control space for a long time. Jumping Forward and blocking, play cautiously to close the distance. <br />
* Her 2H beats non-FB Danzai, but its mediocre hitbox will sometimes result in trades. Be ready to shake out of slip stagger. <br />
* Baiken's 2D has a large hitbox, is fast, and can be made safe jump cancelling or going into Tatami. <br />
|-<br />
! {{Character Label|GGACR|Bridget|24px}}<br />
| -/- || <br />
|-<br />
! {{Character Label|GGACR|Chipp Zanuff|24px}}<br />
| -/- || <br />
* Chipp outmaneuvers you in basically every form except for somewhat Goku Moroha, so you very well may end up chasing him a lot in this matchup<br />
* The most problematic aspect of this matchup is going to be fighting him before you get into Moroha. Chipp generally outbuttons you and can make himself very hard to hit. Sticking out pre-emptive buttons where you think Chipp is going to be can work quite well, as properly reacting can be very difficult<br />
* {{MMC|chara=Chipp Zanuff|input = 22H|label = Teleport}} FRC is one of Chipps strongest options with meter since it enables him to get whiff punishes from distances that almost no other character can. Baiting this can allow you to make Chipp waste some of his meter in order to give you a punish on bad teleports. You can also air throw the H and D versions, but these can be mixed up with the other versions to bait you into jumping<br />
* Chipps {{MMC|chara=Chipp Zanuff|input = 623S|label = Beta Blade}} has a very mediocre hitbox forward, meaning that meaty {{clr|5|2D}} can be quite easy to space on him, not unlike Ky. Be aware of your punishes on a whiffed beta blade as the meterless version has an FRC point just after the active frames that gives him an automatic jump install<br />
* Chipps {{MMC|chara=Chipp Zanuff|input = j.H|label = j.H}} is multihitting like Sols, but is significantly less disjointed than the latter and is more used for mixups than anything else. Anti airing it with {{clr|3|2S}} is relatively easy and will often counter hit Chipp leading to very high reward<br />
* {{MMC|chara=Chipp Zanuff|input = 41236H|label = Gamma Blade}} is Chipps only projectile and is often used on oki for big plus frames. Meterless is +5, and the FB version is +15 on normal block. When spaced out it can be difficult to challenge but can also be harder for Chipp to enforce his pressure afterward<br />
* {{MMC|chara=Chipp Zanuff|input = 236P|label = Alpha Blade}} goes very far very quickly, can be used on the ground or in the air, and can sometimes be quite difficult to beat out due to its speed. On block both versions are heavily punishable (-32 and -22 respectively). The grounded versions {{clr|4|H}} followup is safer at -7 with pushback, but instant blocking can make it much easier to punish. The {{clr|5|D}} followup on grounded alpha blade is one of Chipps common metered extensions, but on block is -23 and CH for much of its recovery. Both followups can be delayed to try and catch attempted punishes on blocked alpha blade<br />
* {{MMC|chara=Chipp Zanuff|input = 41236K|label = Genrouzan}} is a slow, but highly invincible command grab that is a core part of Chipps mixup game. The invincibility can be used to go through many reversals, including both Danzai and Goku Moroha activation. For much of its startup however its considered airborne, and can be air thrown. Simply jumping out of the attack on reaction often fails to net a proper punish, and leaves you open to the {{clr|5|D}} followup afterward which will snipe you out of jump attempts<br />
* Chipps {{MMC|chara=Chipp Zanuff|input = 236S|label = Resshou}} is a rekka with two followups, a low and an overhead. Done quickly enough the low is a true blockstring, but can be delayed a lot in order to catch reversal buttons. The overhead followup is much easier to react to, and on block is -11 on block, making it a very easy punish with something like ABAs {{MMC|chara=A.B.A|input = f.S[m]|label = far slash}}. Both followups can be beaten with reversal Danzai, but this loses to rekka 1 into no followup<br />
|-<br />
! {{Character Label|GGACR|Dizzy|24px}}<br />
| -/- || <br />
* Dizzy’s f.S completely beats non-FB Danzai in neutral, her 2S is a very strong anti-air, and her throw range is noticeably larger than ABA's, so use caution when tick throwing. Thanks to Ice Spike, she can confirm basically any ground hit into a knockdown, and often into a fish oki setup.<br><br />
* Fish armor is a huge problem, especially during pressure/oki. Your 5P is best anti-fish button when they're close. At range, f.S's two hits can tag a fish and still connect with Dizzy. When she has a fish on top of you, the only wake-up reversal option you really have is Danzai > Goku cancel since fish can eat a hit for her. But even that is very risky as she may recover in time to punish depending on what she was doing. <br />
* It's easier said than done, but try your best to not get KD'd into fish oki. It can be the round since it's Danzai, Burst, DAA, and Goku safe (they'll all hit the fish and Dizzy will punish you before you can do anything else).<br />
* On the other hand, you often only need 1-3 good hits since her health is so low and her meterless options for escaping pressure are pretty awful.<br />
* If a fish is on top of you, Danzai/FB Danzai > Goku can possibly work. It's crazy expensive resource wise, and Dizzy has ways to deal with it, but at least it's something. <br />
* In GM, Danzai/FB Danzai, then FRC while holding back can give you an armored and throw invul way to destroy a fish without recovery. <br />
* If the Dizzy is sloppy with their pressure when a fish is on top of you, remember: IB can create gaps or make them larger and 5P is only 3F start-up, self-gatlings/is mashable, and has upper body invul.<br />
* Her j.2S is airthrow invul.<br />
* If you're on offense when she has 50%, watch for DAA (fast, KDs) and coffin super (invul on start-up, plus she can AA with it). <br />
* If she clips you with a random ground normal, she will almost guaranteed be able to string into Ice Spike for KD + fish oki. Might be worth bursting before you get fully put in that situation since burst won't save you once you're in it.<br />
* If you're far away enough and burst through Ice Spike with proper timing, you can make it whiff without the burst hitting Dizzy. If you're quick and she didn't FRC, it may be possible to punish with something like microdash f.S.<br />
* f.S(2) can kill a fish and tag Dizzy if they're both in range of it.<br />
* Her 2S is very good AA, but you might be able to beat or trade with it by using j.H. You could also try spacing your air approach weirdly to bait Dizzy into whiffing it.<br />
* Her throw range is massive. Keep this in mind especially when going to dash in > throw as she'll be in range to throw you before you can throw her.<br />
* Beware of using non-FB Danzai vs ground, as her f.S is fast, has multiple hits, and will beat it clean.<br />
* Orbs(2) stuff is fairly easy on her. If you get her in the corner, you can melt her health bar <br />
* This MU is one of those "whoever gets KD'd without resources is gonna eat shit" MUs.<br />
* Dizzy is one of the chars who has a chance to be insta-stunned by NM CH 6H.<br />
* Dizzy does not have an escape for the unblockable setup without resources (50 meter or burst). You can GM Flipkick FRC to bait DAA or Burst, or hard call them out with Danzai. But I'm pretty sure reversal coffin super can beat your Danzai or downback (it's technically a throw and has invul, so idk. Probably needs testing to confirm)<br />
|-<br />
! {{Character Label|GGACR|Eddie|24px}}<br />
| -/- || <br />
'''Overview:'''<br />
A rare but important to know matchup, Eddie is very adept at putting you into his blender in most any form, as he tends to do in any matchup, Eddie is one of the most susceptible characters to being rushed down, likely second only to Venom. One of the most important aspects of this matchup is killing Eddie’s shadow, as without it, he’s slow, has fairly weak normals all around and has severely weakened options in neutral and on offense. Focus on navigating around shadow neutral, or kill it and neuter his options in order to get close to Eddie. He has slow normals, a below average backdash, and his only real defensive options of Dead Angle and Amorphous are both very slow. On top of that, his defense modifier is below average and he has 0 guts, meaning he’s often prone to dying very quickly when put on the backfoot<br />
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'''Positioning:''' <br />
Your best position in this matchup will change depending on if he does or doesn’t have shadow available, as well as if he has it up. If he has shadow available, avoid jumping, as he can activate and perform {{MMC|chara=Eddie|input = ]K[|label = Nobiru}} for an anti air that is very difficult to contest properly. Look for Eddie attempting to poke with his {{MMC|chara=Eddie|input =2S |label = 2S}}, it has an extended hurtbox before it comes out, and combos to his {{MMC|chara=Eddie|input = 22H|label = Drills}} on counter hit. <br />
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'''A.B.A. do’s:'''<br />
# Kill the shadow. This is the most important part of the matchup without a doubt. Killing Eddie’s shadow makes him into a much weaker character than he otherwise is, and will force him to play with weaker pokes, anti airs, and much weaker damage output as a whole. {{MMC|chara=A.B.A|input = 2K|label = 2K}} and {{MMC|chara=A.B.A|input = f.S[m]|label = Moroha f.S}} are good ways of killing Shadow in neutral due to the former's speed and low commitment, and the latters multi hit disjointed hitboxes. Shadow will always go away when Eddie gets hit, but smart shadow positioning can make this quite difficult. Once again, ''kill the shadow''. It will make or break this matchup<br />
# Bait Eddie’s Dead Angle. Eddie has terrible defensive options, and his Dead Angle is no different, but it's still useful to him in the matchup and should always be considered an option. It's not particularly rewarding for him due to its low untech time but will still either reset you to neutral or put you airborne vs Eddie with shadow. Low recovery moves such as repeated 2P or 5Ks, as well as jump cancelling moves and Danzai through it will keep Eddie from using it in spots where it would otherwise be guaranteed and can keep him pinned down for longer<br />
# Bait wakeup and reversal throw. As previously mentioned, Eddie’s defensive options are quite bad, but he does have the 2nd longest throw range in the game, meaning he can often catch you at ranges other characters may not be able to. Meaty 2H is a godsend against him for this reason, as the normals that come out on a whiffed throw are incredibly slow. His {{MMC|chara=Eddie|input = c.S|label = c.S}} is 9 frames and his {{MMC|chara=Eddie|input = 5H|label = 5H}} is a whopping 13, making him very susceptible to both meaty 2H as well as gatlings into it that leave an unthrowable gap<br />
# Anti-air summonless Eddie. Eddie has very unorthodox air movement due to his Flight, giving him immense freedom to reposition himself. Eddie will often use this in conjunction with his shadow to prevent you from putting yourself in a position to anti-air. Without Shadow he is very vulnerable throughout flight though, and can be chased down in order to keep him from landing safely. His only option to keep you from anti-airing him without Shadow to dissuade movement is Shadow Gallery, which is very committal and telegraphed. His best air to ground option is his j.K, which while fast isn’t disjointed and can be anti-aired rather easily when landing from Flight. <br />
# Pay attention to shadow meter. If Eddie is low on shadow meter and isn’t in an advantaged state he may attempt to disengage to stall, or use {{MMC|chara=Eddie|input = 236D|label = Exhaustion}} to build it back up. When he’s low on shadow meter he often can’t convert stray shadow hits into big damage and sometimes can’t even turn them into a knockdown without the right hit<br />
# Learn instant block and slashback timings. Instant blocking Eddie's normals, particularly moves that are commonly cancelled into summon like {{MMC|chara=Eddie|input = 5H|label = {{clr|4|5H}}}} can open up opportunities to safely escape pressure, or force Eddie to go for alternative pressure options to beat universal defensive options like jump or backdash. Additionally learning to slashback things like {{MMC|chara=Eddie|input = ]K[|label = Mawaru}} can throw a huge wrench into Eddie's usual offensive strategy, as slashbacking it entirely negates the vacuum effect that otherwise makes it such a strong offensive option. <br />
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'''A.B.A. don’ts:'''<br />
# Don’t jump recklessly when Eddie has shadow. Eddie with shadow can often anti-air even well timed jump ins with {{MMC|chara=Eddie|input = ]S[|label = Nobiru}}. This move has an incredibly dominant hitbox that makes even trading with it difficult, and on counter hit gives Eddie huge damage with Nobiru loops<br />
# Don’t FD shadow. The general rule for Eddie pressure is when possible to FD Eddie’s normals and to IB the shadows attacks. FD doesn’t push the shadow out normally due to it generally possessing fixed positions for its attacks, and especially for things like {{MMC|chara=Eddie|input = ]K[|label = Mawaru}} are likely only going to burn your meter and put you into a worse position<br />
# Don’t give Eddie space to set up. Stay on top of Eddie whenever possible. Don’t allow him to simply back away and summon shadow in neutral for free, as even in neutral Eddie becomes much harder to deal with when he has either shadow up<br />
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'''Eddie moves to watch out for:'''<br />
# {{MMC|chara=Eddie|input = 22H|label = Invite Hell}} is Eddie’s most important special, and one that when he doesn’t have Shadow summoned is one you should always be on the lookout for. All versions hit low and are active for a very long time. Both versions hit at different ranges, from roundstart distance, {{clr|3|22S}} hits just in front, and {{clr|4|22H}} hits about a backdashes distance away. 22H has an FRC point before it goes active, which can make it very powerful to use in pressure for 25 meter<br />
# {{MMC|chara=Eddie|input = 22D|label = Force Break Drill}}, while not as terrifying as it was in vanilla Accent Core, is still an incredible tool for Eddie, giving him extensive pressure both by itself and at the cost of an additional 25 tension with its FRC allowing Eddie a free summon with either shadow. The most important thing to note is that only the first hit is a low, meaning any unblockables done off this outside of very specific setups are often fake<br />
# Eddie has two different Shadow summons, 236H and 214H, both of which have a different moveset. The way to tell which one is being used is based on the animation, as well as with Vice Summons the Shadow meter gains a red border. Normal Shadow is more commonly used in midscreen positions, while Vice Shadow is more common in the corner<br />
# {{MMC|chara=Eddie|input = ]K[|label = Mawaru}} is Eddie’s most common pressure option midscreen with Shadow active due to its vacuum properties giving him chances to restart his pressure when blocked. The best answer to Eddie players using this is to instant block the first hit and backdash in order to escape. This will force Eddie to vary his pressure up more and use normals on top of Mawaru in order to keep you pinned down<br />
# {{MMC|chara=Eddie|input = 623S|label = Damned Fang}} is Eddie’s command grab and is commonly seen during shadow pressure, particularly when the gauge runs low in order to allow Eddie to set up either puddle or Vice Drill Special. Like any command grab, it always leaves a gap allowing you to backdash, danzai or jump out, but it can be covered by Eddie’s shadow attacks to prevent escapes<br />
# {{MMC|chara=Eddie|input = 632146H|label = Amorphous}} is Eddie’s only true reversal, but is painfully slow at 16 frames of startup, as well as having a deadzone between Eddie and the attack itself. When used up close you can jump after the freeze for a neutral jump punish, or input something invincible in order to punish it when done from further out. It is air unblockable, but is very seldom used as an anti air due to its slow startup and high tension cost<br />
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|-<br />
! {{Character Label|GGACR|Faust|24px}}<br />
| -/- || <br />
* Orb oki is not recommended. Unless done very low, he can crab walk it and evade <br />
* Meaty 2H blows up his 5D. Will CH him after 5D's invul runs out <br />
* His j.D can be tough to AA. It KDs on hit. Non-FB Danzai'ing it is not recommended as j.D can be canceled into GMW, which also KDs.<br />
* Reminder: you're invul during Keygrab animation if it lands. It's long enough that it can avoid meteors if timed right, but be careful not to telegraph it.<br />
* Air to air, watch out for his j.H or less commonly j.S. Both have great hitboxes and are hard to contest.<br />
* You can beat AA 5K attempts if you get j.H out early enough. Slightly too late it will trade, any later and you get AA'd.<br />
* Beware of his scalpel stab. It's hella active and will KD if it clips your backdash. Use caution when backdashing in neutral or at range, and just block or IB the stab.<br />
* He can use Bombtoss to bait AA attempts. This will beat non-FB Danzai outright as it hits multiple times. FB Danzai can armor the hits, but Faust remains in air long enough that your Danzai will likely whiff and he can punish on his way down. If the Bombtoss is done carelessly, you might be able to run under it and potentially punish, but beware of falling j.D (see above). <br />
* At round start: Slide beats his 5K, but his 5K will beat most of your other options. Raw Keygrab will beat a few of his options clean, but is risky.<br />
|-<br />
! {{Character Label|GGACR|I-No|24px}}<br />
| -/- || <br />
* I-No is going to dance around you a lot when you're in normal mode due to just how much better her mobility is than yours at that point. Pre-emptive keygrab to catch forward movement from her or raw bloodpack from further out than her hoverdash goes (just a hair further than roundstart distance) can help you start to be able to play the matchup<br />
* Once you're in Moroha, the primary goal becomes largely the same as any other low health, poor defense character, knock her down and don't let her get out of the corner<br />
* I-Nos {{MMC|chara=I-No|input = 632146K|label = Horizontal Chemical love}} is airborne frame 1 but will only hit crouching opponents from up close. This can help her escape tick throws and certain meaty setups that would otherwise be difficult for her to escape but comes with the significant risk of being in counter hit state for the entire duration of the move<br />
* Unlike many characters, A.B.A. cannot run under I-No's {{MMC|chara=I-No|input = 632146K|label = HCL}}, meaning you may be forced to simply walk forward and crouch block against I-No's who use this move to catch reckless forward movement or poke from afar. Dash FD brake can also be effective at getting closer to I-No<br />
* I-No has two different versions of her note projectile. {{MMC|chara=I-No|input = 214P|label = P note}} starts off slow and gains speed the longer its on screen, while {{MMC|chara=I-No|input = 214P|label = H note}} starts fast and slows down the longer its on screen. Both versions can be steered up or down by I-No, can be performed in the air, and have FRC points. Sticking out an extended hurtbox into note before it travels far enough to gain hits can make it much easier to deal with<br />
* I-Nos {{MMC|chara=I-No|input = 214D|label = D note}} is something of a different beast. This attack will spawn 2 notes, both of which travel very quickly across the screen, and at fullscreen both will do 7 hits. Blocking this is very much not recommended, as even blocking 1 note will increase your guard bar significantly and allow I-No to run a very threatening mixup on you. Learning to navigate around this attack can make dealing with I-No a bit easier, but be aware that when she has 25 meter this attack can make your life hell<br />
* I-Nos air movement outside of hoverdashes can be very problematic due to her fast jumps, double airdashes and {{MMC|chara=I-No|input = j.236P|label = dives}}. {{MMC|chara=I-No|input = j.236P|label = P dive}}, {{MMC|chara=I-No|input = j.236K|label = K dive}} and {{MMC|chara=I-No|input = j.236S|label = S dive}} all bring I-No down at a diagonal angle, while {{MMC|chara=I-No|input = j.236H|label = H dive}} is a multihit, horizontal version with an FRC point late into the recovery<br />
* {{MMC|chara=I-No|input = j.236D|label = FB Dive}} similar to {{MMC|chara=I-No|input = 214D|label = FB note}} is a very different beast than the other dives, being significantly faster, restoring her air options and being cancellable at any point during the moves duration. I-No can often times use this attack when she's run out of air movement to simply allow her to navigate the screen better, and this can be done until she runs out of meter. It also halts all air movement from her and is strike invincible for a few frames during startup, allowing her to bait anti airs and potentially punish them. On top of everything else due to the fact she can cancel it during its entire period for free she can make this attack completely burst safe <br />
* Be very careful of I-No when she has meter to perform {{MMC|chara=I-No|input = j.2363214S|label = Ultimate Fortissimo}}. This super is very fast, invincible, 0 post freeze meaning if you aren't blocking before the freeze you'll get hit, +27 on block at minimum allowing her to run a mixup on you, and on hit will let her combo out of it on hit. Pre-emptive 6P can often counter hit her out of this attack due to the fact its invincibility runs out during the active frames, but be aware that it can also trade. <br />
* I-Nos other super {{MMC|chara=I-No|input = 632146H|label = Longing Desperation}} is strong and useful as a reversal, but it can be thrown before and after its freeze if you're close enough. A well timed keygrab can grab her out of this attack if you read their wakeup super<br />
|-<br />
! {{Character Label|GGACR|Jam Kuradoberi|24px}}<br />
| -/- || <br />
* Big slugger matchup. Both of you are going to hit each other very hard but ABA is gonna hit Jam just a little harder than vice versa. Often times Jam players will back up when ABA is in normal mode to stock up on a card, using this as an opportunity to bloodpack is quite strong<br />
* {{clr|3|236S}} is a very fast low profile command with a variety of followups, the scariest of which is is {{clr|3|S}} followup known informally as Puffball. ABAs {{clr|1|6P}} won't go underneath it but {{clr|1|236P}} can go underneath it in normal mode and {{clr|4|623H}} or {{clr|5|623D}} in moroha can armor through it and punish the attack. Be aware that it can be cancelled into card special moves which will beat meterless Danzai<br />
* {{MMC|chara=Jam Kuradoberi|input = 623D|label = Carded DP}} is hugely invincible and will lead to a combo on hit. Additionally it can be difficult to do spaced {{clr|5|2D}} vs it, though normally when slightly off with spacing you'll only be hit by a few hits of the dp and you may be able to punish Jam<br />
* {{MMC|chara=Jam Kuradoberi|input = 236D|label = Carded Ryyuujin}} will often snipe you out of reckless movement, but is fully duckable and heavily unsafe on both block and whiff. Additionally it has a rather poor hitbox and isn't invincible all the way through startup, meaning its very possible to outright beat the attack with proper timing<br />
* {{MMC|chara=Jam Kuradoberi|input = 6H|label = 6H}} is one of Jams most common meaty attacks due to the throw invincibility, disjointed hitbox and advantage on block. Even when timed to hit after the throw invincibility has run out the disjoint on the attack can make it impossible to throw her out of it. It can also be gatlinged into from many of her normals, but the most common is {{MMC|chara=Jam Kuradoberi|input = 5H|label = 5H}} due to the large amount of guard bar generated and it being a true blockstring on normal block. Learn to instant block or slashback 6H when gatlinged into from 5H, as its fairly reactable and instant block in particular is very low risk in this situation<br />
* Avoid doing goku moroha activation in neutral when Jam has card stocked. Jam can snipe it with {{clr|5|236D}} from most positions on screen for a counterhit combo that is going to almost assuredly shave off a third or more of your moroha meter<br />
* Jams anti airs can be a bit suspect, with Jam players often relying more on her DP or air throw rather than her {{MMC|chara=Jam Kuradoberi|input = 6P|label = 6P}}. Properly spaced {{clr|4|j.H}} can clash with her {{clr|5|623D}} and can be difficult to air throw so using it at the tip of the attacks range can be somewhat difficult for Jam to deal with<br />
* Jams parry is another of her various defensive options, and is commonly used to give Jam opportunities to retaliate out of gaps in blockstrings. Parry will only cover Jam from mids however, and cannot be done during blockstun, meaning that true blockstrings or blockstrings into lows will often force Jam to use parry less<br />
|-<br />
! {{Character Label|GGACR|Justice|24px}}<br />
| -/- || <br />
* Jumping at round start is not recommended. Slide can be okay (low profiles 2D, f.S, Michael Sword, maybe some other stuff) but just holding downback is probably your best bet.<br />
* How to get around missiles: look for patterns in their missile usage. They can only have one missile of a specific type on screen at once (so they can't have, say, two P missiles at once). Missiles detonate on contact or when JU releases its button. Carefully jumping/double jumping/superjumping forward and immediately blocking can be a way to gain ground. iad can also be used to go between missiles of there's a big enough gap, but this can be risky since you can't immediately airblock like you can with jumps. <br />
* 2D is solid in this matchup. If she does P bomb and doesn't detonate it quickly enough, your 2D will go under it and the bomb will disappear upon her being hit. You can get meterless Rekka loops from pretty far away from the corner due to JU's huge hurtbox. 6H can be used in a similar fashion, confirm 6H(1) into Rekkas FRC > [Rekka loop]x2, or 6H(2) into Rekkas FRC > dash > ground normal pickup or [Rekka loop]x1<br />
* Go for Orb(2) combos when you get a hit in the corner. They're easy to set up and there are multiple ways into it; you just need to get her high enough, early enough in the combo. Butt > iad Orbs(2) is best, but if she's above you, you can Butt > iad j.H > Orbs(2) to pull her down into the orbs.<br />
* SBT (Lightning strike) hits very high, possibly fullscreen vertically. This, her catch counter, and her great AAs can make aerial approach difficult. It also has foot invul from frame 1, use 2D carefully.<br />
* If she superjumps in with j.H while you're in NM, AA with 2S. It'll probably trade but you get an OTG Keygrab.<br />
* When she has missiles out at fullscreen, staying in NM (or even blood packing from MM back into NM) can be a good option since it gives you access to FB Slide. Be patient and block missiles as they get close, and walk or dash forward through large enough gaps to gain meter when you can. Once you have 25%, FB Slide can be used to punish missile launches, many normals, or basically anything that has long recovery with throw > dash > Keygrab. FB Slide is extremely important and useful in this MU for this reason <br />
* If you want to contest her A2As, hitting your button a hair faster can be useful. Her A2A buttons are huge and faster than yours (ex: j.K), but by timing your air normal slightly early, you might be able to CH her hurtbox during startup (risky, but good to know if you do want to challenge with something like j.S/j.H). j.P can be a good A2A if you're close enough for it purely due to its speed <br />
* You can OS her backdash with fuzzy j.S (similar to Potemkin's backdash). The way her backdash works, the timing can be a bit harder to line up, but it can be a great option.<br />
* Swatting nukes is vital to playing this matchup. Swatting nukes is when you use a move that has an extended hurtbox to purposefully get hit by the first hit of a nuke, and once you're hit your hurtbox will retract. Only certain moves are able to do this and keep in mind that Justice can detonate nukes manually to beat nuke swatting.<br />
** Swatting P Nuke: Rekka 1 (All Modes), f.S (MM/GM), 5H (MM/GM)<br />
** Swatting K Nuke: 2H (MM/GM)<br />
* JU can catch counter between 2nd and 3rd Rekkas, but canceling 2nd Rekka into Goku (or omitting 3rd Rekka) will blow it up <br />
* FDing nukes is not recommended. They do decent chip and can crank your guard gauge from afar but saving your meter for FB Slide or GM is vital. Two exceptions where I do recommend FD: 1) if you're about to die from chip damage (ex: missiles, Imperial Ray), and 2) when approaching from the air and close to JU. Her ground normals must be airblocked with FD; she can hit them while you're stuck in missile blockstun to open you up for a combo of you aren't FDing. <br />
* Michael Blade can be safejumped and punished (but beware, it can punish NM Slide, Bloodpack, or GM activation from fullscreen.). Imperial Ray is plus on block but gives exterme amounts of meter if you don't FD. <br />
* j.D has the longest horizontal reach of your air normals. If you use it while iad'ing in, it might be able to hit her out of missile start-up if she's launching one. In the corner, this nets you a combo off CH j.D wall bounce<br />
* If you're fighting a Justice player who likes to walk in behind nukes don't be afraid to f.S them as MM f.S has an incredibly disjointed hurtbox. Unless you time your f.S poorly or were too close to Justice in the first place, you'll end up swatting the nuke if f.S doesn't hit Justice.<br />
* Use 2D if you're dashing at Justice while she's setting nukes. 2D's hitbox extends forward before the attack comes out, so be sure to space it well.<br />
** Here's a general guide: Use f.S if Justice is walking at you and use 2D if you're running at Justice. Placing f.S in-between the gaps of Justice nuke sets is the key to making this matchup bearable, alongside waiting for those gaps to show themselves.<br />
* While in MM, use the deep j.S safejump whenever possible when justice has meter to avoid reversal supers, and to do high/low mix when she doesn't.<br />
|-<br />
! {{Character Label|GGACR|Johnny|24px}}<br />
| -/- || <br />
* Johnny is one of the characters that throw->keygrab doesn't require a dash on<br />
* Johnny is very vulnerable to low profile. In normal mode {{clr|1|236P}} will go under a lot of his moveset and net you a throw->keygrab punish<br />
* His dash is airborne for a lot of its duration, if you're looking to check Johnnys dash be prepared for air hits<br />
* Many of Johnnys longer ranged pokes such as {{clr|3|f.S}}, {{clr|4|5H}}, and {{clr|4|6H}} have a lot of recovery, don't allow Johnny to whiff his more commanding space control normals recklessly<br />
* {{clr|4|2H}} is a 5 frame normal that moves Johnny backwards and staggers on counter hit. On block or normal hit however its very punishable and is in CH state for most of its duration. Be aware of this attack when pressuring him, as its speed can net counter hits very easily<br />
* {{clr|4|236H}}/{{clr|4|214H}} is Johnnys primary way of building levels up and are integral to both his combo game and his pressure game. Johnny only has 8 of them, and they only grant a level on hit, so making Johnny burn them to continue pressure due to their frame advantage on block can sometimes work in your favor, though be aware that this may leave you open to Johnny attempting more throws on you or performing pressure that may not be real<br />
* FD is very strong vs Johnny, despite it giving him more advantage on many of his cancels it can push him out of range for certain normals which can set you up for opportunities to whiff punish him or merely start challenging him on defense<br />
* Johnny can struggle to score knockdowns off some of his combo routes but has great ways to tech chase, so make sure to vary your tech directions and options afterward to avoid getting predictable<br />
* Johnnys air movement can be very unpredictable due to {{clr|3|j.421S}} and {{clr|3|j.236S}} FRCs allowing him to stall his descent, bait and restore his air options. Coupled with his {{clr|4|j.H}}s very disjointed hitbox Johnny can be difficult to properly challenge in the air at times but is far from impossible. {{clr|3|2S}}, {{clr|4|623H}}, and air to airs will still be your best friends with proper timing and spacing<br />
* Whiff punishing Johnny with {{clr|3|f.S}} > rekkas is going to be key in the matchup, and is one of your best ways to deter him from pressing some of his higher recovery normals<br />
* Learn to IB his super. On normal block its only -6 with enough pushback to make punishing it with your 6 frame buttons much harder, and IB leaves you closer with more frame advantage. SBing post super freeze can also work but is a much stricter timing, but with much higher reward than normal or IB<br />
|-<br />
! {{Character Label|GGACR|Kliff Undersn|24px}}<br />
| -/- || <br />
|-<br />
! {{Character Label|GGACR|Ky Kiske|24px}}<br />
| -/- || <br />
* The biggest threat in this MU is his IK. It's very fast and has huge range, practically guaranteeing it from many different KDs. Some examples of easy ways into IK: ground string > 2D; throw; DP followup, Star/FB Star projectiles.<br />
* Aside from IK, he's not too difficult to deal with. His pokes have good range, but so does ABA in MM/GM, and in NM you can slide under some of his better ones (ex: f.S).<br />
* His 3H has very little recovery and can be used to OS reversals when done meaty. SBing the second hit can help negate its frame advantage.<br />
* You can easily OS his DP with ranged 2D. Like Sol, he can vary the followup timing to mess up your punish attempt, so keep this in mind<br />
* His 6P is solid AA. Use caution when approaching from the air.<br />
* His 2D is a solid poke on its own and KDs, so watch for it.<br />
* It's possible for Greed Sever to go over crouching ABA and cross her up (usually if he has some momentum).<br />
* NM Slide goes under Stun Edge/Charged Stun Edge. Up close, you can punish with Slide > Throw > dash > Keygrab.<br />
* His 5K is a standing low. Usually you'll see this done as a meaty or to continue pressure when dashing in after CSE<br />
* Star (and especially FB Star) stays out a lot longer than you may expect. If he sets them out for oki, depending on their positioning, they can corral you, preventing escape attempts or counterpokes. They can also grant combos where he normally wouldn't get them (ex: Throw > Star > etc).<br />
* His hurtbox can be a little weird in the corner. Orbs(2) routes are not recommended, probably best to stick with Butt/Rekka loops.<br />
* Stun Dipper is -15 on block. If they don't have meter, be sure to punish. Depending on spacing, you might also run into situations where the first hit lands, but the second doesn't combo, so be ready to punish that as well.<br />
|-<br />
! {{Character Label|GGACR|May|24px}}<br />
| -/- || <br />
* Dealing with May in normal mode is a pain. Her buttons are better than yours, she dances circles around you in neutral and her damage is significantly higher than yours is<br />
* Dealing with may in Moroha is completely the opposite from normal. Your buttons are better and lead to higher damage generally, and while you aren't as fast as her generally you can play around most of her movement tools for big reward<br />
* Danzai is really strong in this matchup. Many of her common moves she uses in neutral such as HD and VD are single hit and with a lot of recovery forcing her to use meter on FB Dolphin to use them safely. <br />
* {{clr|2|3K}} is a high risk/high reward move for May to use in neutral vs ABA due to the fact that it will always net a knockdown and is very low profile for much of its duration even into its recovery. On block its both incredibly unsafe at -29 and in counter hit state so be sure to punish May accordingly for using this move recklessly<br />
* May players will often use tick throws into {{clr|2|63214K}} when ABA is at a third or lower Moroha since it sets her up for a free IK. This is reactable and can be both backdashed or jumped for a free punish<br />
* Be aware of the ranges on many of May's normals. Her {{clr|3|f.S}} and {{clr|4|5H}} can contend you quite well, and {{clr|4|5H}} in particular is very dangerous due to its fast recovery, advantage on block and stagger on counter hit. Her {{clr|1|6P}} can also go under certain normals due to its upper body invincibility and when charged deals inordinate amounts of stun, especially on counter hit<br />
* May's {{clr|5|5D}} can be held to turn it into a low. The difference between {{clr|5|5D}} and {{clr|5|5[D]}} is only 7 frames so it can be quite difficult to react to in a vacuum. If you do block {{clr|5|5[D]}} its -12 opening May up to a substantial punish<br />
* Vertical dolphin is a high risk move May can use in neutral to close the gap with you or to anti air you for jumping recklessly, but is heavily punishable on block and is also weak to Danzai unless she has meter to FRC or use FB dolphin<br />
* Mays armored super {{clr|3|63214S}} is hyper armored and plus on block, but quite slow to start up at 15 frames. It can be thrown or avoided entirely if done raw, and additionally can be slashbacked if you're forced to block it in order to give you time to properly interrupt the attacks on block. If May attempts to wake up with this super it will lose to any super done post freeze since its only armored rather than invincible. Conversely, this will blow you up for getting too happy with your Danzai's, so be careful about doing it when May has meter for this attack<br />
* On the off chance May actually activates IK mode on you and doesn't kill you, its a throw as well as fully invincible for its startup. If you're playing the matchup correctly this probably won't come up, but be aware that Mays IK is very very good<br />
|-<br />
! {{Character Label|GGACR|Millia Rage|24px}}<br />
| -/- || <br />
* Similar to Chipp, Millia is a character who is likely going to out-maneuver you for a large majority of the match and for a similar reason. Just like him Millia is very quick to die once you've closed the distance with her<br />
* Millia has no reversal on wakeup besides Winger, so unless she has meter never be afraid to meaty her<br />
* Be wary of anti airing her when she has Pin (j.214{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}}) as it can be used to bait many common anti airs ABA uses such as {{clr|1|6P}} or {{clr|3|2S}}. If it ever counter hits you it staggers for a significantly long time, allowing Millia to combo afterward and start her offense<br />
* Meterless Danzai on defense is not recommended, as the hit of armor will likely be eaten by disc and give Millia a free counter hit after the armor break. If you're going to Danzai out, make sure to use the FB version<br />
* If Millia doesn't have Pin available anti-airing her can be much easier, as many of her air normals don't have particularly strong downward hitboxes besides {{clr|3|j.S}}, but all her air normals can be cancelled into airdash allowing her to perform mixups on block no other character has access to<br />
|-<br />
! {{Character Label|GGACR|Order-Sol|24px}} <br />
| -/- || <br />
'''Overview:''' <br />
A matchup that is largely dictated by your ability to control Order-Sols movement and how much charge he has at any given moment. Order-Sol without charge when you’re in Moroha is a fairly non-threatening character, with good burst movement and decent pressure but very little in the way of threatening damage or knockdowns without being in range for his {{MMC|chara= Order-Sol|input = 2D|label = 2D}}. With level 2 or 3 charge Order-Sol is a much more threatening character who can shave off your Moroha gauge in only a couple good hits and is very capable of making you explode similar to his future self. <br />
<br />
'''Positioning:''' <br />
Staying on the ground is generally much better for you in this matchup than attempting to meet Order-Sol in the air or beat him air-to-ground, as your buttons in Moroha have better reach and reward than his do, and you can better check his movement with buttons like f.S, 5H and 2D, or anti air him with 5P, 6P, 2S, j.P or air throw if he attempts to take to the air.<br />
<br />
'''A.B.A. do’s:'''<br />
# Don’t allow Order-Sol room to charge if you can. In normal mode this is much harder due to your more limited movement, but in Moroha if he isn’t fullscreen you should usually be able to punish him for attempting to charge in neutral, or force him to Charge Burst to attempt to get you away from him. If you block charge burst you can always punish with a counter hit starter such as 5K or c.S<br />
# Be patient. Order-Sol wants to get close to you and make you regret his opportunity to do so. Look for common habits in pressure and neutral in order to find your chance to retaliate. Order-Sol needs resources to continue his pressure, whether that be charge or meter for Action Charge FRC, and proper defense will eventually force him out. <br />
# Meaty 2H when he doesn’t have charge. Order-Sols DP doesn’t knock down without level 2 or 3 meaning that you’ll often reset back to neutral when you get hit by level 1 Storm-Viper. At level 2 or 3 stick to safejumping or safejabbing it as at level 2 it will knock you down and level 3 will give him a followup combo<br />
# Pressure carefully when he has 50 meter. Order-Sol has the second fastest Dead Angle in the game which will punish even your light normals and gives him oki afterward<br />
# Switch your pokes up. A.B.As {{MMC|chara=A.B.A|input = f.S[m]|label = f.S}} is as good as it always is in this matchup but is rather susceptible to being jumped over due to Order-Sols low jump height. Using her {{MMC|chara=A.B.A|input = 5K|label = 5K}} when in range for Order-Sol to jump at you can give you time to recover and either block or anti-air Order-Sol attempting to jump over your normals, while still being fast enough in startup to check forward movement and comboing into {{MMC|chara=A.B.A|input = 236S[m]|label = Rekka}} from max range<br />
<br><br />
'''A.B.A. don’ts:'''<br />
# Don’t let Order-Sol sneak Action Charge FRC in after blocking any version of {{MMC|chara=Order-Sol|input = 623H lv1|label = Storm Viper}}. Doing 2S pre-emptively after blocking it will allow you to hit him during the recovery if he doesn’t AC, and will counter hit him before he can FRC if he does. If you block {{MMC|chara=Order-Sol|input = 623H lv3|label = Level 3 SV}} you can always counter hit the final hit before you have to block it unless he RRCs it<br />
# Do not jump recklessly at Order-Sol. Despite his 6P being bad for anti-airing he is very adept at punishing you for jumping at him. His {{MMC|chara= Order-Sol|input = j.P|label = j.P}} is one of the best and fastest air-to-air’s in the game at frame 4, though it doesn’t lead to too much damage. His {{MMC|chara= Order-Sol|input = 5H|label = 5H}} and {{MMC|chara= Order-Sol|input = 214S Lv1|label = Gunblaze}} both hit very high up and give him enormous reward on both regular and counter hits. His air throw is also a universal anti-air option that Order-Sol can get particularly good use out of due to his lower than average jump height allowing him to do it from shorter heights. <br />
# Don’t try to anti-air {{MMC|chara= Order-Sol|input = j.H|label = j.H}} reactively. He can do it incredibly fast off the ground and from fairly far away due to his fast dash speed and low jump<br />
# Do not wake up throw against Order-Sol. {{MMC|chara= Order-Sol|input = 6K|label = 6K}} is fully invincible to throws for its startup and active frames and staggers on hit while {{MMC|chara= Order-Sol|input = 2H|label = 2H}} is throw invincible for a portion of its startup and its entire active duration and causes a ground bounce on hit<br />
<br><br />
<br />
'''Order-Sol moves to look out for:'''<br />
# Even in the past Sol has a 3 frame normal. While his {{MMC|chara= Order-Sol|input = 5K|label = 5K}} is still 3 frames, it isn’t quite the same as regular Sols, being single hit and less active and also not anti-airing like his future counterparts. It sees use as a pressure tool due to its low pushback and neutral frame advantage<br />
# While not quite as good as his present selfs, Order-Sols {{MMC|chara= Order-Sol|input = 2D|label = 2D}} should still be feared and respected for its fast access to low profile, advancing properties and advantage on block when {{MMC|chara= Order-Sol|input = 214[D]|label = charge cancelled}}<br />
# {{MMC|chara= Order-Sol|input = 2S|label = 2S}} functions very differently to regular Sols, serving more as Order-Sols go-to spacing tool and buffer normal when he has higher levels of charge. While it isn't plus like his current self, it is a button you'll likely see often in order to prevent reckless approaches, buffer into {{MMC|chara= Order-Sol|input = 6H|label = 6H}} to fish for counter hits, and look for safe pokes into a knockdown with higher levels of {{MMC|chara= Order-Sol|input = 236S Lv2|label = Rock-It}}<br />
# {{MMC|chara= Order-Sol|input = 236P Lv1|label = Blockhead Buster}} is one of Order-Sols most frequently used combo and pressure tools. Level 1 causes a short stagger that with proper mashing cannot be converted from without Action Charge FRC, while {{MMC|chara= Order-Sol|input = 236P Lv2|label = level 2}} wallsticks and {{MMC|chara= Order-Sol|input = 236P Lv3|label = level 3}} causes a very lengthy stagger. All versions are plus when ACFRCed and the higher levels are naturally plus, but see little use outside of pressure or combos<br />
# {{MMC|chara=Order-Sol|input = 623H lv1|label = Storm Viper}} is a very slow DP at any level of charge at 12, 10 and 8 for levels 1, 2 and 3 respectively. Safejumps are incredibly easy on it due to this reason and safejabs are possible on it with proper timing. As previously stated Action Charge FRC on any version is punishable with pre-emptive 2S<br />
# {{MMC|chara=Order-Sol|input = 236K lv1|label = Bandit Revolver Prototype}} is an overhead at all levels. Level 1 is -1, {{MMC|chara=Order-Sol|input = 236K lv2|label = 2}} is +1, and {{MMC|chara=Order-Sol|input = 236K lv3|label = 3}} is +5. IBing Levels 1 and 2 makes them punishable by 5P, but punishing Level 3 requires you to Slashback the final hit. <br />
# {{MMC|chara=Order-Sol|input = 236S lv1|label = Level 2 Rock It}} is a common pressure reset for Order-Sol at level 1, and at levels {{MMC|chara=Order-Sol|input = 236S lv2|label = 2}} and {{MMC|chara=Order-Sol|input = 236S lv3|label = 3}} are fast and can be buffered from his {{MMC|chara=Order-Sol|input = 2S|label = 2S}} which gives Order-Sol a very rewarding buffer from a very fast poke that he’ll likely already be using a lot of vs you. Level 3 jump cancels on block, meaning despite it being -2 on paper makes it much harder to take your turn back<br />
# {{MMC|chara=Order-Sol|input=41236D|label=Fafnir}} is a 10 frame, very far reaching low attack that also low crushes. If you represent 2D too often either as a meaty or in neutral this attack will give you a very sharp, very painful reminder to use 2D less. In particular this attack can be very potent when used as an answer to meaty spaced 2D<br />
# {{MMC|chara= Order-Sol|input = 214S Lv1|label = Gunblaze}} is an instant low profile special similar to Grand Viper, but instead of hitting in front this attack generates a pillar behind Order-Sol. It is commonly used as a meaty or an anti-air due to the attack's advantage on block and tall hitbox. <br />
# {{MMC|chara= Order-Sol|input = 632146P Lv2|label = Level 2 Savage Fang}} is one of Order-Sols most powerful, if expensive callout tools. Its fast, eats through projectiles, has a huge hitbox in front of and above him, is massively plus on block and is 0 post freeze. It requires 50 meter and level 2 charge but can be an incredibly potent tool to prevent you from even doing so much as moving forward when used correctly<br />
|-<br />
! {{Character Label|GGACR|Potemkin|24px}}<br />
| -/- || <br />
* Normal mode ABA is easy pickings for him. Blocking any hit puts normal ABA in the nightmare realm. At the very least, FB Slide gives her a fully invincible way out of Potemkin mixups that can potentially be converted into a keygrab.<br />
* In Moroha mode, Danzai is throw invincible from frame 1, so Pot's strike-throw game becomes a lot weaker. Keep in mind that he can armor through the first hit of Danzai with Hammer Fall and hit you before the second hit comes down (or just Hammer Fall after blocking the first hit) and normal Danzai will typically lose as a wakeup reversal outside of Goku, as Pot meaty 5K > 2S will connect before the first hit.<br><br />
* Do not activate Goku Moroha if Potemkin is on the ground and is not in range of it's hitbox. He can Slide Head on reaction and immediately knock you down and drain a third of your gauge. The same thing applies for bloodpacking into Moroha, but bloodpack doesn't have a super flash to make it easily reactable.<br />
* Once you land a knockdown on Pot in Moroha, safejump j.S setups will usually get backdashed through, and you will get thrown if you try to continue grounded pressure. Keep an eye out for Pot backdashing on wakeup, and do deep j.S > rejump > j.S. Goku Moroha can do rejump j.S > j.H into a typical combo, regular Moroha is more consistent with rejump j.S > j.H > j.D > rekkas. Alternatively, go for a slightly delayed 2H, which will either catch Pot in the 1 vulnerable frame of his backdash or force him to block and be -2.<br />
* Potemkins {{MMC|chara=Potemkin|input = 2S|label = 2S}} is a core part of his {{MMC|chara=Potemkin|input = [4]6H > P|label = Hammer Fall Break}} pressure. On normal block 2S->Hammerfall Break is 0 on block and has the threat of {{MMC|chara=Potemkin|input = 632146P|label = Pot Buster}} behind it. On Instant Block however it becomes -4, meaning outright punishable by both {{MMC|chara=A.B.A|input = 5P|label = 5P}} and {{MMC|chara=A.B.A|input = 63214H|label = keygrab}}. Learning to IB this move is incredibly important for forcing Potemkin to start varying up his pressure on block<br />
|-<br />
! {{Character Label|GGACR|Robo-Ky|24px}}<br />
| -/- || <br />
* Similar to Order-Sol, this matchup is going to be largely about denying Robo-Ky the ability to build meter and lower his heat gauge. While high heat Robo can be threatening, not allowing him space or time to deplete his heat gauge can force him to play with the semi-constant threat of overheat explosion <br />
* Backing off and blood packing at round start can be good, but be aware that this will allow Robo to do the same and lay down a {{clr|5|2D}} to build meter<br />
* Similar to Anji Robo-Ky builds risc very quickly, and additionally he also builds heat when blocking attacks. On top of that, he has a longer than average number of prejump frames, making it harder for him to escape pressure that other characters may be able to get out of. One of the more common ways for Robo-Ky to defend himself is using IB due to the increased meter gain on it, so be sure to adjust your blockstrings according to their defensive habits<br />
* Robo-Kys {{clr|1|5P}} is a very oppressive normal at +7 on block and has quick enough recovery to bait many of ABAs common reversal options in both forms<br />
* His {{clr|2|5K}} is mostly identical to his non robotic selfs {{clr|2|5K}}, but notably can be self-gatlinged and OSed with his throw<br />
* {{clr|4|5H}} is a 5 frame normal that Robo players will often use when being pressured. On counter hit this attack will stagger for a very long time, however on block and normal hit can be punishable without FRC or RRC<br />
* Robo-Kys {{clr|2|2K}} is very low profile and gatlings into his {{clr|3|2S}}. Robo players will often use this in neutral as a way to advance and confirm a knockdown. They may also opt for a tick throw after blocked {{clr|2|2K}} due to the fairly quick recovery. At max range this attack can be made plus on block, so take caution when attacking after a blocked {{clr|2|2K}} from afar<br />
* Robo-Kys {{clr|1|6P}} is a strong anti-air with good upper body invincibility, a hugely disjointed hitbox and can be repeated up to 2 more times on hit, block or whiff. Roundstart {{clr|1|6P}} will lose to slide even with repeated inputs, take note of their round start habits<br />
* Robo Ky's dash attack is a common neutral option from afar due to its safety on block, window of invincibility and knockdown on hit that allows Robo Ky to gain a large chunk of meter. Danzai can be used on reaction when timed properly but can occasionally be invuled through<br />
* {{clr|4|623H}} is a largely underwhelming DP without meter, and one of the best DPs in the game when he has meter for level 2 or 3 DP. Meaty {{clr|4|2H}} any level before level 3, meaty {{clr|5|2D}} when he has level 3<br />
* {{clr|4|j.623H}} is one of Robo-Kys primary mixup tools at level 2 and 3 due to it being an 8 frame overhead when TKed and is a true mixup with Robo-Kys various lows. Know which normals Robo has that jump cancel and guess correctly<br />
* {{clr|3|214S}} at levels 2 and 3 is a common way for Robo-Ky to end blockstrings due to its advantage on block, or a neutral tool due to its airborne frames allowing him to go over many attacks. IBing the attack can make it substantially easier to challenge afterward<br />
* {{clr|3|236S}} is Robo-Kys equivalent to Kys Charged Stun Edge, predominantly an oki tool used to push a mixup due to the heavy advantage on block. If Robo knocks you down and puts this on you, {{clr|5|623D}} is really your only way out of having to guess for your life<br />
* {{clr|3|j.236S}} is one of Robo-Kys main ways of controlling screen space when at higher levels. Level 2 and 3 missles will track and at level 2 will deal very large amounts of stun when used in combos. Look for patterns in how they like to use missles, and if they have a habit of using them recklessly simply FD or IB the missles and let them drain their tension<br />
* Robo-Kys {{clr|2|63214K}} will drain your meter and give Robo-Ky meter back, and when at less than a third of Moroha will give Robo-Ky a guaranteed IK. Be aware of this when you're low on Moroha gauge<br />
* Robo-Kys install super is very strong, as it gives Robo passive meter build, continually lowers his heat gauge, and when the timer ends will cause an explosion that leaves Robo-Ky extremely plus on block. Don't give Robo-Ky space to get this super off when he has the meter for it, and if he does activate it, make sure you're away from him when the explosion goes off<br />
* Robo-Ky can be very awkward to combo due to his combination of smaller than average hurtbox (identical to Ky's) and super heavyweight status, be sure to adjust routes and lab accordingly. <br />
|-<br />
! {{Character Label|GGACR|Slayer|24px}}<br />
| -/- || <br />
* Watch out for his 6P when using anything that hits higher than his lower body. Slayer’s 6P hitbox, together with its upper body invincibility make it hard to contest.<br><br />
* During Normal mode Slide low profiles many of his moves, but beware of his 2K, 2H, and 2D. Razor kick (236K) can beat them if you have enough time to get it out, but it's ultimately a disadvantaged situation for ABA. <br />
* You can Keygrab his dashes/specials if he's sloppy with them during his pressure, and your 5P can stuff some of his higher hitting normals.2S, 6P, and even 5P can stuff his j.H if timing/spacing is right.DoT can punish your forward dash, making it a risky approach when he has meter.<br><br />
* Once you're in Moroha mode, Danzai shuts down a ton of Slayer's options, as they're mostly single hitting moves. Beware of Slayer when he has 50% meter for his Dead on Time (DoT) super, since he can easily punish you with it if Danzai is blocked, and Counterhit DoT hurts. Goku Moroha’s faster Danzai makes it hard for Slayer to play neutral, but once again, watch out for DoT. Moroha/Goku Moroha 2D can beat BBU at range, since it has no lower body invincibility.<br />
* Slayers {{clr|5|2D}} is pretty fast, knocks down, travels far and can be spaced to be made safe or even plus on block. It takes a long time to whiff however, and leaves Slayer very open to jumping normals if they aren't careful<br />
* Slayers {{clr|4|2H}} is a low crush that staggers on ground hit and has a very disjointed hitbox. Be careful about poking with lows in midrange if Slayer is representing {{clr|4|2H}} frequently<br />
* Moroha {{clr|4|2H}} is active enough that it can often beat out some of Slayers slower reversal options such as BDC Dandy Step forcing Slayer to use reversals such as BDC Bite or BDC DoT to escape<br />
* Don't mash after blocking Under Pressure (Dandy Step~{{clr|3|S}}) on normal block or Faultless Defense as the followup Its Late can often counter hit you for massive damage. Backdash, Danzai, or just blocking is the safest option<br />
* Big Bang Upper ({{clr|5|236D}}) is similar to his {{clr|1|6P}} in its ability to blow through higher hitting attacks while being significantly faster but significantly more unsafe. On block its -22 and in CH state for a majority of its recovery, and has a lot of recovery on whiff. Don't let Slayer whiff this attack for free or use it recklessly<br />
|-<br />
! {{Character Label|GGACR|Sol Badguy|24px}}<br />
| -/- || <br />
* Normal Mode Slide goes under many of his pokes, like f.S and 5HS. Punish careless pokes/pressure with Slide into Throw > Keystab, or directly into Keygrab. <br />
* Slide loses to 2K and especially 2D, but you can hard call out these with 236K (though it will sometimes whiff over 2D, use caution). Keystab if you get the CH stagger, or you might be able to tick throw with it into Keystab depending on spacing. <br />
* FB Slide through Gunflame nets you a free Throw > Keystab.<br />
* 6P beats Riot Stomp clean, confirm into a simple jump combo for Keygrab. It's tricky to anti-air his j.H, but you can sometimes force a clash with 5P.<br><br />
* During Moroha mode the matchup becomes much easier, but has some significant challenges. For one: if you're ever at less than 1/3 on Moroha gauge, the next Wild Throw or Volcanic Viper (VV) you eat is death as he can freely IK afterwards. <br />
* You can bait VV with max range 2D, and also safe jump VV with deep j.S, if the j.S is blocked, you can block confirm into fuzzy dj.S. After blocking VV, watch out for his followup, as it can mess up your punish timing, or worse, CH you. VV gets him out of unblockable setup, but you can call out with FB Danzai or max range 2D.<br><br />
* Take care when using non-FB Danzai for anti-air as his j.H hits twice. His 2D can low profile your f.S at range, using 2D or 6H might be a better option. Doing combos on him, for example 2HS>IAD routes, or landing the third Rekka in loops can be tricky due to his weird air hurtbox. <br><br />
* IAD Orb oki isn't recommended since he can VV out, unless he has sliver of life left and you want to force a trade with rear orb to kill him.<br />
|-<br />
! {{Character Label|GGACR|Testament|24px}}<br />
| -/- || <br />
|-<br />
! {{Character Label|GGACR|Venom|24px}}<br />
| -/- || <br />
* Fairly easy to disrespect. Many of the options Venom wants to use the most either get low profiled by Slide or blown through by Danzai.<br />
* You can Slide under most balls, but Venom can easily follow his grounded balls and punish your slides with a 2K or 2D.<br />
* Venom does not have great answers for Moroha ABA approaching from the air; even if you get hit by a counterhit ball you will usually be able to tech and preserve your gauge. His 6K and 6H will beat your ass if they catch you on the way up, so take care to jump from outside of those ranges.<br><br />
* Venom also has no invincible reversals, so meaty 2H is completely safe until Venom has the meter for a Dead Angle (which he will definitely use). His Dead Angle is dangerous for your Moroha gauge on it's own, but will also wallsplat you if you are in the general vicinity of the corner. Try to maneuver around it with jump cancellable normals or hard callouts with Danzai/Goku activation.<br />
|-<br />
! {{Character Label|GGACR|Zappa|24px}}<br />
| -/- || <br />
* A very very momentum heavy matchup as most tend to be. Zappa's various forms all have to be fought in different ways and have their owns strengths and weaknesses. Be prepared to change how you approach the matchup on the fly according to which summon Zappa gets, but the general strategy remains the same for all four. Get in and kill him<br />
* Naked Zappa is your best opportunity to turn the match in your favor. His normals have very awkward spacings (though they're still quite strong) and Zappas gameplan is generally quite linear during it. His only meterless special is Mukade ({{clr|1|236P}}), a DP that on hit, block or whiff gives Zappa a summon along with an orb. Zappa players will often use this move combined with his low profile dash as a way to approach. On block its -12 but with low blockstun. {{clr|3|c.S}} in either form will net the most consistent punish available to her<br />
* Many of Zappas moves in Naked have low profile which can make poking against him someone tricky<br />
* Zappa's backdash is very similar to Potemkins, but resolves much quicker than his. It takes 11 frames total and is invincible for 10 frames, and can be a very effective reversal when used properly, or just used in neutral to get away from you when you get too close to him<br />
* Every time Zappa is hit there is a 3/8 chance that he'll receive a random summon. This also applies to when he's knocked down, but not when he's put in blockstun. His DP is only available in naked form, so there is at least a 50% chance that he'll have it available to him on wakeup at any given time. <br />
* Zappa has a unique resource that he steadily gains throughout any given round in the form of his orbs. Being hit by Mukade, Etiquette, Birth!!, or any specials from his summons will give Zappa a set number of orbs. When he collects 8 orbs the next summon he receives from Mukade will always be Raou. Raou is capable of dealing very heavy damage both on hit and on block due to his incredibly high chip damage. Raou only lasts 15 seconds, but during that short time period is very capable of either taking a round back or sealing a round win for Zappa<br />
|}<br />
<br />
==Navigation==<br />
<center>{{Character Label|GGACR|A.B.A|42px}}</center><br />
{{Overview/navigation}}<br />
{{#lst:GGACR/Navigation}}</div>Sobosswagnerhttps://www.dustloop.com/wiki/index.php?title=GGACR/A.B.A&diff=376535GGACR/A.B.A2023-02-24T06:33:17Z<p>Sobosswagner: /* FB Avoidance */ Changed the desctiption</p>
<hr />
<div>==Overview==<br />
{{Overview/navigation|okizeme=yes}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content= 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 {{MMC|input=236P|label=Dragging}}. By landing her command throw/hitgrab {{MMC|input=63214H|label=Bonding}}, or spending resources to perform {{MMC|input=63214P|label=Injecting}}, 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, {{MMC|input=6321463214S|label=Altercation}}, 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.<br />
<br />
This comes at a cost, however. In Moroha and Goku Moroha mode, A.B.A's attacks will drain her own health whenever make contact with an opponent, whether that's a hit or block. She also has an active meter which will slowly drain towards empty, and will lose about 30% every time she is knocked down and goes into a wakeup animation. When the meter empties, she forcefully reverts back into NM with {{MMC|input=Suka Motion}}, a lengthy stance that makes her susceptible to eating a full combo or 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.<br />
<br />
A.B.A is best for players who love to balance risk against reward. Learn to love her double-edged playstyle. <br />
}}<br />
{{GGACR/Infobox}}<br />
{{ProsAndCons<br />
|intro= puts a strong emphasis on risk/reward by managing her slow, yet versatile, "Normal" Mode and her two incredibly oppressive, but life draining, "Moroha" and "Goku Moroha" Modes.<br />
|pros=<br />
* '''Strong Anti-airs:''' A.B.A has access to powerful anti-airs in all 3 forms that can all lead to great damage, corner carry and knockdowns on hit, as well as cover a variety of aerial approach options that can force opponents to approach more carefully or simply stay grounded<br />
* '''Deceptive Tangibility:''' A.B.A's hurtboxes are infamously weird, with many characters struggling to properly hit her. Combined with her super heavyweight nature, this can make A.B.A weirdly hard to combo. <br />
* '''Burst Mobility:''' Normal Mode has slow walk speed, but gives A.B.A access to the extremely low profile {{MMC|input=236P|label=Dragging}} to duck under things in neutral. Moroha and Goku Moroha, on the other hand, have best-in-class movement. Multiple airdashes, jump-cancellable normals, and one of the fastest runspeeds in the game all give Moroha A.B.A extreme threat in neutral. <br />
* '''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.<br />
* '''Tanky:''' Despite her health drain mechanic in her installs, A.B.A's high defense modifier and stun resist allows her to survive longer than average. Additionally her ability to self heal when exiting Moroha with {{MMC|input=63214P[m]|label=Bloodpack}}, {{MMC|input=63214H|label=Keygrab}}, or when activating {{MMC|input=6321463214S|label=Goku Moroha}} can help to alleviate much of the health lost during her installs.<br />
* '''Snowball Potential:''' Even in Normal Mode {{MMC|input=236D|label=FB Dragging}} 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. <br />
|cons=<br />
* '''Normal Mode:''' ABA begins every round in Normal Mode, which has somewhat awkward normals, as well as generally poor and committal mobility. ABA often needs to RPS at the start of every round in order to gain access to her stronger tools in Moroha mode<br />
* '''Health drain:''' During both Moroha and Goku Moroha, ABA will constantly take self inflicted damage as she hits the opponent, which can only be healed back by using Bloodpacks, Keygrab or Goku Moroha. Poor management of her health can often lead to sudden deaths by abare<br />
* '''Limited Unique Resource:''' ABA uses her bloodpacks to enter and exit Moroha Mode safely, as well as to enter Goku Moroha, and mismanagement of these can leave her stuck in Normal Mode, or in a disadvantageous position in Moroha Mode with no means of safely escaping it<br />
* '''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.<br />
}}<br />
</div><br />
<br />
==Unique Mechanics==<br />
==={{InvisibleText|Mode Switch}}===<br />
{{card|width=4<br />
|header=Mode Switch<br />
|content=A.B.A starts every round in her Normal mode.<br />
A.B.A can switch to her Moroha mode by either successfully hitting the opponent with Bonding (keygrab) or by using Injecting (bloodpack). While in Moroha mode, all of A.B.A's normals (notably S and H) and specials are significantly changed for the better, but she must manage a constantly depleting unique meter, and she will inflict self damage upon hitting the opponent or making them block. Also, with 50 meter, A.B.A also has access to a heavily-improved version of this mode called Goku Moroha mode.<br />
}}<br />
=={{InvisibleText|Blood Packs}}==<br />
{{card|width=4<br />
|header=Blood Packs [[File:GGACR_ABA_BloodPack.png|24px]]<br />
|content=A.B.A starts each round with a limited resource known as Blood Packs.<br />
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.<br />
}}<br />
=={{InvisibleText|Starter Guide}}==<br />
{{StarterBlurb}}<br />
=={{InvisibleText|Moroha Mode Movement Stat Changes}}==<br />
{{card|width=4<br />
|header=Moroha Mode Movement Stat Changes<br />
|content=<br />
Below is a basic overview of movement stats which change during each of A.B.A's modes. For a full list of movement values, check the [[GGACR/A.B.A/Frame Data#Movement Stats|full frame data page]].<br />
{{#cargo_query:tables=ggacrCharacters<br />
|fields=name=Mode,CONCAT(backdashDuration, "F \(1~", backdashInvulnerability, "F Strike Invuln\)")=Backdash,numberOfAirDashes=Air Dashes,initialDashSpeed=Initial Dash Speed,jumpVXForwards=Forwards Jump Speed,airDashForwardsSpeed=Forwards Air Dash Speed<br />
|where=name in ("A.B.A", "A.B.A (Moroha)", "A.B.A (Goku Moroha)")<br />
|format=table<br />
|order by=Air Dashes, Mode<br />
}}<br />
}}<br />
{{FrameChartKey}}<br />
<br />
==Normal Moves==<br />
<div class="movelist-toggles sticky"><br />
<div id="movelist-toggle-1" class="movelist-toggle-button">[[File:GGACR_ABA_Normal_Icon.png|link=|32x32px]] &nbsp; Normal</div><br />
<div id="movelist-toggle-2" class="movelist-toggle-button">[[File:GGACR_ABA_Moroha_Icon.png|link=]] &nbsp; Moroha</div><br />
<div id="movelist-toggle-3" class="movelist-toggle-button">[[File:GGACR_ABA_Goku_Moroha_Icon.png|link=]] &nbsp; Goku Moroha</div><br />
</div><br />
<div id="movelist-1" class="movelist"><br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGACR Move Card<br />
|input=5P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 2<br />
|recovery = 7<br />
}}<br />
While {{clr|1|5P}} isn't much of a traditional FG jab, it sees good use as a reactionary anti-air/counter-poke, with three frames of head invulnerability. Its speed also helps ABA convert falling {{clr|4|j.H}} at any height into {{clr|5|2D}} > keygrab.<br />
<br />
On block, however, this is where the move really shines, as you have the option to mix them up with a proximity throw keygrab or with a frame trap, using either {{clr|2|5K}}, {{clr|5|2D}} or {{clr|4|6H}}, to prevent jump-outs.<br />
<br />
Whiffs on crouching Faust, Zappa, Kliff, Millia, and Anji (only when in hitstun)<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGACR Move Card<br />
|input=5K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 5<br />
|recovery = 6<br />
}}<br />
A go-to poke, balancing speed and range amongst Normal Mode's overall slow moveset. Being able to self-cancel on hit and staying plus on block very much helps.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|2|5K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGACR Move Card<br />
|input=c.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 3<br />
|recovery = 12<br />
}}<br />
Proximity normal. Rather important for combos leading to keygrab or rekkas.<br />
<br />
Interestingly enough, you can do a reverse gatling cancel on block into {{clr|1|2P}} to remain more plus.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|2P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGACR Move Card<br />
|input=f.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 3<br />
|recovery = 14<br />
}}<br />
Standing low with acceptable speed. Will catch opponents off guard due to how far forward it moves, which makes a great frame trap after {{clr|3|c.S}}.<br />
<br />
Being safe on block means you can try to go for big frame traps like {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, or even an IAD {{clr|4|j.H}} pressure reset.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGACR Move Card<br />
|input=5H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 7<br />
|recovery = 27<br />
}}<br />
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.<br />
<br />
On hit, you can combo into keygrab or rekkas > bloodpack to enter MM. On block, thanks to its great pushback, you can cancel into bloodpack or whiff cancel {{clr|5|2D}} to reset back to neutral. You can also cancel into slide and remain fairly safe as a gimmicky way to stay close to the opponent.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===<br />
{{GGACR Move Card<br />
|input=5D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 25<br />
|active = 4<br />
|recovery = 15<br />
}}<br />
Despite its decent nature, you probably won't use this much since you'll mostly be on the defensive in Normal Mode. If you land it, you should do a short air combo into Keygrab.<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGACR Move Card<br />
|input=6P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 8<br />
|recovery = 10<br />
|offset = 3<br />
|inactive = 5<br />
}}<br />
A relatively fast two-hitting {{clr|1|6P}}. Serves its purpose well enough as a situational AA. You can only combo this into 2S though, aside from jump and special cancels.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|3|2S}}<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGACR Move Card<br />
|input=6H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 18<br />
|active = 9<br />
|recovery = 25<br />
}}<br />
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.<br />
<br />
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 <br />
{{clr|2|236K}} to remain somewhat safer. Don't whiff this.<br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGACR Move Card<br />
|input=2P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 2<br />
|recovery = 6<br />
}}<br />
2F slower than {{clr|1|5P}}, but more far-reaching and plus on block. Standard crouching jab.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGACR Move Card<br />
|input=2K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 4<br />
|recovery = 10<br />
}}<br />
A low poke with OK range. Leads to either rekkas or {{clr|5|2D}} > Keygrab on hit.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|3|c.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGACR Move Card<br />
|input=2S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 6<br />
|recovery = 13<br />
}}<br />
Fantastic hitboxes makes this move a great anti-air that leads to a short air combo ending with keygrab. Moves ABA slightly forward.<br />
<br />
Essentially an air KD on CH, so you often can combo into keygrab from trades.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGACR Move Card<br />
|input=2H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 15<br />
|recovery = 10<br />
|offset = 8<br />
|inactive = 3<br />
}}<br />
1st hit launches the opponent, which leads to easy combos ending with keygrab. Although {{clr|4|2H}} is slow, its hitboxes are rather disjointed, which can stuff things unexpectedly and might win against jump-ins and moves behind her, or trade with them favorably.<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGACR Move Card<br />
|input=2D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 3<br />
|recovery = 15<br />
}}<br />
Pretty typical. You'll usually end ground strings with this into keygrab.<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGACR Move Card<br />
|input=j.P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 14<br />
}}<br />
Excellent fast A2A with a good disjointed hitbox. You can do neutral/forward jump > {{clr|1|j.P}} as rather safe roundstart option. On hit, you can confirm into (JC) {{clr|1|j.P}} > keygrab.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGACR Move Card<br />
|input=j.K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 8<br />
|recovery = 12<br />
}}<br />
Hits directly above ABA, so this attack functions well as a rising anti-air. As it can launch grounded opponents with fairly generous untechable frames, you use this to convert stray IAD strings (i.e. IAD {{clr|3|j.S}} {{clr|1|j.P}} {{clr|2|j.K}}) into a short air combo ending with keygrab. <br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGACR Move Card<br />
|input=j.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 8<br />
|recovery = 11<br />
}}<br />
Pretty safe to just throw this around in neutral. Works well in most situations due to its speed and good hitbox.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|4|j.H}}<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGACR Move Card<br />
|input=j.H<br />
|description=<br />
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.<br />
<br />
Generally safe enough on standing block that you can cancel it to {{clr|1|5P}} to extend your pressure. If IB'd though, you can be punished by DPs or throws, though you can gamble with keygrab as a frametrap. High risk - high reward.<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGACR Move Card<br />
|input=j.D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 16<br />
|active = 4<br />
|recovery = 13<br />
|specialRecovery = 5<br />
}}<br />
Nice horizontal range, but very slow. Works mainly as a preemptive AA. On CH, provided you're close enough to the opponent, you might be able to get a keygrab. Otherwise, just use a bloodpack after hits.<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GGACR Move Card<br />
|input=Ground Throw<br />
|description=<br />
Tosses them away into a knockdown. Your best option after landing a grab is often to (dash) keygrab. Can wallbounce if you're near the corner.<br />
<br />
{{clr|4|6H}} sends the opponent backward while {{clr|4|4H}} sends them forward. Best OSed with either {{clr|2|5K}} or {{clr|3|c.S}} unless keeping the corner is necessary<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGACR Move Card<br />
|input=Air Throw<br />
|description=<br />
Standard airthrow. (Dash) keygrab is possible if you airthrow them close to the ground, for a burst safe mode switch.<br />
}}<br />
<br />
===<big>Dead Angle Attack</big>===<br />
{{GGACR Move Card<br />
|input=DAA<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 7<br />
|recovery = 29<br />
}}<br />
ABA's Dead angle is faster than most dead angles and comes with significantly more invulnerability and knocks down the opponent. However, it's usually a much better use of meter if you can IB > FB slide (see below) their pressure/oki, especially when your back is against the corner.<br />
<br />
On regular hit, you can keygrab out of the knockdown. Oddly enough, this is not possible on CH.<br />
}}<br />
<br />
===<big>Blue Burst</big>===<br />
{{GGACR_Move_Card<br />
|input=D+X<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 6<br />
|recovery = 24<br />
|specialRecovery = 3<br />
}}<br />
A.B.A has a unique Blue Burst. Unlike other characters, her Burst has 2F less startup and 3F shorter recovery. <br />
}}<br />
<br />
==Special Moves==<br />
===<big>Deletion</big>===<br />
{{InputBadge|{{clr|3|236S}}}}<br />
{{GGACR Move Card<br />
|input=236S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 2<br />
|recovery = 17<br />
}}<br />
The start of ABA's rekkas. One of the better hitboxes in NM. Works great as a knockdown tool in case {{clr|5|2D}} > keygrab isn't possible.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Ruin</big>===<br />
{{InputBadge|{{clr|3|236S}} > {{clr|3|46S}}}}<br />
{{GGACR Move Card<br />
|input=236S > 46S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 3<br />
|recovery = 19<br />
}}<br />
2nd part of the rekkas. Staggers on hit, but it’s rather wimpy in Normal Mode and requires an RC to get any sort of advantage. You can also frame trap with this, but can easily be disrespected by almost all reversal options, or just backdash.<br />
}}<br />
<br />
===<big>Condemnation</big>===<br />
{{InputBadge|{{clr|3|46S}} > {{clr|3|63214S}}}}<br />
{{GGACR Move Card<br />
|input=236S > 46S > 63214S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 3<br />
|recovery = 31<br />
|frcStart = 14<br />
|frcEnd = 15<br />
}}<br />
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].<br />
<br />
In the corner, provided ABA's close enough to the opponent, you can do continue the combo meterlessly by linking with {{clr|3|c.S}}/{{clr|3|f.S}}/{{clr|3|2S}} > keygrab, or {{clr|2|2K}} {{clr|3|c.S}} > keygrab (on mids/heavies only), though both of this are rather tight.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Bonding</big>===<br />
{{InputBadge|{{clr|4|63214H}} (Air OK)}}<br />
{{GGACR Move Card<br />
|input=63214H,j.63214H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 12<br />
|recovery = 30<br />
}}<br />
Keygrab. The most important move in your arsenal. <br />
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.<br />
<br />
This move acts as both a command throw and a strike. If from anywhere from frames 4-9, the opponent is in a throwable state and the move is in range, it will grab them. Afterwards, it will turn into a strike for the remainder of its active frames, meaning that the move can also be combo'd into. If the strike is blocked, however, it becomes very unsafe.<br />
}}<br />
<br />
===<big>Dragging</big>===<br />
{{InputBadge|{{clr|1|236P}}}}<br />
{{GGACR Move Card<br />
|input=236P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 28<br />
|frcStart = 11<br />
|frcEnd = 13<br />
}}<br />
Vitally useful. Being an evasive slide, A.B.A. becomes '''very''' low-profile when executing this move, making it great for sliding under projectiles or anticipated pokes for a throw > Keygrab. You can even slide under stuff like {{clr|1|2P}}s or Robo-Ky’s knee bazooka! Just beware of lows/being thrown before the slide is over.<br />
<br />
Has an FRC point just as A.B.A. tucks herself inward, which can be used as a last resort to cancel the slide if baited, or to bait your opponent into attempting a punish. At times, slide can also be a gimmicky movement option, especially after {{clr|4|5H}} on CH/block or {{clr|4|6H}} on hit.<br />
}}<br />
<br />
===<big>Retribution</big>===<br />
{{InputBadge|{{clr|2|236K}}\{{clr|3|46S}} > {{clr|2|236K}}}}<br />
{{GGACR Move Card<br />
|input=236K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 22<br />
|active = 3<br />
|recovery = 20<br />
|frcStart = 28<br />
|frcEnd = 30<br />
}}<br />
A far reaching overhead. Throw and feet invincible mid kick, making for a good meaty. Slightly unsafe on hit/block, though it has a rather late FRC point, so you can use it to confirm into {{clr|2|5K}}/{{clr|3|c.S}} > xxx > keygrab. Staggers on CH for quite a while, giving you a free keygrab. Can also be used in place of the 3rd Rekka ({{clr|3|63214S}}).<br />
}}<br />
<br />
===<big>Avoidance</big>===<br />
{{InputBadge|{{clr|4|236H}}}}<br />
{{GGACR Move Card<br />
|input=236H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 35<br />
|isProjectile = true<br />
|recovery = 6<br />
|frcStart = 23<br />
|frcEnd = 24<br />
}}<br />
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.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Injecting</big>===<br />
{{InputBadge|{{clr|1|63214P}}}}<br />
{{GGACR Move Card<br />
|input=63214P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 38<br />
}}<br />
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.<br />
<br />
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.<br />
}}<br />
<br />
==Force Breaks==<br />
===<big>FB Dragging</big>===<br />
{{InputBadge|{{clr|5|236D}}}}<br />
{{GGACR Move Card<br />
|input=236D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 26<br />
|frcStart = 9<br />
|frcEnd = 23<br />
}}<br />
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.<br />
<br />
It will evade oki, including meaty setups. It will slide through moves and supers, even stuff like Raou’s Bellows Malice, for easy Keygrabs. It has a huge FRC point, which is highly useful in certain situations since you can FRC to choose which side of the opponent A.B.A will appear on, or to buffer into a surprise Keygrab. A 25% "reversal" option never looked so good.<br />
*Doesn't work out of dash normally, but can be done with a Negative Edge {{clr|5|D}} held during dash startup then let go during it's cancel frames, giving you stronger control of positioning in situations such as going through Justice N.B. sets from further away and Testament Zeinest/HITOMI setups designed to catch normal FB Dragging distance.<br />
}}<br />
<br />
==Overdrives==<br />
===<big>Evidence: Concealment</big>===<br />
{{InputBadge|{{clr|4|632146H}}}}<br />
{{GGACR Move Card<br />
|input=632146H,632146H > 236H,632146H > 236H > 236H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 19<br />
|active = 6<br />
|recovery = 34<br />
|frcStart = 19<br />
|frcEnd = 22<br />
}}<br />
Normal mode exclusive. Despite not having full invul all the way through startup, it can kind of work as a reversal, sometimes.<br />
<br />
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.<br />
----<br />
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.<br />
}}<br />
<br />
===<big>Evidence: Destruction</big>===<br />
{{InputBadge|{{clr|1|j.632146P}}}}<br />
{{GGACR Move Card<br />
|input=j.632146P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = <br />
|active = <br />
|recovery = <br />
}}<br />
Highly situational air super, with some startup invuln. You can use this as an expensive air-to-air to kill low health opponents, as it will beat almost any air normal and a lot of anti airs, though it will trade sometimes. You can also use this to end air combos with it if it'll kill, or extend ground ones via TK'ing after {{clr|3|f.S}}. <br />
}}<br />
<br />
<!--------------------- MOROHA MODE ---------------------------------><br />
</div><br />
<div id="movelist-2" class="movelist"><br />
In Moroha mode, ABA's attacks receive slight to moderate damage boosts, along with different, greatly improved {{clr|3|S}}, {{clr|4|H}}, and {{clr|5|D}} normals.<br />
<br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGACR Move Card<br />
|input=5P[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 2<br />
|recovery = 7<br />
}}<br />
While {{clr|1|5P}} isn't much of a traditional FG jab, it sees good use as a reactionary anti-air/counter-poke, with three frames of head invulnerability. Its speed also helps ABA convert falling {{clr|4|j.H}} at any height into MM {{clr|3|c.S}} > {{clr|4|2H}} > etc, or {{clr|3|f.S}} > rekkas.<br />
<br />
On block, you can mix the opponent up with tick throws, or extend your pressure into {{clr|4|2H}} to remain plus.<br />
<br />
Whiffs on crouching Faust, Zappa, Kliff, Millia, and Anji (only when in hitstun)<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGACR Move Card<br />
|input=5K[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 5<br />
|recovery = 6<br />
}}<br />
Not bad of a poke, but there are better options in Moroha mode, so this move is mostly situational. Being plus on block is still great though.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|6P}}, {{clr|2|5K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGACR Move Card<br />
|input=c.S[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 3<br />
|recovery = 14<br />
}}<br />
A great pressure starter/extender that cranks up their guardbar rather well. In Moroha mode, this normal gains a monstrous hitbox along with foot invuln during startup and active frames, while being just 2f slower than NM {{clr|3|c.S}}. Cancel this into {{clr|3|f.S}}, {{clr|4|5H}}, or {{clr|4|2H}} to continue your pressure.<br />
<br />
As it's 0 on block, you can also try to frametrap with her gatling options or with specials, or even Goku Moroha activation ({{clr|3|6321463214S}}).<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGACR Move Card<br />
|input=f.S[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 2<br />
|inactive2 = 2<br />
|active3 = 2<br />
|recovery = 16<br />
}}<br />
With its amazing range and disjointed hitboxes, Moroha {{clr|3|f.S}} is a staple for your neutral, and is also a beefy poke to start your pressure game.<br />
<br />
As it hits twice, you can throw this out to stuff hyper armored moves or familiars that eat hits (Little Eddie, Zappa's Dog, Dizzy's Fish), which nicely leads to {{clr|4|5H}} or rekkas. No longer hits low unlike in Normal mode.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGACR Move Card<br />
|input=5H[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 5<br />
|inactive2 = 6<br />
|active3 = 2<br />
|recovery = 12<br />
}}<br />
Even though it's 2f slower than NM {{clr|4|5H}}, this move hits twice, builds a ridiculous amount of guard bar on block, and vacuums on the second hit, which is also an important part in your Moroha refresh combos (xxx > {{clr|4|5H}} with both hits > 1st rekka > 2nd rekka > double keygrab). On crouching opponents, you can also combo this into {{clr|4|6H}} for optimal damage and meter gain.<br />
<br />
Due to its lenient cancel window, you can also frame trap with Moroha ABA's various gatling options: either {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|2D}}, or even rekkas, allowing you to keep the opponent close and get their guard bar flashing in about a second. An excellent pressure tool that is somehow 0 on block.<br />
<br />
There is a gap between {{clr|4|5H}} 2nd hit and the first hit of {{clr|4|2H}} on block that can be reversaled through, but is unthrowable on normal block. 3 frame normals such as Sol and Order-Sols {{clr|2|5K}} or A.B.As {{clr|1|5P}} will beat this. 4 frame normals will trade with the second hit but will leave A.B.A at enough advantage for her to be able to combo dash {{clr|3|c.S}}. {{clr|4|5H}} 1st hit to {{clr|4|2H}} is gapless unless IBed<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|3|2S}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===<br />
{{GGACR Move Card<br />
|input=5D[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 24<br />
|active = 4<br />
|recovery = 15<br />
}}<br />
A frame faster than the Normal mode version and fairly safe for a {{clr|5|5D}} at only -5. On normal hit can lead into impossible dust combos, but very useful against an opponent with flashing risc due to the automatic counter hit properties. On counter hit gives you any combo you want since its completely untechable. Not particularly noteworthy but important to keep your opponent from getting too comfortable just down-backing.<br />
*Interestingly, you can cancel this into {{MMC|input=6321463214S|label=Altercation}}, to keep yourself plus on block or even get a free combo (provided you have the resources) by TKing the super input, cancelling the flash frame into dust Homing Jump and not using any meter or bloodpacks!<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGACR Move Card<br />
|input=6P[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 6<br />
|recovery = 17<br />
}}<br />
In Moroha mode, its hitbox is a little altered since Paracelsus' head changes shape, but functions the same as NM's. On block, you can now cancel it to {{clr|4|6H}} to reset or end pressure.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|3|2S}}, {{clr|4|6H}}<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGACR Move Card<br />
|input=6H[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 14<br />
|recovery = 30<br />
}}<br />
No longer a slow CH stun fishing move in Moroha, {{clr|4|6H}} now hits twice, gains jump cancels, sports exceptional range, cranks the guardbar nicely, and hurts a lot more. The fact that you can jump cancel this means that on block, you get to do some gimmicky pressure resets via {{clr|4|6H}} (1) > IAD {{clr|4|j.H}}. Alternatively, you can just do {{clr|3|236S}} to end pressure more safely.<br />
<br />
On its own, this move mostly sees use against people trying to backdash her oki on wakeup in the corner, or those trying to low profile {{clr|3|f.S}} or {{clr|4|5H}} from far away. If you managed to land a hit from max range, rekkas or butt ({{clr|4|421H}}, air hit only) are your only meterless options.<br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGACR Move Card<br />
|input=2P[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 2<br />
|recovery = 6<br />
}}<br />
Mostly identical to NM version, though thanks to the speed boost ABA gains in Moroha, you can dash in and use this to pressure the opponent or just tick throw them.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGACR Move Card<br />
|input=2K[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 4<br />
|recovery = 10<br />
}}<br />
Aside from a slight damage boost, this move is virtually the same as the NM version. Useful for opening the opponent up during mixups.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGACR Move Card<br />
|input=2S[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 6<br />
|recovery = 18<br />
}}<br />
A fantastic anti-air. Despite being 50% slower than NM {{clr|3|2S}}, it makes up for having ludicrous hitboxes and range. When done preemptively, this will hard punish most jump-ins. Great reward on CH. On block , you get a gimmicky high/low mixup with {{clr|5|5D}} and {{clr|5|2D}}, but going for {{clr|5|2D}} into rekkas is usually preferred.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGACR Move Card<br />
|input=2H[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 14<br />
|recovery = 6<br />
|frcStart = 20<br />
|frcEnd = 22<br />
}}<br />
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.<br />
<br />
Being slightly airborne before going active means ABA is throw-invuln during this window, so you can use this as a nice meaty button. To top it off, MM {{clr|4|2H}} also has an FRC point just as the axe touches the ground for the 2nd hit, which is excellent for applying baits or pressure. Insane.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|3|2S}}<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGACR Move Card<br />
|input=2D[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 2<br />
|recovery = 23<br />
}}<br />
In Morohaville, {{clr|5|2D}}'s range grows from standard to absurd. Near the corner, you can confirm into rekka loops (except on Axl, Baiken, Bridget, Millia, and May). At max range, you can use it to bait reversals, and include a hitstop OS with rekkas. It will convert on hit, but you'll be safe on whiff, as long as you space it properly.<br />
<br />
Notably, on CH or against light characters, you can combo this into GM activation, leading to a nice damaging combo with knockdown and oki.<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGACR Move Card<br />
|input=j.P[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 14<br />
}}<br />
Mostly identical to NM version, but you can now chain it on block to the improved MM {{clr|4|j.H}} to keep pressuring the opponent from air to ground.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGACR Move Card<br />
|input=j.K[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 8<br />
|recovery = 12<br />
}}<br />
Being 1f faster in Moroha mode means this move works rather nicely as a rising air-to-air now, even though {{clr|3|2S}} still yields far better rewards on CH. You will mostly use this move in tandem with her fuzzy high/low mixup along with {{clr|3|j.S}}.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGACR Move Card<br />
|input=j.S[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 5<br />
|recovery = 12<br />
}}<br />
Excellent air-to-air. Slightly slower in comparison to NM {{clr|3|j.S}}, but has much better range, damage, and attack level. Crucial for her fuzzy high/low mixups.<br />
<br />
Your standard setup for fuzzies is [{{clr|3|j.S}} > d{{clr|3|j.S}} > falling {{clr|4|j.H}} > land] into more combos. These lead to BIG damage, upwards of 300+ depending on guard bar and available tension. Since it combos to {{clr|1|j.P}} or {{clr|2|j.K}}, you can fuzzy guard by doing [{{clr|3|j.S}} > {{clr|2|j.K}}] or [{{clr|3|j.S}} > {{clr|1|j.P}}]. The latter isn't as useful since the hitstun on {{clr|1|j.P}} is subpar, but the reward from {{clr|3|j.S}} > {{clr|2|j.K}} is superb. Knock an opponent down in the corner do [running {{clr|3|j.S}} > {{clr|2|j.K}} > d{{clr|3|j.S}} > {{clr|4|j.H}}]. Done properly, this is airtight, and if the opponent blocks low at any point, they're getting fuzzied. Other options include land > throw after the fuzzy, or do more {{clr|1|j.P}}s.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGACR Move Card<br />
|input=j.H[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 6<br />
|recovery = 20<br />
}}<br />
ABA's notorious air normal. Aside from gaining huge hitboxes in Moroha, {{clr|4|j.H}} also tucks her hurtbox upwards, making it great not just for air-to-air interactions, but also for jump-ins, especially crossups. The built-in OS with airthrow doesn't do your opponents any favors either, so don't hesitate throwing this out in neutral.<br />
<br />
On CH, you can easily confirm it into a short KD combo or ludicrous damage, despite its prorate. On normal hit/block from IAD height, you can link it to {{clr|1|5P}}, which easily leads to your ground strings. People hate this move.<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGACR Move Card<br />
|input=j.D[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 4<br />
|recovery = 13<br />
|specialRecovery = 5<br />
}}<br />
Faster and more far-reaching than NM version, so {{clr|5|j.D}} can occasionally be used as a CH fishing move in neutral, as you have higher rewards in Moroha. This move is also a key ingredient in A.B.A.’s Orb loop. Otherwise, there are better air-to-air options.<br />
}}<br />
<br />
===<big>Universal Mechanics</big>===<br />
----<br />
===<big>Ground Throw</big>===<br />
{{GGACR Move Card<br />
|input=Ground Throw[m]<br />
|description=<br />
Moroha and Goku Moroha version slams into a ground bounce on hit. Standard range, but easily leads into a lot of damage, especially with a raised Guard Bar. Tick throw with any fast normals ({{clr|1|5P}}, {{clr|1|2P}}, {{clr|2|2K}}) or after vacuuming them in with {{clr|4|5H}}. A crucial part of A.B.A's offensive gameplan.<br />
<br />
{{clr|4|6H}} sends the opponent backward while {{clr|4|4H}} sends them forward. Can be OSed with {{clr|2|5K}} or {{clr|3|c.S}}, but even {{clr|4|5H}} and {{clr|4|6H}} are surprisingly good at catching jump-outs and backdashes, though are much slower.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGACR Move Card<br />
|input=Air Throw[m]<br />
|description=<br />
Identical to NM version. As usual, (dash) keygrab is possible if you airthrow them close to the ground, for a burst safe mode switch.<br />
}}<br />
<br />
===<big>Dead Angle Attack</big>===<br />
{{GGACR Move Card<br />
|input=DAA[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 2<br />
|inactive2 = 2<br />
|active3 = 2<br />
|recovery = 20<br />
}}<br />
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.<br />
}}<br />
<br />
===<big>Special Moves</big>===<br />
----<br />
===<big>Deletion</big>===<br />
{{InputBadge|{{clr|3|236S}}}}<br />
{{GGACR Move Card<br />
|input=236S[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 2<br />
|recovery = 17<br />
}}<br />
The start of ABA's rekkas. Having better hitboxes and startup, along with the forward momentum boost before its active frames, Moroha {{clr|3|236S}} is a rather nice poke you often can throw out in neutral that's difficult to low profile. It's unsafe, but its long range and decent pushback make it safe-ish from afar.<br />
}}<br />
<br />
===<big>Ruin</big>===<br />
{{InputBadge|{{clr|3|236S}} > {{clr|3|46S}}}}<br />
{{GGACR Move Card<br />
|input=236S > 46S[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 3<br />
|recovery = 19<br />
}}<br />
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.<br />
<br />
You can also immediately cancel it to GM activation {{clr|3|6321463214S}}, with 50 meter. Notably, you can do a short combo [xxx > 2nd rekka > keygrab x2] to refresh her Moroha gauge, thanks to its stagger effect on ground hit.<br />
}}<br />
<br />
===<big>Condemnation</big>===<br />
{{InputBadge|{{clr|3|46S}} > {{clr|3|63214S}}}}<br />
{{GGACR Move Card<br />
|input=236S > 46S > 63214S[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 3<br />
|recovery = 28<br />
|frcStart = 14<br />
|frcEnd = 15<br />
}}<br />
The last part of her rekkas. In Moroha, it gain even more groundslide time, which allows you to do rekka loops [xx > {{clr|5|2D}} > 1st rekka > 2nd rekka > delayed 3rd rekka] x 2/3. Still pretty unsafe on block, but the opponent still has to respect it due to its FRC point, as well as the fact you can activate GM as late as possible. <br />
}}<br />
<br />
===<big>Bonding</big>===<br />
{{InputBadge|{{clr|4|63214H}} (Air OK)}}<br />
{{GGACR Move Card<br />
|input=63214H[m],j.63214H[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 12<br />
|recovery = 30<br />
}}<br />
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.<br />
<br />
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.<br />
*On block, can cancel to {{MMC|input=6321463214S|label=Altercation}}, or be RC'd.<br />
}}<br />
<br />
===<big>Engorgement</big>===<br />
{{InputBadge|{{clr|4|421H}}}}<br />
{{GGACR Move Card<br />
|input=421H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 21<br />
|active = 11<br />
|recovery = 14<br />
}}<br />
Headbutt, aka butt. ABA hops forward along with Paracelsus. Works well as a combo ender, and is a staple of Butt loops. Its long active time can make it safe when it makes contact late, but otherwise it doesn't see much use in neutral. With meter, you can RC on hit or block to double jump or airdash afterwards.<br />
}}<br />
<br />
===<big>Judgment</big>===<br />
{{InputBadge|{{clr|4|623H}}}}<br />
{{GGACR Move Card<br />
|input=623H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 18<br />
|active = 6<br />
|inactive2 = 20<br />
|active3 = 3<br />
|recovery = 25<br />
}}<br />
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!<br />
<br />
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.<br />
<br />
As Danzai is a special move, it is also cancellable to GM activation (with 50 meter), making it a particularly dangerous offensive option.<br />
}}<br />
<br />
===<big>Displacement</big>===<br />
{{InputBadge|{{clr|1|63214P}}}}<br />
{{GGACR Move Card<br />
|input=63214P[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 40<br />
|frcStart = 10<br />
|frcEnd = 13<br />
}}<br />
Bloodpack exit. Spends one pack to return to Normal Mode and restore 120% of self-inflicted damage. Has an FRC point to make recovery less punishable.<br />
}}<br />
<br />
===<big>Blunder</big>===<br />
{{InputBadge|{{clr|2|41236K}}\{{clr|3|46S}} > {{clr|2|236K}}}}<br />
{{GGACR Move Card<br />
|input=41236K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 28<br />
|active = 1<br />
|recovery = 29<br />
}}<br />
Flipkick. Throw/low invincible overhead/pseudo-unblockable (can be air blocked) which ground bounces on hit and staggers the opponent on standing block. Most commonly used in tandem with {{MMC|input=236D[m]|label=FB Bloodball}} for an expensive but very powerful unblockable setup into {{MMC|input=6321463214S|label=Goku Moroha}}<br />
}}<br />
<br />
===<big>Eradication</big>===<br />
{{InputBadge|{{clr|3|j.41236S}}}}<br />
{{GGACR Move Card<br />
|input=j.41236S<br />
|description=<br />
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.<br />
<br />
You can also use this move low to the ground as a meaty to bait wake-up throw attempts. Moreover, it's possible for both orbs to touch the opponent on oki situations, which will hurt a LOT on hit, though this is usually not reversal safe. Has an FRC point to remain safe, though, just as A.B.A. begins to tuck her outstretched leg back in, right when the orbs become active. Dash jump at downed opponent > orbs (FRC) on top of them > {{clr|2|2K}}, {{clr|5|5D}}, etc. to begin pressure.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Suka Motion</big>===<br />
{{InputBadge|Moroha Gauge reaches 0}}<br />
{{GGACR Move Card<br />
|input=Suka Motion<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 52<br />
}}<br />
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.<br />
<br />
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:<br />
# Is in the middle of an attack animation<br />
# Follows regular Moroha's gatling rules (you will not be able to do gatlings that are only possible in Goku Moroha)<br />
# 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)<br />
<br />
If your Moroha gauge runs out mid-combo/blockstring, you can end it quickly with keygrab, bloodpack exit, or activate GM to recover safely.<br />
}}<br />
<br />
===<big>Force Breaks</big>===<br />
----<br />
===<big>FB Avoidance</big>===<br />
{{InputBadge|{{clr|5|236D}}}}<br />
{{GGACR Move Card<br />
|input=236D[m]<br />
|description=<br />
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. <br><br />
<br />
The multihit part of the projectile has a weird property where the gap will always be the same, ignoring hitstop when it hits. This means against Jam's parry and SB the projectile will still lock them in hitstop preventing them from even using a reversal option. <br />
}}<br />
<br />
===<big>FB Judgment</big>===<br />
{{InputBadge|{{clr|5|623D}}}}<br />
{{GGACR Move Card<br />
|input=623D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 18<br />
|active = 6<br />
|inactive2 = 20<br />
|active3 = 3<br />
|recovery = 25<br />
}}<br />
FB Danzai launches higher on hit and gets hyper armor for the upswing till Christmas, plowing through pretty much anything as long as you still have life left. Obscene.<br />
}}<br />
<br />
===<big>Overdrives</big>===<br />
----<br />
===<big>Evidence: Destruction</big>===<br />
{{InputBadge|{{clr|1|j.632146P}}}}<br />
{{GGACR Move Card<br />
|input=j.632146P[m],j.632146P > 214K<br />
|description=<br />
No longer hits overhead, but now allows you to follow up with additional hits by inputting {{clr|2|j.214K}} for some extra damage. Its usage is identical to NM version, though, and there's an even better super you can do in Moroha mode for which you should really save up meter.<br />
----<br />
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.<br />
}}<br />
<br />
===<big>Altercation</big>===<br />
{{InputBadge|{{clr|3|6321463214S}}}}<br />
{{GGACR Move Card<br />
|input=6321463214S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 3<br />
|recovery = 13<br />
}}<br />
Your win condition. Provided you have one bloodpack and enough meter, ABA performs an aggressive mode switch attack with hitboxes completely surrounding her, then switches her to '''Goku Moroha''' mode, replenishing her Moroha gauge and turning it blue in the process. It's invulnerable from frames 1-15, staggers on ground hit, wallbounces or knocks down on air hit, and cannot be interrupted. You can cancel into this super from '''anything''' grounded (normals/specials, except {{MMC|input=421H|label=Engorgement}}), rendering Moroha ABA a constant threat whenever she has 50 meter.<br />
<br />
In this state, ABA gains a tremendous speed boost for both her movement and her attacks, double airdash, jump cancels for most of her normals, extra FRC points for many of her specials along with wider FRC windows, and extra properties for some of her moves. But most importantly, her gatling limitations are removed, as she can now cancel any normal into anything, as well as reverse cancel them (i.e. {{clr|1|6P}} > {{clr|4|5H}} > {{clr|1|6P}} > {{clr|4|5H}} > etc). Let them know fear.<br />
<br />
Do note that in GM, ABA also inflicts more self-damage on hit/block, so make sure to not overextend in pressure.<br />
}}<br />
<br />
<!--------------------- GOKU MOROHA MODE ---------------------------------><br />
</div><br />
<div id="movelist-3" class="movelist"><br />
<br />
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.<br />
<br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGACR Move Card<br />
|input=5P[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 2<br />
|recovery = 6<br />
}}<br />
{{clr|1|5P}} reaches its full potential in Goku Moroha mode thanks to its unrestricted gatling routes, allowing you to whiff cancel this move from virtually any other normal on block to remain completely safe. For instance, you can do xx > {{clr|3|f.S}} > {{clr|1|5P}} > whiff cancel {{clr|3|f.S}} > {{clr|1|5P}} > whiff cancel etc, which is an airtight blockstring if done correctly. On block, you can mix the opponent up with tick throws, or extend your pressure into {{clr|3|S}} or {{clr|4|H}} normals for frame traps/remaining plus. A more detailed explanation on this can be found [[GGACR/A.B.A/Strategy#5P_Rebeat|here]]<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal, including itself)<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGACR Move Card<br />
|input=5K[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 5<br />
|recovery = 4<br />
}}<br />
With the general GM gatling and speed buffs, this move becomes far more useful as a pressure extender and a safe-ish frame trap that can be DAA/burst-safe, while still being plus on block.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal, including itself)<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGACR Move Card<br />
|input=c.S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 3<br />
|recovery = 9<br />
}}<br />
Multipurpose normal. Good for throw OSes at 7 frames, amazing for pressure due to being +5 on block, jump cancels for IAD pressure, gatlings to lows with {{clr|2|2K}} and {{clr|5|2D}} and overheads with {{MMC|chara=A.B.A|input = 41236K[gm]|label = flipkick}} and {{clr|5|5D}}. Great for reverse gatlings to create burst safe routing from any hit and provide stability without sacrificing damage. From further out some gatlings may go into {{MMC|chara=A.B.A|input = f.S[gm]|label = f.S}} so be prepared to adjust combos on the fly in case of that. Can occasionally be used as a proximity anti-air due to its speed but is occasionally prone to trading due to a larger upward hurtbox than {{MMC|chara=A.B.A|input = 2S[gm]|label = 2S}}. Trades are usually in your favor but shouldn't be overly relied upon<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGACR Move Card<br />
|input=f.S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 2<br />
|inactive2 = 2<br />
|active3 = 2<br />
|recovery = 12<br />
}}<br />
A 7F-startup normal that is completely disjointed for the first hit, is +3 on its own, and ALSO jump-cancellable, this move retains all of what makes MM {{clr|3|f.S}} good, combined with all the juicy GM buffs ABA receives. Your party starter.<br />
<br />
On hit/block, it leads nicely to {{clr|4|5H}}, which you can reverse chain back into {{clr|3|f.S}} again, or go for a pressure reset with {{clr|1|5P}} whiff cancels.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal except {{clr|3|c.S}})<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGACR Move Card<br />
|input=5H[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 4<br />
|inactive2 = 4<br />
|active3 = 2<br />
|recovery = 11<br />
}}<br />
While still a tad slow at 11 frames, Goku Moroha {{clr|4|5H}} is still a fantastic and multipurpose normal. Still serves its purpose well as a poke and counterpoke, particularly due to its ability to {{keyword|rebeat}} into {{clr|1|5P}} on block to create huge frame advantage from far away, or if it counterhits avoid the 2nd hit undoing your stagger and allowing you to dash up and continue your combo. Also gains natural frame advantage on block due to the marginally shorter recovery<br />
<br />
There is a gap between {{clr|4|5H}} 2nd hit and the first hit of {{clr|4|2H}} on block that can be reversaled through, but is unthrowable on normal block. 3 frame normals such as Sol and Order-Sols {{clr|2|5K}} or A.B.As {{clr|1|5P}} will beat this. 4 frame normals will trade with the second hit but will leave A.B.A at enough advantage for her to be able to combo dash {{clr|3|c.S}}. {{clr|4|5H}} 1st hit to {{clr|4|2H}} is gapless unless IBed<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===<br />
{{GGACR Move Card<br />
|input=5D[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 22<br />
|active = 4<br />
|recovery = 15<br />
}}<br />
Another two frames shaved off the startup puts Goku {{clr|5|5D}} at the second fastest dust in the game after {{Character Label|GGACR|Sol}} Dragon Install 5D. Still decently safe, leads to impossible dust on normal hit, and extremely good when used on an opponent with high risc to cash out on damage. Even unoptimized 5D combos with high risc are liable to do an excess of 50%. Faster than her other overhead in Goku but a bit more situational. Still good to keep your opponent from trying to block everything<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGACR Move Card<br />
|input=6P[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 2<br />
|active2 = 3<br />
|recovery = 12<br />
}}<br />
In Moroha mode, its hitbox is a little altered since Paracelsus' head changes shape, but functions the same as NM's. On block, you can now cancel it to {{clr|4|6H}} to reset or end pressure.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGACR Move Card<br />
|input=6H[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 7<br />
|active2 = 7<br />
|recovery = 24<br />
}}<br />
No longer a slow CH stun fishing move in Moroha, {{clr|4|6H}} now hits twice, gains jump cancels, sports exceptional range, cranks the guardbar nicely, and hurts a lot more. The fact that you can jump cancel this means that on block, you get to do some gimmicky pressure resets via {{clr|4|6H}} (1) > IAD {{clr|4|j.H}}. Alternatively, you can just do {{clr|3|236S}} to end pressure more safely.<br />
<br />
On its own, this move mostly sees use against people trying to backdash her oki on wakeup in the corner, or those trying to low profile {{clr|3|f.S}} or {{clr|4|5H}} from far away. If you managed to land a hit from max range, rekkas or butt ({{clr|4|421H}}, air hit only) are your only meterless options.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGACR Move Card<br />
|input=2P[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 2<br />
|recovery = 6<br />
}}<br />
Mostly identical to NM version, though thanks to the speed boost ABA gains in Moroha, you can dash in and use this to pressure the opponent or just tick throw them.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal, including itself)<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGACR Move Card<br />
|input=2K[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 10<br />
}}<br />
Aside from a slight damage boost, this move is virtually the same as the NM version. Useful for opening the opponent up during mixups.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGACR Move Card<br />
|input=2S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 6<br />
|recovery = 9<br />
}}<br />
Goku 2S loses 3 frames of startup and half its recovery compared to {{MMC|chara=A.B.A|input = 2S[m]|label = Moroha 2S}} putting this at just a frame slower than {{MMC|chara=A.B.A|input = 2S|label = Normal 2S}}, and with significantly less risk associated with whiffing this move. It also gains a self gatling, though this is rarely used compared to its special cancels and reverse gatlings into all of her other normals<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal, including itself)<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGACR Move Card<br />
|input=2H[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 3<br />
|active2= 11<br />
|recovery = 6<br />
|frcStart = 20<br />
|frcEnd = 22<br />
}}<br />
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.<br />
<br />
Being slightly airborne before going active means ABA is throw-invuln during this window, so you can use this as a nice meaty button. To top it off, MM {{clr|4|2H}} also has an FRC point just as the axe touches the ground for the 2nd hit, which is excellent for applying baits or pressure. Insane.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGACR Move Card<br />
|input=2D[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 2<br />
|recovery = 23<br />
}}<br />
In Morohaville, {{clr|5|2D}}'s range grows from standard to absurd. Near the corner, you can confirm into rekka loops (except on Axl, Baiken, Bridget, Millia, and May). At max range, you can use it to bait reversals, and include a hitstop OS with rekkas. It will convert on hit, but you'll be safe on whiff, as long as you space it properly. In Goku can start pressure from halfscreen with 5P whiff rebeat pressure in order to give yourself better frame advantage on block. Against certain characters (Potemkin, Robo-Ky, Anji, Testament and Johnny) 2D->whiff 5P->f.S is a link that allows you to confirm into rekkas from max range on hit and is + enough on block for f.S to be a true blockstring<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGACR Move Card<br />
|input=j.P[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 4<br />
|recovery = 4<br />
}}<br />
1 frame faster than the NM or MM version puts this at the fastest air-to-air in the game tied with Order-Sol, Justice, Jam and Millia<br />
*Speed makes it impossible to IB>Throw when self gatlinged<br />
*Very disjointed. Difficult to contest due to the speed and hitbox<br />
*Very strong as a guts crush due to the self gatling. Good for closing out rounds<br />
*Gatlings to every air normal she has for easy air-to-air confirms<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal, including itself)<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGACR Move Card<br />
|input=j.K[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 8<br />
|recovery = 12<br />
}}<br />
Being 1f faster in Moroha mode means this move works rather nicely as a rising air-to-air now, even though {{clr|3|2S}} still yields far better rewards on CH. You will mostly use this move in tandem with her fuzzy high/low mixup along with {{clr|3|j.S}}.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal, including itself)<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGACR Move Card<br />
|input=j.S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 4<br />
|recovery = 2<br />
}}<br />
Excellent air-to-air. Slightly slower in comparison to NM {{clr|3|j.S}}, but has much better range, damage, and attack level. Crucial for her fuzzy high/low mixups.<br />
<br />
Your standard setup for fuzzies is [{{clr|3|j.S}} > d{{clr|3|j.S}} > falling {{clr|4|j.H}} > land] into more combos. These lead to BIG damage, upwards of 300+ depending on guard bar and available tension. Since it combos to {{clr|1|j.P}} or {{clr|2|j.K}}, you can fuzzy guard by doing [{{clr|3|j.S}} > {{clr|2|j.K}}] or [{{clr|3|j.S}} > {{clr|1|j.P}}]. The latter isn't as useful since the hitstun on {{clr|1|j.P}} is subpar, but the reward from {{clr|3|j.S}} > {{clr|2|j.K}} is superb. Knock an opponent down in the corner do [running {{clr|3|j.S}} > {{clr|2|j.K}} > d{{clr|3|j.S}} > {{clr|4|j.H}}]. Done properly, this is airtight, and if the opponent blocks low at any point, they're getting fuzzied. Other options include land > throw after the fuzzy, or do more {{clr|1|j.P}}s.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGACR Move Card<br />
|input=j.H[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 6<br />
|recovery = 20<br />
}}<br />
ABA's notorious air normal. Aside from gaining huge hitboxes in Moroha, {{clr|4|j.H}} also tucks her hurtbox upwards, making it great not just for air-to-air interactions, but also for jump-ins, especially crossups. The built-in OS with airthrow doesn't do your opponents any favors either, so don't hesitate throwing this out in neutral.<br />
<br />
On CH, you can easily confirm it into a short KD combo or ludicrous damage, despite its prorate. On normal hit/block from IAD height, you can link it to {{clr|1|5P}}, which easily leads to your ground strings. People hate this move.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGACR Move Card<br />
|input=j.D[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 4<br />
|recovery = 10<br />
|specialRecovery = 5<br />
}}<br />
Significantly faster than the other versions of j.D at 7 frames makes this a very nice air-to-air addition for ABA that's significantly rewarding on counter hit due to the wallbounce. Bear in mind that unlike her other air normals this cannot reverse gatling to other jump normals, but a cancel into {{MMC|chara=A.B.A|input = j.41236S[gm]|label = Orb}} with the FRC will generally keep you safe if your opponent blocks this<br />
}}<br />
<br />
===<big>Universal Mechanics</big>===<br />
----<br />
===<big>Ground Throw</big>===<br />
{{GGACR Move Card<br />
|input=Ground Throw[m]<br />
|description=<br />
Moroha and Goku Moroha version slams into a ground bounce on hit. Standard range, but easily leads into a lot of damage, especially with a raised Guard Bar. Tick throw with any fast normals ({{clr|1|5P}}, {{clr|1|2P}}, {{clr|2|2K}}) or after vacuuming them in with {{clr|4|5H}}. <br />
<br />
{{clr|4|6H}} sends the opponent backward while {{clr|4|4H}} sends them forward. Best OSed with either {{clr|2|5K}} or {{clr|3|c.S}} unless keeping the corner is necessary<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGACR Move Card<br />
|input=Air Throw[m]<br />
|description=<br />
Identical to NM version. As usual, (dash) keygrab is possible if you airthrow them close to the ground, for a burst safe mode switch.<br />
}}<br />
<br />
===<big>Dead Angle Attack</big>===<br />
{{GGACR Move Card<br />
|input=DAA[m]<br />
|description=<br />
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.<br />
}}<br />
<br />
===<big>Special Moves</big>===<br />
----<br />
===<big>Deletion</big>===<br />
{{InputBadge|{{clr|3|236S}}}}<br />
{{GGACR Move Card<br />
|input=236S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 2<br />
|recovery = 17<br />
|frcStart = 10<br />
|frcEnd = 13<br />
}}<br />
The start of ABA's rekkas. Having better hitboxes and startup, along with the forward momentum boost before its active frames, Moroha {{clr|3|236S}} is a rather nice poke you often can throw out in neutral that's difficult to low profile. It's unsafe, but its long range and decent pushback make it safe-ish from afar.<br />
}}<br />
<br />
===<big>Ruin</big>===<br />
{{InputBadge|{{clr|3|236S}} > {{clr|3|46S}}}}<br />
{{GGACR Move Card<br />
|input=236S > 46S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 3<br />
|recovery = 19<br />
|frcStart = 5<br />
|frcEnd = 8<br />
}}<br />
Largely identical to the Moroha version aside from the FRC point added just before the attack hits which can be used to OS whiffs or extend juggles and ground combos that would otherwise be difficult or impossible to extend. Less used due to her better combo options in Goku but still a vital part of Rekka loops in the corner, and can still refresh moroha due to the stagger effect on the 2nd hit allowing a combo into {{MMC|chara=A.B.A|input = 63214H|label = Keygrab}}<br />
}}<br />
<br />
===<big>Condemnation</big>===<br />
{{InputBadge|{{clr|3|46S}} > {{clr|3|63214S}}}}<br />
{{GGACR Move Card<br />
|input=236S > 46S > 63214S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 3<br />
|recovery = 23<br />
|frcStart = 14<br />
|frcEnd = 17<br />
}}<br />
Gains even more groundslide time in Goku Moroha, allowing for up to 4(!) reps of Rekka loops in the corner against most characters that Rekka loops work on. The FRC point is also wider and it has less recovery in general, but is still rather unsafe on block. Generally less favored than butt loops due to lower damage but still builds a lot of meter for A.B.A and gives her conversions from a lot of ranges<br />
}}<br />
<br />
===<big>Bonding</big>===<br />
{{InputBadge|{{clr|4|63214H}} (Air OK)}}<br />
{{GGACR Move Card<br />
|input=63214H[m],j.63214H[m]<br />
|description=<br />
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.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Engorgement</big>===<br />
{{InputBadge|{{clr|4|421H}}}}<br />
{{GGACR Move Card<br />
|input=421H[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 20<br />
|active = 11<br />
|recovery = 10<br />
}}<br />
Essential combo tool in Goku Moroha, leads to many of your max damage routes due to the jump cancel this move gains during Goku Moroha. Doing this move into 412369S will give you an auto-timed TK {{MMC|chara=A.B.A|input = j.41236S[gm]|label = Orb}} that will land both hits on most characters and gives easy extensions due to the widened FRC on Goku Orbs. Also useful for meterless extensions midscreen with the jump cancel, and gives you access to enormous damage and conversions that otherwise wouldn't be possible<br />
}}<br />
<br />
===<big>Judgment</big>===<br />
{{InputBadge|{{clr|4|623H}}}}<br />
{{GGACR Move Card<br />
|input=623H[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 4<br />
|inactive2 = 14<br />
|active3 = 2<br />
|recovery = 21<br />
|frcStart = 12<br />
|frcEnd = 14<br />
}}<br />
Danzai becomes even better in Goku Moroha, as it becomes a whopping 6 frames faster, with a shorter gap between the hits and less recovery, making it better for anti-airing, defense and generally just pestering your opponent with enormous armored hitboxes. Best of all, in Goku it gains an FRC point just as the first hit connects, which can make your opponent guess as to whether you'll let it rip or FRC it on block to get free plus frames to continue your pressure with, as well as allowing you to bypass the 2nd hits heavy forced proration for the cost of 25 meter. The FRC can also be done on whiff, potentially saving you from a whiffed danzai<br />
}}<br />
<br />
===<big>Displacement</big>===<br />
{{InputBadge|{{clr|1|63214P}}}}<br />
{{GGACR Move Card<br />
|input=63214P[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 40<br />
|frcStart = 10<br />
|frcEnd = 13<br />
}}<br />
Bloodpack exit. Spends one pack to return to Normal Mode and restore 120% of self-inflicted damage. Has an FRC point to make recovery less punishable.<br />
}}<br />
<br />
===<big>Blunder</big>===<br />
{{InputBadge|{{clr|2|41236K}}\{{clr|3|46S}} > {{clr|2|236K}}}}<br />
{{GGACR Move Card<br />
|input=41236K[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 28<br />
|active = 1<br />
|recovery = 19<br />
|frcStart = 28<br />
|frcEnd = 30<br />
}}<br />
Flipkick. Throw/low invincible overhead/pseudo-unblockable (can be air blocked) which ground bounces on hit and staggers the opponent on standing block. Has significantly less recovery than regular flipkick making combos out of it on both hit and block much more standard. Gains an FRC point in Goku point which can be used to safely bait things that would normally beat her unblockable setups like a {{keyword|Dead Angle}}, backdash, certain {{keyword|dragon punch}}es or low profile moves like {{MMC|chara=Sol Badguy|input=214S|label=Grand Viper}}<br />
}}<br />
<br />
===<big>Eradication</big>===<br />
{{InputBadge|{{clr|3|j.41236S}}}}<br />
{{GGACR Move Card<br />
|input=j.41236S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 6<br />
|active2 = 5<br />
|specialRecovery = 12<br />
|frcStart = 15<br />
|frcEnd = 18<br />
}}<br />
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.<br />
<br />
You can also use this move low to the ground as a meaty to bait wake-up throw attempts. Moreover, it's possible for both orbs to touch the opponent on oki situations, which will hurt a LOT on hit, though this is usually not reversal safe. Has an FRC point to remain safe, though, just as A.B.A. begins to tuck her outstretched leg back in, right when the orbs become active. Dash jump at downed opponent > orbs (FRC) on top of them > {{clr|2|2K}}, {{clr|5|5D}}, etc. to begin pressure.<br />
}}<br />
<br />
===<big>Suka Motion</big>===<br />
{{InputBadge|Moroha Gauge reaches 0}}<br />
{{GGACR Move Card<br />
|input=Suka Motion<br />
|description=<br />
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.<br />
<br />
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:<br />
# Is in the middle of an attack animation<br />
# Follows regular Moroha's gatling rules (you will not be able to do gatlings that are only possible in Goku Moroha)<br />
# 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)<br />
<br />
If your Moroha gauge runs out mid-combo/blockstring, you can end it quickly with keygrab or bloodpack exit to recover safely.<br />
}}<br />
<br />
===<big>Force Breaks</big>===<br />
----<br />
===<big>FB Avoidance</big>===<br />
{{InputBadge|{{clr|5|236D}}}}<br />
{{GGACR Move Card<br />
|input=236D[m]<br />
|description=<br />
Moroha-exclusive bloodball. A lingering projectile that hits 6 times and is often used in conjunction with A.B.A's {{MMC|input=41236K[gm]|label=flipkick}} to create difficult to escape unblockable setups. In the corner its even possible to loop these setups using a {{MMC|input=j.H[gm]|label={{clr|4|j.H}}}} ender to set up a meaty bloodball and repeat the sequence afterward. The projecile will stay out even if A.B.A gets hit after a certain point, and the multihit nature means that opponents that {{keyword|Faultless Defense}} this attack will burn through a lot of tension, forcing opponents who are low on health to sacrifice their meter to stay alive if they block this attack. Can be very useful vs characters with limited grounded mobility to give them something extra to think about when attempting to approach, as fireballs tend to be<br><br />
<br />
The multihit part of the projectile has a weird property where the gap will always be the same, ignoring hitstop when it hits. This means that against Jam's parry and SB the projectile will still lock them in hitstop preventing them from even using a reversal option. <br />
}}<br />
<br />
===<big>FB Judgment</big>===<br />
{{InputBadge|{{clr|5|623D}}}}<br />
{{GGACR Move Card<br />
|input=623D[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 4<br />
|inactive2 = 14<br />
|active3 = 2<br />
|recovery = 21<br />
|frcStart = 12<br />
|frcEnd = 14<br />
}}<br />
Everything good about regular FB Danzai becomes better in Goku due to the faster startup allowing you to more easily blow through and punish things. Coupled with the FRC point that's identical to meterless Goku Danzai gives ABA a disgustingly powerful callout tool at the cost of 50 meter, that on block is completely safe and on hit gives her an unscaled launcher. Everything you could want in a special and then some<br />
}}<br />
<br />
===<big>Overdrives</big>===<br />
----<br />
===<big>Evidence: Destruction</big>===<br />
{{InputBadge|{{clr|1|j.632146P}}}}<br />
{{GGACR Move Card<br />
|input=j.632146P[m],j.632146P > 214K<br />
|description=<br />
No longer hits overhead, but now allows you to follow up with additional hits by inputting {{clr|2|j.214K}} for some extra damage. Its usage is identical to NM version, though, and there's an even better super you can do in Moroha mode for which you should really save up meter.<br />
----<br />
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.<br />
}}<br />
<!--------------------- END DON'T MESS WITH ME ---------------------------------><br />
</div><br />
<br />
==Instant Kill==<br />
===<big>Darkness of Ignorance</big>===<br />
{{InputBadge|During IK Mode: {{clr|4|236236H}}}}<br />
{{GGACR Move Card<br />
|input=236236H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 36<br />
|active = 5<br />
|recovery = 40<br />
}}<br />
Standard IK. Rather useful after CH NM {{clr|4|6H}} punish attempts.<br />
}}<br />
<br />
==Colors==<br />
{{GGACRColors|Character=A.B.A}}<br />
<br />
==Navigation==<br />
{{notice|To edit frame data, edit values in [[GGACR/A.B.A/Data]].}}<br />
{{#lst:GGACR/Navigation}}<br />
[[Category:Guilty Gear XX Accent Core + R]]<br />
[[Category:A.B.A]]<br />
[[Category:Unga]]</div>Sobosswagnerhttps://www.dustloop.com/wiki/index.php?title=GGACR/A.B.A&diff=376392GGACR/A.B.A2023-02-23T05:35:12Z<p>Sobosswagner: /* {{clr|1|5P}} */</p>
<hr />
<div>==Overview==<br />
{{Overview/navigation|okizeme=yes}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content= 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 {{MMC|input=236P|label=Dragging}}. By landing her command throw/hitgrab {{MMC|input=63214H|label=Bonding}}, or spending resources to perform {{MMC|input=63214P|label=Injecting}}, 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, {{MMC|input=6321463214S|label=Altercation}}, 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.<br />
<br />
This comes at a cost, however. In Moroha and Goku Moroha mode, A.B.A's attacks will drain her own health whenever make contact with an opponent, whether that's a hit or block. She also has an active meter which will slowly drain towards empty, and will lose about 30% every time she is knocked down and goes into a wakeup animation. When the meter empties, she forcefully reverts back into NM with {{MMC|input=Suka Motion}}, a lengthy stance that makes her susceptible to eating a full combo or 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.<br />
<br />
A.B.A is best for players who love to balance risk against reward. Learn to love her double-edged playstyle. <br />
}}<br />
{{GGACR/Infobox}}<br />
{{ProsAndCons<br />
|intro= puts a strong emphasis on risk/reward by managing her slow, yet versatile, "Normal" Mode and her two incredibly oppressive, but life draining, "Moroha" and "Goku Moroha" Modes.<br />
|pros=<br />
* '''Strong Anti-airs:''' A.B.A has access to powerful anti-airs in all 3 forms that can all lead to great damage, corner carry and knockdowns on hit, as well as cover a variety of aerial approach options that can force opponents to approach more carefully or simply stay grounded<br />
* '''Deceptive Tangibility:''' A.B.A's hurtboxes are infamously weird, with many characters struggling to properly hit her. Combined with her super heavyweight nature, this can make A.B.A weirdly hard to combo. <br />
* '''Burst Mobility:''' Normal Mode has slow walk speed, but gives A.B.A access to the extremely low profile {{MMC|input=236P|label=Dragging}} to duck under things in neutral. Moroha and Goku Moroha, on the other hand, have best-in-class movement. Multiple airdashes, jump-cancellable normals, and one of the fastest runspeeds in the game all give Moroha A.B.A extreme threat in neutral. <br />
* '''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.<br />
* '''Tanky:''' Despite her health drain mechanic in her installs, A.B.A's high defense modifier and stun resist allows her to survive longer than average. Additionally her ability to self heal when exiting Moroha with {{MMC|input=63214P[m]|label=Bloodpack}}, {{MMC|input=63214H|label=Keygrab}}, or when activating {{MMC|input=6321463214S|label=Goku Moroha}} can help to alleviate much of the health lost during her installs.<br />
* '''Snowball Potential:''' Even in Normal Mode {{MMC|input=236D|label=FB Dragging}} 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. <br />
|cons=<br />
* '''Normal Mode:''' ABA begins every round in Normal Mode, which has somewhat awkward normals, as well as generally poor and committal mobility. ABA often needs to RPS at the start of every round in order to gain access to her stronger tools in Moroha mode<br />
* '''Health drain:''' During both Moroha and Goku Moroha, ABA will constantly take self inflicted damage as she hits the opponent, which can only be healed back by using Bloodpacks, Keygrab or Goku Moroha. Poor management of her health can often lead to sudden deaths by abare<br />
* '''Limited Unique Resource:''' ABA uses her bloodpacks to enter and exit Moroha Mode safely, as well as to enter Goku Moroha, and mismanagement of these can leave her stuck in Normal Mode, or in a disadvantageous position in Moroha Mode with no means of safely escaping it<br />
* '''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.<br />
}}<br />
</div><br />
<br />
==Unique Mechanics==<br />
==={{InvisibleText|Mode Switch}}===<br />
{{card|width=4<br />
|header=Mode Switch<br />
|content=A.B.A starts every round in her Normal mode.<br />
A.B.A can switch to her Moroha mode by either successfully hitting the opponent with Bonding (keygrab) or by using Injecting (bloodpack). While in Moroha mode, all of A.B.A's normals (notably S and H) and specials are significantly changed for the better, but she must manage a constantly depleting unique meter, and she will inflict self damage upon hitting the opponent or making them block. Also, with 50 meter, A.B.A also has access to a heavily-improved version of this mode called Goku Moroha mode.<br />
}}<br />
=={{InvisibleText|Blood Packs}}==<br />
{{card|width=4<br />
|header=Blood Packs [[File:GGACR_ABA_BloodPack.png|24px]]<br />
|content=A.B.A starts each round with a limited resource known as Blood Packs.<br />
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.<br />
}}<br />
=={{InvisibleText|Starter Guide}}==<br />
{{StarterBlurb}}<br />
=={{InvisibleText|Moroha Mode Movement Stat Changes}}==<br />
{{card|width=4<br />
|header=Moroha Mode Movement Stat Changes<br />
|content=<br />
Below is a basic overview of movement stats which change during each of A.B.A's modes. For a full list of movement values, check the [[GGACR/A.B.A/Frame Data#Movement Stats|full frame data page]].<br />
{{#cargo_query:tables=ggacrCharacters<br />
|fields=name=Mode,CONCAT(backdashDuration, "F \(1~", backdashInvulnerability, "F Strike Invuln\)")=Backdash,numberOfAirDashes=Air Dashes,initialDashSpeed=Initial Dash Speed,jumpVXForwards=Forwards Jump Speed,airDashForwardsSpeed=Forwards Air Dash Speed<br />
|where=name in ("A.B.A", "A.B.A (Moroha)", "A.B.A (Goku Moroha)")<br />
|format=table<br />
|order by=Air Dashes, Mode<br />
}}<br />
}}<br />
{{FrameChartKey}}<br />
<br />
==Normal Moves==<br />
<div class="movelist-toggles sticky"><br />
<div id="movelist-toggle-1" class="movelist-toggle-button">[[File:GGACR_ABA_Normal_Icon.png|link=|32x32px]] &nbsp; Normal</div><br />
<div id="movelist-toggle-2" class="movelist-toggle-button">[[File:GGACR_ABA_Moroha_Icon.png|link=]] &nbsp; Moroha</div><br />
<div id="movelist-toggle-3" class="movelist-toggle-button">[[File:GGACR_ABA_Goku_Moroha_Icon.png|link=]] &nbsp; Goku Moroha</div><br />
</div><br />
<div id="movelist-1" class="movelist"><br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGACR Move Card<br />
|input=5P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 2<br />
|recovery = 7<br />
}}<br />
While {{clr|1|5P}} isn't much of a traditional FG jab, it sees good use as a reactionary anti-air/counter-poke, with three frames of head invulnerability. Its speed also helps ABA convert falling {{clr|4|j.H}} at any height into {{clr|5|2D}} > keygrab.<br />
<br />
On block, however, this is where the move really shines, as you have the option to mix them up with a proximity throw keygrab or with a frame trap, using either {{clr|2|5K}}, {{clr|5|2D}} or {{clr|4|6H}}, to prevent jump-outs.<br />
<br />
Whiffs on crouching Faust, Zappa, Kliff, Millia, and Anji (only when in hitstun)<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGACR Move Card<br />
|input=5K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 5<br />
|recovery = 6<br />
}}<br />
A go-to poke, balancing speed and range amongst Normal Mode's overall slow moveset. Being able to self-cancel on hit and staying plus on block very much helps.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|2|5K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGACR Move Card<br />
|input=c.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 3<br />
|recovery = 12<br />
}}<br />
Proximity normal. Rather important for combos leading to keygrab or rekkas.<br />
<br />
Interestingly enough, you can do a reverse gatling cancel on block into {{clr|1|2P}} to remain more plus.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|2P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGACR Move Card<br />
|input=f.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 3<br />
|recovery = 14<br />
}}<br />
Standing low with acceptable speed. Will catch opponents off guard due to how far forward it moves, which makes a great frame trap after {{clr|3|c.S}}.<br />
<br />
Being safe on block means you can try to go for big frame traps like {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, or even an IAD {{clr|4|j.H}} pressure reset.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGACR Move Card<br />
|input=5H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 7<br />
|recovery = 27<br />
}}<br />
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.<br />
<br />
On hit, you can combo into keygrab or rekkas > bloodpack to enter MM. On block, thanks to its great pushback, you can cancel into bloodpack or whiff cancel {{clr|5|2D}} to reset back to neutral. You can also cancel into slide and remain fairly safe as a gimmicky way to stay close to the opponent.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===<br />
{{GGACR Move Card<br />
|input=5D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 25<br />
|active = 4<br />
|recovery = 15<br />
}}<br />
Despite its decent nature, you probably won't use this much since you'll mostly be on the defensive in Normal Mode. If you land it, you should do a short air combo into Keygrab.<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGACR Move Card<br />
|input=6P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 8<br />
|recovery = 10<br />
|offset = 3<br />
|inactive = 5<br />
}}<br />
A relatively fast two-hitting {{clr|1|6P}}. Serves its purpose well enough as a situational AA. You can only combo this into 2S though, aside from jump and special cancels.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|3|2S}}<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGACR Move Card<br />
|input=6H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 18<br />
|active = 9<br />
|recovery = 25<br />
}}<br />
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.<br />
<br />
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 <br />
{{clr|2|236K}} to remain somewhat safer. Don't whiff this.<br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGACR Move Card<br />
|input=2P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 2<br />
|recovery = 6<br />
}}<br />
2F slower than {{clr|1|5P}}, but more far-reaching and plus on block. Standard crouching jab.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGACR Move Card<br />
|input=2K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 4<br />
|recovery = 10<br />
}}<br />
A low poke with OK range. Leads to either rekkas or {{clr|5|2D}} > Keygrab on hit.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|3|c.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGACR Move Card<br />
|input=2S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 6<br />
|recovery = 13<br />
}}<br />
Fantastic hitboxes makes this move a great anti-air that leads to a short air combo ending with keygrab. Moves ABA slightly forward.<br />
<br />
Essentially an air KD on CH, so you often can combo into keygrab from trades.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGACR Move Card<br />
|input=2H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 15<br />
|recovery = 10<br />
|offset = 8<br />
|inactive = 3<br />
}}<br />
1st hit launches the opponent, which leads to easy combos ending with keygrab. Although {{clr|4|2H}} is slow, its hitboxes are rather disjointed, which can stuff things unexpectedly and might win against jump-ins and moves behind her, or trade with them favorably.<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGACR Move Card<br />
|input=2D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 3<br />
|recovery = 15<br />
}}<br />
Pretty typical. You'll usually end ground strings with this into keygrab.<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGACR Move Card<br />
|input=j.P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 14<br />
}}<br />
Excellent fast A2A with a good disjointed hitbox. You can do neutral/forward jump > {{clr|1|j.P}} as rather safe roundstart option. On hit, you can confirm into (JC) {{clr|1|j.P}} > keygrab.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGACR Move Card<br />
|input=j.K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 8<br />
|recovery = 12<br />
}}<br />
Hits directly above ABA, so this attack functions well as a rising anti-air. As it can launch grounded opponents with fairly generous untechable frames, you use this to convert stray IAD strings (i.e. IAD {{clr|3|j.S}} {{clr|1|j.P}} {{clr|2|j.K}}) into a short air combo ending with keygrab. <br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGACR Move Card<br />
|input=j.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 8<br />
|recovery = 11<br />
}}<br />
Pretty safe to just throw this around in neutral. Works well in most situations due to its speed and good hitbox.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|4|j.H}}<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGACR Move Card<br />
|input=j.H<br />
|description=<br />
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.<br />
<br />
Generally safe enough on standing block that you can cancel it to {{clr|1|5P}} to extend your pressure. If IB'd though, you can be punished by DPs or throws, though you can gamble with keygrab as a frametrap. High risk - high reward.<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGACR Move Card<br />
|input=j.D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 16<br />
|active = 4<br />
|recovery = 13<br />
|specialRecovery = 5<br />
}}<br />
Nice horizontal range, but very slow. Works mainly as a preemptive AA. On CH, provided you're close enough to the opponent, you might be able to get a keygrab. Otherwise, just use a bloodpack after hits.<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GGACR Move Card<br />
|input=Ground Throw<br />
|description=<br />
Tosses them away into a knockdown. Your best option after landing a grab is often to (dash) keygrab. Can wallbounce if you're near the corner.<br />
<br />
{{clr|4|6H}} sends the opponent backward while {{clr|4|4H}} sends them forward. Best OSed with either {{clr|2|5K}} or {{clr|3|c.S}} unless keeping the corner is necessary<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGACR Move Card<br />
|input=Air Throw<br />
|description=<br />
Standard airthrow. (Dash) keygrab is possible if you airthrow them close to the ground, for a burst safe mode switch.<br />
}}<br />
<br />
===<big>Dead Angle Attack</big>===<br />
{{GGACR Move Card<br />
|input=DAA<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 7<br />
|recovery = 29<br />
}}<br />
ABA's Dead angle is faster than most dead angles and comes with significantly more invulnerability and knocks down the opponent. However, it's usually a much better use of meter if you can IB > FB slide (see below) their pressure/oki, especially when your back is against the corner.<br />
<br />
On regular hit, you can keygrab out of the knockdown. Oddly enough, this is not possible on CH.<br />
}}<br />
<br />
===<big>Blue Burst</big>===<br />
{{GGACR_Move_Card<br />
|input=D+X<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 6<br />
|recovery = 24<br />
|specialRecovery = 3<br />
}}<br />
A.B.A has a unique Blue Burst. Unlike other characters, her Burst has 2F less startup and 3F shorter recovery. <br />
}}<br />
<br />
==Special Moves==<br />
===<big>Deletion</big>===<br />
{{InputBadge|{{clr|3|236S}}}}<br />
{{GGACR Move Card<br />
|input=236S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 2<br />
|recovery = 17<br />
}}<br />
The start of ABA's rekkas. One of the better hitboxes in NM. Works great as a knockdown tool in case {{clr|5|2D}} > keygrab isn't possible.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Ruin</big>===<br />
{{InputBadge|{{clr|3|236S}} > {{clr|3|46S}}}}<br />
{{GGACR Move Card<br />
|input=236S > 46S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 3<br />
|recovery = 19<br />
}}<br />
2nd part of the rekkas. Staggers on hit, but it’s rather wimpy in Normal Mode and requires an RC to get any sort of advantage. You can also frame trap with this, but can easily be disrespected by almost all reversal options, or just backdash.<br />
}}<br />
<br />
===<big>Condemnation</big>===<br />
{{InputBadge|{{clr|3|46S}} > {{clr|3|63214S}}}}<br />
{{GGACR Move Card<br />
|input=236S > 46S > 63214S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 3<br />
|recovery = 31<br />
|frcStart = 14<br />
|frcEnd = 15<br />
}}<br />
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].<br />
<br />
In the corner, provided ABA's close enough to the opponent, you can do continue the combo meterlessly by linking with {{clr|3|c.S}}/{{clr|3|f.S}}/{{clr|3|2S}} > keygrab, or {{clr|2|2K}} {{clr|3|c.S}} > keygrab (on mids/heavies only), though both of this are rather tight.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Bonding</big>===<br />
{{InputBadge|{{clr|4|63214H}} (Air OK)}}<br />
{{GGACR Move Card<br />
|input=63214H,j.63214H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 12<br />
|recovery = 30<br />
}}<br />
Keygrab. The most important move in your arsenal. <br />
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.<br />
<br />
This move acts as both a command throw and a strike. If from anywhere from frames 4-9, the opponent is in a throwable state and the move is in range, it will grab them. Afterwards, it will turn into a strike for the remainder of its active frames, meaning that the move can also be combo'd into. If the strike is blocked, however, it becomes very unsafe.<br />
}}<br />
<br />
===<big>Dragging</big>===<br />
{{InputBadge|{{clr|1|236P}}}}<br />
{{GGACR Move Card<br />
|input=236P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 28<br />
|frcStart = 11<br />
|frcEnd = 13<br />
}}<br />
Vitally useful. Being an evasive slide, A.B.A. becomes '''very''' low-profile when executing this move, making it great for sliding under projectiles or anticipated pokes for a throw > Keygrab. You can even slide under stuff like {{clr|1|2P}}s or Robo-Ky’s knee bazooka! Just beware of lows/being thrown before the slide is over.<br />
<br />
Has an FRC point just as A.B.A. tucks herself inward, which can be used as a last resort to cancel the slide if baited, or to bait your opponent into attempting a punish. At times, slide can also be a gimmicky movement option, especially after {{clr|4|5H}} on CH/block or {{clr|4|6H}} on hit.<br />
}}<br />
<br />
===<big>Retribution</big>===<br />
{{InputBadge|{{clr|2|236K}}\{{clr|3|46S}} > {{clr|2|236K}}}}<br />
{{GGACR Move Card<br />
|input=236K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 22<br />
|active = 3<br />
|recovery = 20<br />
|frcStart = 28<br />
|frcEnd = 30<br />
}}<br />
A far reaching overhead. Throw and feet invincible mid kick, making for a good meaty. Slightly unsafe on hit/block, though it has a rather late FRC point, so you can use it to confirm into {{clr|2|5K}}/{{clr|3|c.S}} > xxx > keygrab. Staggers on CH for quite a while, giving you a free keygrab. Can also be used in place of the 3rd Rekka ({{clr|3|63214S}}).<br />
}}<br />
<br />
===<big>Avoidance</big>===<br />
{{InputBadge|{{clr|4|236H}}}}<br />
{{GGACR Move Card<br />
|input=236H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 35<br />
|isProjectile = true<br />
|recovery = 6<br />
|frcStart = 23<br />
|frcEnd = 24<br />
}}<br />
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.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Injecting</big>===<br />
{{InputBadge|{{clr|1|63214P}}}}<br />
{{GGACR Move Card<br />
|input=63214P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 38<br />
}}<br />
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.<br />
<br />
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.<br />
}}<br />
<br />
==Force Breaks==<br />
===<big>FB Dragging</big>===<br />
{{InputBadge|{{clr|5|236D}}}}<br />
{{GGACR Move Card<br />
|input=236D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 26<br />
|frcStart = 9<br />
|frcEnd = 23<br />
}}<br />
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.<br />
<br />
It will evade oki, including meaty setups. It will slide through moves and supers, even stuff like Raou’s Bellows Malice, for easy Keygrabs. It has a huge FRC point, which is highly useful in certain situations since you can FRC to choose which side of the opponent A.B.A will appear on, or to buffer into a surprise Keygrab. A 25% "reversal" option never looked so good.<br />
*Doesn't work out of dash normally, but can be done with a Negative Edge {{clr|5|D}} held during dash startup then let go during it's cancel frames, giving you stronger control of positioning in situations such as going through Justice N.B. sets from further away and Testament Zeinest/HITOMI setups designed to catch normal FB Dragging distance.<br />
}}<br />
<br />
==Overdrives==<br />
===<big>Evidence: Concealment</big>===<br />
{{InputBadge|{{clr|4|632146H}}}}<br />
{{GGACR Move Card<br />
|input=632146H,632146H > 236H,632146H > 236H > 236H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 19<br />
|active = 6<br />
|recovery = 34<br />
|frcStart = 19<br />
|frcEnd = 22<br />
}}<br />
Normal mode exclusive. Despite not having full invul all the way through startup, it can kind of work as a reversal, sometimes.<br />
<br />
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.<br />
----<br />
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.<br />
}}<br />
<br />
===<big>Evidence: Destruction</big>===<br />
{{InputBadge|{{clr|1|j.632146P}}}}<br />
{{GGACR Move Card<br />
|input=j.632146P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = <br />
|active = <br />
|recovery = <br />
}}<br />
Highly situational air super, with some startup invuln. You can use this as an expensive air-to-air to kill low health opponents, as it will beat almost any air normal and a lot of anti airs, though it will trade sometimes. You can also use this to end air combos with it if it'll kill, or extend ground ones via TK'ing after {{clr|3|f.S}}. <br />
}}<br />
<br />
<!--------------------- MOROHA MODE ---------------------------------><br />
</div><br />
<div id="movelist-2" class="movelist"><br />
In Moroha mode, ABA's attacks receive slight to moderate damage boosts, along with different, greatly improved {{clr|3|S}}, {{clr|4|H}}, and {{clr|5|D}} normals.<br />
<br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGACR Move Card<br />
|input=5P[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 2<br />
|recovery = 7<br />
}}<br />
While {{clr|1|5P}} isn't much of a traditional FG jab, it sees good use as a reactionary anti-air/counter-poke, with three frames of head invulnerability. Its speed also helps ABA convert falling {{clr|4|j.H}} at any height into MM {{clr|3|c.S}} > {{clr|4|2H}} > etc, or {{clr|3|f.S}} > rekkas.<br />
<br />
On block, you can mix the opponent up with tick throws, or extend your pressure into {{clr|4|2H}} to remain plus.<br />
<br />
Whiffs on crouching Faust, Zappa, Kliff, Millia, and Anji (only when in hitstun)<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGACR Move Card<br />
|input=5K[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 5<br />
|recovery = 6<br />
}}<br />
Not bad of a poke, but there are better options in Moroha mode, so this move is mostly situational. Being plus on block is still great though.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|6P}}, {{clr|2|5K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGACR Move Card<br />
|input=c.S[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 3<br />
|recovery = 14<br />
}}<br />
A great pressure starter/extender that cranks up their guardbar rather well. In Moroha mode, this normal gains a monstrous hitbox along with foot invuln during startup and active frames, while being just 2f slower than NM {{clr|3|c.S}}. Cancel this into {{clr|3|f.S}}, {{clr|4|5H}}, or {{clr|4|2H}} to continue your pressure.<br />
<br />
As it's 0 on block, you can also try to frametrap with her gatling options or with specials, or even Goku Moroha activation ({{clr|3|6321463214S}}).<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGACR Move Card<br />
|input=f.S[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 2<br />
|inactive2 = 2<br />
|active3 = 2<br />
|recovery = 16<br />
}}<br />
With its amazing range and disjointed hitboxes, Moroha {{clr|3|f.S}} is a staple for your neutral, and is also a beefy poke to start your pressure game.<br />
<br />
As it hits twice, you can throw this out to stuff hyper armored moves or familiars that eat hits (Little Eddie, Zappa's Dog, Dizzy's Fish), which nicely leads to {{clr|4|5H}} or rekkas. No longer hits low unlike in Normal mode.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGACR Move Card<br />
|input=5H[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 5<br />
|inactive2 = 6<br />
|active3 = 2<br />
|recovery = 12<br />
}}<br />
Even though it's 2f slower than NM {{clr|4|5H}}, this move hits twice, builds a ridiculous amount of guard bar on block, and vacuums on the second hit, which is also an important part in your Moroha refresh combos (xxx > {{clr|4|5H}} with both hits > 1st rekka > 2nd rekka > double keygrab). On crouching opponents, you can also combo this into {{clr|4|6H}} for optimal damage and meter gain.<br />
<br />
Due to its lenient cancel window, you can also frame trap with Moroha ABA's various gatling options: either {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|2D}}, or even rekkas, allowing you to keep the opponent close and get their guard bar flashing in about a second. An excellent pressure tool that is somehow 0 on block.<br />
<br />
There is a gap between {{clr|4|5H}} 2nd hit and the first hit of {{clr|4|2H}} on block that can be reversaled through, but is unthrowable on normal block. 3 frame normals such as Sol and Order-Sols {{clr|2|5K}} or A.B.As {{clr|1|5P}} will beat this. 4 frame normals will trade with the second hit but will leave A.B.A at enough advantage for her to be able to combo dash {{clr|3|c.S}}. {{clr|4|5H}} 1st hit to {{clr|4|2H}} is gapless unless IBed<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|3|2S}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===<br />
{{GGACR Move Card<br />
|input=5D[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 24<br />
|active = 4<br />
|recovery = 15<br />
}}<br />
A frame faster than the Normal mode version and fairly safe for a {{clr|5|5D}} at only -5. On normal hit can lead into impossible dust combos, but very useful against an opponent with flashing risc due to the automatic counter hit properties. On counter hit gives you any combo you want since its completely untechable. Not particularly noteworthy but important to keep your opponent from getting too comfortable just down-backing.<br />
*Interestingly, you can cancel this into {{MMC|input=6321463214S|label=Altercation}}, to keep yourself plus on block or even get a free combo (provided you have the resources) by TKing the super input, cancelling the flash frame into dust Homing Jump and not using any meter or bloodpacks!<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGACR Move Card<br />
|input=6P[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 6<br />
|recovery = 17<br />
}}<br />
In Moroha mode, its hitbox is a little altered since Paracelsus' head changes shape, but functions the same as NM's. On block, you can now cancel it to {{clr|4|6H}} to reset or end pressure.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|3|2S}}, {{clr|4|6H}}<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGACR Move Card<br />
|input=6H[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 14<br />
|recovery = 30<br />
}}<br />
No longer a slow CH stun fishing move in Moroha, {{clr|4|6H}} now hits twice, gains jump cancels, sports exceptional range, cranks the guardbar nicely, and hurts a lot more. The fact that you can jump cancel this means that on block, you get to do some gimmicky pressure resets via {{clr|4|6H}} (1) > IAD {{clr|4|j.H}}. Alternatively, you can just do {{clr|3|236S}} to end pressure more safely.<br />
<br />
On its own, this move mostly sees use against people trying to backdash her oki on wakeup in the corner, or those trying to low profile {{clr|3|f.S}} or {{clr|4|5H}} from far away. If you managed to land a hit from max range, rekkas or butt ({{clr|4|421H}}, air hit only) are your only meterless options.<br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGACR Move Card<br />
|input=2P[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 2<br />
|recovery = 6<br />
}}<br />
Mostly identical to NM version, though thanks to the speed boost ABA gains in Moroha, you can dash in and use this to pressure the opponent or just tick throw them.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGACR Move Card<br />
|input=2K[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 4<br />
|recovery = 10<br />
}}<br />
Aside from a slight damage boost, this move is virtually the same as the NM version. Useful for opening the opponent up during mixups.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGACR Move Card<br />
|input=2S[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 6<br />
|recovery = 18<br />
}}<br />
A fantastic anti-air. Despite being 50% slower than NM {{clr|3|2S}}, it makes up for having ludicrous hitboxes and range. When done preemptively, this will hard punish most jump-ins. Great reward on CH. On block , you get a gimmicky high/low mixup with {{clr|5|5D}} and {{clr|5|2D}}, but going for {{clr|5|2D}} into rekkas is usually preferred.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGACR Move Card<br />
|input=2H[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 14<br />
|recovery = 6<br />
|frcStart = 20<br />
|frcEnd = 22<br />
}}<br />
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.<br />
<br />
Being slightly airborne before going active means ABA is throw-invuln during this window, so you can use this as a nice meaty button. To top it off, MM {{clr|4|2H}} also has an FRC point just as the axe touches the ground for the 2nd hit, which is excellent for applying baits or pressure. Insane.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|3|2S}}<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGACR Move Card<br />
|input=2D[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 2<br />
|recovery = 23<br />
}}<br />
In Morohaville, {{clr|5|2D}}'s range grows from standard to absurd. Near the corner, you can confirm into rekka loops (except on Axl, Baiken, Bridget, Millia, and May). At max range, you can use it to bait reversals, and include a hitstop OS with rekkas. It will convert on hit, but you'll be safe on whiff, as long as you space it properly.<br />
<br />
Notably, on CH or against light characters, you can combo this into GM activation, leading to a nice damaging combo with knockdown and oki.<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGACR Move Card<br />
|input=j.P[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 14<br />
}}<br />
Mostly identical to NM version, but you can now chain it on block to the improved MM {{clr|4|j.H}} to keep pressuring the opponent from air to ground.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGACR Move Card<br />
|input=j.K[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 8<br />
|recovery = 12<br />
}}<br />
Being 1f faster in Moroha mode means this move works rather nicely as a rising air-to-air now, even though {{clr|3|2S}} still yields far better rewards on CH. You will mostly use this move in tandem with her fuzzy high/low mixup along with {{clr|3|j.S}}.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGACR Move Card<br />
|input=j.S[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 5<br />
|recovery = 12<br />
}}<br />
Excellent air-to-air. Slightly slower in comparison to NM {{clr|3|j.S}}, but has much better range, damage, and attack level. Crucial for her fuzzy high/low mixups.<br />
<br />
Your standard setup for fuzzies is [{{clr|3|j.S}} > d{{clr|3|j.S}} > falling {{clr|4|j.H}} > land] into more combos. These lead to BIG damage, upwards of 300+ depending on guard bar and available tension. Since it combos to {{clr|1|j.P}} or {{clr|2|j.K}}, you can fuzzy guard by doing [{{clr|3|j.S}} > {{clr|2|j.K}}] or [{{clr|3|j.S}} > {{clr|1|j.P}}]. The latter isn't as useful since the hitstun on {{clr|1|j.P}} is subpar, but the reward from {{clr|3|j.S}} > {{clr|2|j.K}} is superb. Knock an opponent down in the corner do [running {{clr|3|j.S}} > {{clr|2|j.K}} > d{{clr|3|j.S}} > {{clr|4|j.H}}]. Done properly, this is airtight, and if the opponent blocks low at any point, they're getting fuzzied. Other options include land > throw after the fuzzy, or do more {{clr|1|j.P}}s.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGACR Move Card<br />
|input=j.H[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 6<br />
|recovery = 20<br />
}}<br />
ABA's notorious air normal. Aside from gaining huge hitboxes in Moroha, {{clr|4|j.H}} also tucks her hurtbox upwards, making it great not just for air-to-air interactions, but also for jump-ins, especially crossups. The built-in OS with airthrow doesn't do your opponents any favors either, so don't hesitate throwing this out in neutral.<br />
<br />
On CH, you can easily confirm it into a short KD combo or ludicrous damage, despite its prorate. On normal hit/block from IAD height, you can link it to {{clr|1|5P}}, which easily leads to your ground strings. People hate this move.<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGACR Move Card<br />
|input=j.D[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 4<br />
|recovery = 13<br />
|specialRecovery = 5<br />
}}<br />
Faster and more far-reaching than NM version, so {{clr|5|j.D}} can occasionally be used as a CH fishing move in neutral, as you have higher rewards in Moroha. This move is also a key ingredient in A.B.A.’s Orb loop. Otherwise, there are better air-to-air options.<br />
}}<br />
<br />
===<big>Universal Mechanics</big>===<br />
----<br />
===<big>Ground Throw</big>===<br />
{{GGACR Move Card<br />
|input=Ground Throw[m]<br />
|description=<br />
Moroha and Goku Moroha version slams into a ground bounce on hit. Standard range, but easily leads into a lot of damage, especially with a raised Guard Bar. Tick throw with any fast normals ({{clr|1|5P}}, {{clr|1|2P}}, {{clr|2|2K}}) or after vacuuming them in with {{clr|4|5H}}. A crucial part of A.B.A's offensive gameplan.<br />
<br />
{{clr|4|6H}} sends the opponent backward while {{clr|4|4H}} sends them forward. Can be OSed with {{clr|2|5K}} or {{clr|3|c.S}}, but even {{clr|4|5H}} and {{clr|4|6H}} are surprisingly good at catching jump-outs and backdashes, though are much slower.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGACR Move Card<br />
|input=Air Throw[m]<br />
|description=<br />
Identical to NM version. As usual, (dash) keygrab is possible if you airthrow them close to the ground, for a burst safe mode switch.<br />
}}<br />
<br />
===<big>Dead Angle Attack</big>===<br />
{{GGACR Move Card<br />
|input=DAA[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 2<br />
|inactive2 = 2<br />
|active3 = 2<br />
|recovery = 20<br />
}}<br />
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.<br />
}}<br />
<br />
===<big>Special Moves</big>===<br />
----<br />
===<big>Deletion</big>===<br />
{{InputBadge|{{clr|3|236S}}}}<br />
{{GGACR Move Card<br />
|input=236S[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 2<br />
|recovery = 17<br />
}}<br />
The start of ABA's rekkas. Having better hitboxes and startup, along with the forward momentum boost before its active frames, Moroha {{clr|3|236S}} is a rather nice poke you often can throw out in neutral that's difficult to low profile. It's unsafe, but its long range and decent pushback make it safe-ish from afar.<br />
}}<br />
<br />
===<big>Ruin</big>===<br />
{{InputBadge|{{clr|3|236S}} > {{clr|3|46S}}}}<br />
{{GGACR Move Card<br />
|input=236S > 46S[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 3<br />
|recovery = 19<br />
}}<br />
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.<br />
<br />
You can also immediately cancel it to GM activation {{clr|3|6321463214S}}, with 50 meter. Notably, you can do a short combo [xxx > 2nd rekka > keygrab x2] to refresh her Moroha gauge, thanks to its stagger effect on ground hit.<br />
}}<br />
<br />
===<big>Condemnation</big>===<br />
{{InputBadge|{{clr|3|46S}} > {{clr|3|63214S}}}}<br />
{{GGACR Move Card<br />
|input=236S > 46S > 63214S[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 3<br />
|recovery = 28<br />
|frcStart = 14<br />
|frcEnd = 15<br />
}}<br />
The last part of her rekkas. In Moroha, it gain even more groundslide time, which allows you to do rekka loops [xx > {{clr|5|2D}} > 1st rekka > 2nd rekka > delayed 3rd rekka] x 2/3. Still pretty unsafe on block, but the opponent still has to respect it due to its FRC point, as well as the fact you can activate GM as late as possible. <br />
}}<br />
<br />
===<big>Bonding</big>===<br />
{{InputBadge|{{clr|4|63214H}} (Air OK)}}<br />
{{GGACR Move Card<br />
|input=63214H[m],j.63214H[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 12<br />
|recovery = 30<br />
}}<br />
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.<br />
<br />
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.<br />
*On block, can cancel to {{MMC|input=6321463214S|label=Altercation}}, or be RC'd.<br />
}}<br />
<br />
===<big>Engorgement</big>===<br />
{{InputBadge|{{clr|4|421H}}}}<br />
{{GGACR Move Card<br />
|input=421H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 21<br />
|active = 11<br />
|recovery = 14<br />
}}<br />
Headbutt, aka butt. ABA hops forward along with Paracelsus. Works well as a combo ender, and is a staple of Butt loops. Its long active time can make it safe when it makes contact late, but otherwise it doesn't see much use in neutral. With meter, you can RC on hit or block to double jump or airdash afterwards.<br />
}}<br />
<br />
===<big>Judgment</big>===<br />
{{InputBadge|{{clr|4|623H}}}}<br />
{{GGACR Move Card<br />
|input=623H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 18<br />
|active = 6<br />
|inactive2 = 20<br />
|active3 = 3<br />
|recovery = 25<br />
}}<br />
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!<br />
<br />
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.<br />
<br />
As Danzai is a special move, it is also cancellable to GM activation (with 50 meter), making it a particularly dangerous offensive option.<br />
}}<br />
<br />
===<big>Displacement</big>===<br />
{{InputBadge|{{clr|1|63214P}}}}<br />
{{GGACR Move Card<br />
|input=63214P[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 40<br />
|frcStart = 10<br />
|frcEnd = 13<br />
}}<br />
Bloodpack exit. Spends one pack to return to Normal Mode and restore 120% of self-inflicted damage. Has an FRC point to make recovery less punishable.<br />
}}<br />
<br />
===<big>Blunder</big>===<br />
{{InputBadge|{{clr|2|41236K}}\{{clr|3|46S}} > {{clr|2|236K}}}}<br />
{{GGACR Move Card<br />
|input=41236K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 28<br />
|active = 1<br />
|recovery = 29<br />
}}<br />
Flipkick. Throw/low invincible overhead/pseudo-unblockable (can be air blocked) which ground bounces on hit and staggers the opponent on standing block. Most commonly used in tandem with {{MMC|input=236D[m]|label=FB Bloodball}} for an expensive but very powerful unblockable setup into {{MMC|input=6321463214S|label=Goku Moroha}}<br />
}}<br />
<br />
===<big>Eradication</big>===<br />
{{InputBadge|{{clr|3|j.41236S}}}}<br />
{{GGACR Move Card<br />
|input=j.41236S<br />
|description=<br />
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.<br />
<br />
You can also use this move low to the ground as a meaty to bait wake-up throw attempts. Moreover, it's possible for both orbs to touch the opponent on oki situations, which will hurt a LOT on hit, though this is usually not reversal safe. Has an FRC point to remain safe, though, just as A.B.A. begins to tuck her outstretched leg back in, right when the orbs become active. Dash jump at downed opponent > orbs (FRC) on top of them > {{clr|2|2K}}, {{clr|5|5D}}, etc. to begin pressure.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Suka Motion</big>===<br />
{{InputBadge|Moroha Gauge reaches 0}}<br />
{{GGACR Move Card<br />
|input=Suka Motion<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 52<br />
}}<br />
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.<br />
<br />
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:<br />
# Is in the middle of an attack animation<br />
# Follows regular Moroha's gatling rules (you will not be able to do gatlings that are only possible in Goku Moroha)<br />
# 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)<br />
<br />
If your Moroha gauge runs out mid-combo/blockstring, you can end it quickly with keygrab, bloodpack exit, or activate GM to recover safely.<br />
}}<br />
<br />
===<big>Force Breaks</big>===<br />
----<br />
===<big>FB Avoidance</big>===<br />
{{InputBadge|{{clr|5|236D}}}}<br />
{{GGACR Move Card<br />
|input=236D[m]<br />
|description=<br />
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. <br><br />
<br />
The multihit part of the projectile has a weird property where the gap will always be the same, ignoring hitstop when it hits. This means against Jam's parry and SB the projectile will still lock them in hitstop preventing them from even using a reversal option. <br />
}}<br />
<br />
===<big>FB Judgment</big>===<br />
{{InputBadge|{{clr|5|623D}}}}<br />
{{GGACR Move Card<br />
|input=623D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 18<br />
|active = 6<br />
|inactive2 = 20<br />
|active3 = 3<br />
|recovery = 25<br />
}}<br />
FB Danzai launches higher on hit and gets hyper armor for the upswing till Christmas, plowing through pretty much anything as long as you still have life left. Obscene.<br />
}}<br />
<br />
===<big>Overdrives</big>===<br />
----<br />
===<big>Evidence: Destruction</big>===<br />
{{InputBadge|{{clr|1|j.632146P}}}}<br />
{{GGACR Move Card<br />
|input=j.632146P[m],j.632146P > 214K<br />
|description=<br />
No longer hits overhead, but now allows you to follow up with additional hits by inputting {{clr|2|j.214K}} for some extra damage. Its usage is identical to NM version, though, and there's an even better super you can do in Moroha mode for which you should really save up meter.<br />
----<br />
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.<br />
}}<br />
<br />
===<big>Altercation</big>===<br />
{{InputBadge|{{clr|3|6321463214S}}}}<br />
{{GGACR Move Card<br />
|input=6321463214S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 3<br />
|recovery = 13<br />
}}<br />
Your win condition. Provided you have one bloodpack and enough meter, ABA performs an aggressive mode switch attack with hitboxes completely surrounding her, then switches her to '''Goku Moroha''' mode, replenishing her Moroha gauge and turning it blue in the process. It's invulnerable from frames 1-15, staggers on ground hit, wallbounces or knocks down on air hit, and cannot be interrupted. You can cancel into this super from '''anything''' grounded (normals/specials, except {{MMC|input=421H|label=Engorgement}}), rendering Moroha ABA a constant threat whenever she has 50 meter.<br />
<br />
In this state, ABA gains a tremendous speed boost for both her movement and her attacks, double airdash, jump cancels for most of her normals, extra FRC points for many of her specials along with wider FRC windows, and extra properties for some of her moves. But most importantly, her gatling limitations are removed, as she can now cancel any normal into anything, as well as reverse cancel them (i.e. {{clr|1|6P}} > {{clr|4|5H}} > {{clr|1|6P}} > {{clr|4|5H}} > etc). Let them know fear.<br />
<br />
Do note that in GM, ABA also inflicts more self-damage on hit/block, so make sure to not overextend in pressure.<br />
}}<br />
<br />
<!--------------------- GOKU MOROHA MODE ---------------------------------><br />
</div><br />
<div id="movelist-3" class="movelist"><br />
<br />
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.<br />
<br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGACR Move Card<br />
|input=5P[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 2<br />
|recovery = 6<br />
}}<br />
{{clr|1|5P}} reaches its full potential in Goku Moroha mode thanks to its unrestricted gatling routes, allowing you to whiff cancel this move from virtually any other normal on block to remain completely safe. For instance, you can do xx > {{clr|3|f.S}} > {{clr|1|5P}} > whiff cancel {{clr|3|f.S}} > {{clr|1|5P}} > whiff cancel etc, which is an airtight blockstring if done correctly. On block, you can mix the opponent up with tick throws, or extend your pressure into {{clr|3|S}} or {{clr|4|H}} normals for frame traps/remaining plus. A more detailed explanation on this can be found [[GGACR/A.B.A/Strategy#5P_Rebeat|here]]<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal, including itself)<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGACR Move Card<br />
|input=5K[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 5<br />
|recovery = 4<br />
}}<br />
With the general GM gatling and speed buffs, this move becomes far more useful as a pressure extender and a safe-ish frame trap that can be DAA/burst-safe, while still being plus on block.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal, including itself)<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGACR Move Card<br />
|input=c.S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 3<br />
|recovery = 9<br />
}}<br />
Multipurpose normal. Good for throw OSes at 7 frames, amazing for pressure due to being +5 on block, jump cancels for IAD pressure, gatlings to lows with {{clr|2|2K}} and {{clr|5|2D}} and overheads with {{MMC|chara=A.B.A|input = 41236K[gm]|label = flipkick}} and {{clr|5|5D}}. Great for reverse gatlings to create burst safe routing from any hit and provide stability without sacrificing damage. From further out some gatlings may go into {{MMC|chara=A.B.A|input = f.S[gm]|label = f.S}} so be prepared to adjust combos on the fly in case of that. Can occasionally be used as a proximity anti-air due to its speed but is occasionally prone to trading due to a larger upward hurtbox than {{MMC|chara=A.B.A|input = 2S[gm]|label = 2S}}. Trades are usually in your favor but shouldn't be overly relied upon<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGACR Move Card<br />
|input=f.S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 2<br />
|inactive2 = 2<br />
|active3 = 2<br />
|recovery = 12<br />
}}<br />
A 7F-startup normal that is completely disjointed for the first hit, is +3 on its own, and ALSO jump-cancellable, this move retains all of what makes MM {{clr|3|f.S}} good, combined with all the juicy GM buffs ABA receives. Your party starter.<br />
<br />
On hit/block, it leads nicely to {{clr|4|5H}}, which you can reverse chain back into {{clr|3|f.S}} again, or go for a pressure reset with {{clr|1|5P}} whiff cancels.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal except {{clr|3|c.S}})<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGACR Move Card<br />
|input=5H[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 4<br />
|inactive2 = 4<br />
|active3 = 2<br />
|recovery = 11<br />
}}<br />
While still a tad slow at 11 frames, Goku Moroha {{clr|4|5H}} is still a fantastic and multipurpose normal. Still serves its purpose well as a poke and counterpoke, particularly due to its ability to {{keyword|rebeat}} into {{clr|1|5P}} on block to create huge frame advantage from far away, or if it counterhits avoid the 2nd hit undoing your stagger and allowing you to dash up and continue your combo. Also gains natural frame advantage on block due to the marginally shorter recovery<br />
<br />
There is a gap between {{clr|4|5H}} 2nd hit and the first hit of {{clr|4|2H}} on block that can be reversaled through, but is unthrowable on normal block. 3 frame normals such as Sol and Order-Sols {{clr|2|5K}} or A.B.As {{clr|1|5P}} will beat this. 4 frame normals will trade with the second hit but will leave A.B.A at enough advantage for her to be able to combo dash {{clr|3|c.S}}. {{clr|4|5H}} 1st hit to {{clr|4|2H}} is gapless unless IBed<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===<br />
{{GGACR Move Card<br />
|input=5D[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 22<br />
|active = 4<br />
|recovery = 15<br />
}}<br />
Another two frames shaved off the startup puts Goku {{clr|5|5D}} at the second fastest dust in the game after {{Character Label|GGACR|Sol}} Dragon Install 5D. Still decently safe, leads to impossible dust on normal hit, and extremely good when used on an opponent with high risc to cash out on damage. Even unoptimized 5D combos with high risc are liable to do an excess of 50%. Faster than her other overhead in Goku but a bit more situational. Still good to keep your opponent from trying to block everything<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGACR Move Card<br />
|input=6P[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 2<br />
|active2 = 3<br />
|recovery = 12<br />
}}<br />
In Moroha mode, its hitbox is a little altered since Paracelsus' head changes shape, but functions the same as NM's. On block, you can now cancel it to {{clr|4|6H}} to reset or end pressure.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGACR Move Card<br />
|input=6H[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 7<br />
|active2 = 7<br />
|recovery = 24<br />
}}<br />
No longer a slow CH stun fishing move in Moroha, {{clr|4|6H}} now hits twice, gains jump cancels, sports exceptional range, cranks the guardbar nicely, and hurts a lot more. The fact that you can jump cancel this means that on block, you get to do some gimmicky pressure resets via {{clr|4|6H}} (1) > IAD {{clr|4|j.H}}. Alternatively, you can just do {{clr|3|236S}} to end pressure more safely.<br />
<br />
On its own, this move mostly sees use against people trying to backdash her oki on wakeup in the corner, or those trying to low profile {{clr|3|f.S}} or {{clr|4|5H}} from far away. If you managed to land a hit from max range, rekkas or butt ({{clr|4|421H}}, air hit only) are your only meterless options.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGACR Move Card<br />
|input=2P[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 2<br />
|recovery = 6<br />
}}<br />
Mostly identical to NM version, though thanks to the speed boost ABA gains in Moroha, you can dash in and use this to pressure the opponent or just tick throw them.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal, including itself)<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGACR Move Card<br />
|input=2K[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 10<br />
}}<br />
Aside from a slight damage boost, this move is virtually the same as the NM version. Useful for opening the opponent up during mixups.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGACR Move Card<br />
|input=2S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 6<br />
|recovery = 9<br />
}}<br />
Goku 2S loses 3 frames of startup and half its recovery compared to {{MMC|chara=A.B.A|input = 2S[m]|label = Moroha 2S}} putting this at just a frame slower than {{MMC|chara=A.B.A|input = 2S|label = Normal 2S}}, and with significantly less risk associated with whiffing this move. It also gains a self gatling, though this is rarely used compared to its special cancels and reverse gatlings into all of her other normals<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal, including itself)<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGACR Move Card<br />
|input=2H[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 3<br />
|active2= 11<br />
|recovery = 6<br />
|frcStart = 20<br />
|frcEnd = 22<br />
}}<br />
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.<br />
<br />
Being slightly airborne before going active means ABA is throw-invuln during this window, so you can use this as a nice meaty button. To top it off, MM {{clr|4|2H}} also has an FRC point just as the axe touches the ground for the 2nd hit, which is excellent for applying baits or pressure. Insane.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGACR Move Card<br />
|input=2D[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 2<br />
|recovery = 23<br />
}}<br />
In Morohaville, {{clr|5|2D}}'s range grows from standard to absurd. Near the corner, you can confirm into rekka loops (except on Axl, Baiken, Bridget, Millia, and May). At max range, you can use it to bait reversals, and include a hitstop OS with rekkas. It will convert on hit, but you'll be safe on whiff, as long as you space it properly. In Goku can start pressure from halfscreen with 5P whiff rebeat pressure in order to give yourself better frame advantage on block. Against certain characters (Potemkin, Robo-Ky, Anji, Testament and Johnny) 2D->whiff 5P->f.S is a link that allows you to confirm into rekkas from max range on hit and is + enough on block for f.S to be a true blockstring<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGACR Move Card<br />
|input=j.P[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 4<br />
|recovery = 4<br />
}}<br />
1 frame faster than the NM or MM version puts this at the fastest air-to-air in the game tied with Order-Sol, Justice, Jam and Millia<br />
*Speed makes it impossible to IB>Throw when self gatlinged<br />
*Very disjointed. Difficult to contest due to the speed and hitbox<br />
*Very strong as a guts crush due to the self gatling. Good for closing out rounds<br />
*Gatlings to every air normal she has for easy air-to-air confirms<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal, including itself)<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGACR Move Card<br />
|input=j.K[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 8<br />
|recovery = 12<br />
}}<br />
Being 1f faster in Moroha mode means this move works rather nicely as a rising air-to-air now, even though {{clr|3|2S}} still yields far better rewards on CH. You will mostly use this move in tandem with her fuzzy high/low mixup along with {{clr|3|j.S}}.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal, including itself)<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGACR Move Card<br />
|input=j.S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 4<br />
|recovery = 2<br />
}}<br />
Excellent air-to-air. Slightly slower in comparison to NM {{clr|3|j.S}}, but has much better range, damage, and attack level. Crucial for her fuzzy high/low mixups.<br />
<br />
Your standard setup for fuzzies is [{{clr|3|j.S}} > d{{clr|3|j.S}} > falling {{clr|4|j.H}} > land] into more combos. These lead to BIG damage, upwards of 300+ depending on guard bar and available tension. Since it combos to {{clr|1|j.P}} or {{clr|2|j.K}}, you can fuzzy guard by doing [{{clr|3|j.S}} > {{clr|2|j.K}}] or [{{clr|3|j.S}} > {{clr|1|j.P}}]. The latter isn't as useful since the hitstun on {{clr|1|j.P}} is subpar, but the reward from {{clr|3|j.S}} > {{clr|2|j.K}} is superb. Knock an opponent down in the corner do [running {{clr|3|j.S}} > {{clr|2|j.K}} > d{{clr|3|j.S}} > {{clr|4|j.H}}]. Done properly, this is airtight, and if the opponent blocks low at any point, they're getting fuzzied. Other options include land > throw after the fuzzy, or do more {{clr|1|j.P}}s.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGACR Move Card<br />
|input=j.H[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 6<br />
|recovery = 20<br />
}}<br />
ABA's notorious air normal. Aside from gaining huge hitboxes in Moroha, {{clr|4|j.H}} also tucks her hurtbox upwards, making it great not just for air-to-air interactions, but also for jump-ins, especially crossups. The built-in OS with airthrow doesn't do your opponents any favors either, so don't hesitate throwing this out in neutral.<br />
<br />
On CH, you can easily confirm it into a short KD combo or ludicrous damage, despite its prorate. On normal hit/block from IAD height, you can link it to {{clr|1|5P}}, which easily leads to your ground strings. People hate this move.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGACR Move Card<br />
|input=j.D[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 4<br />
|recovery = 10<br />
|specialRecovery = 5<br />
}}<br />
Significantly faster than the other versions of j.D at 7 frames makes this a very nice air-to-air addition for ABA that's significantly rewarding on counter hit due to the wallbounce. Bear in mind that unlike her other air normals this cannot reverse gatling to other jump normals, but a cancel into {{MMC|chara=A.B.A|input = j.41236S[gm]|label = Orb}} with the FRC will generally keep you safe if your opponent blocks this<br />
}}<br />
<br />
===<big>Universal Mechanics</big>===<br />
----<br />
===<big>Ground Throw</big>===<br />
{{GGACR Move Card<br />
|input=Ground Throw[m]<br />
|description=<br />
Moroha and Goku Moroha version slams into a ground bounce on hit. Standard range, but easily leads into a lot of damage, especially with a raised Guard Bar. Tick throw with any fast normals ({{clr|1|5P}}, {{clr|1|2P}}, {{clr|2|2K}}) or after vacuuming them in with {{clr|4|5H}}. <br />
<br />
{{clr|4|6H}} sends the opponent backward while {{clr|4|4H}} sends them forward. Best OSed with either {{clr|2|5K}} or {{clr|3|c.S}} unless keeping the corner is necessary<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGACR Move Card<br />
|input=Air Throw[m]<br />
|description=<br />
Identical to NM version. As usual, (dash) keygrab is possible if you airthrow them close to the ground, for a burst safe mode switch.<br />
}}<br />
<br />
===<big>Dead Angle Attack</big>===<br />
{{GGACR Move Card<br />
|input=DAA[m]<br />
|description=<br />
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.<br />
}}<br />
<br />
===<big>Special Moves</big>===<br />
----<br />
===<big>Deletion</big>===<br />
{{InputBadge|{{clr|3|236S}}}}<br />
{{GGACR Move Card<br />
|input=236S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 2<br />
|recovery = 17<br />
|frcStart = 10<br />
|frcEnd = 13<br />
}}<br />
The start of ABA's rekkas. Having better hitboxes and startup, along with the forward momentum boost before its active frames, Moroha {{clr|3|236S}} is a rather nice poke you often can throw out in neutral that's difficult to low profile. It's unsafe, but its long range and decent pushback make it safe-ish from afar.<br />
}}<br />
<br />
===<big>Ruin</big>===<br />
{{InputBadge|{{clr|3|236S}} > {{clr|3|46S}}}}<br />
{{GGACR Move Card<br />
|input=236S > 46S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 3<br />
|recovery = 19<br />
|frcStart = 5<br />
|frcEnd = 8<br />
}}<br />
Largely identical to the Moroha version aside from the FRC point added just before the attack hits which can be used to OS whiffs or extend juggles and ground combos that would otherwise be difficult or impossible to extend. Less used due to her better combo options in Goku but still a vital part of Rekka loops in the corner, and can still refresh moroha due to the stagger effect on the 2nd hit allowing a combo into {{MMC|chara=A.B.A|input = 63214H|label = Keygrab}}<br />
}}<br />
<br />
===<big>Condemnation</big>===<br />
{{InputBadge|{{clr|3|46S}} > {{clr|3|63214S}}}}<br />
{{GGACR Move Card<br />
|input=236S > 46S > 63214S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 3<br />
|recovery = 23<br />
|frcStart = 14<br />
|frcEnd = 17<br />
}}<br />
Gains even more groundslide time in Goku Moroha, allowing for up to 4(!) reps of Rekka loops in the corner against most characters that Rekka loops work on. The FRC point is also wider and it has less recovery in general, but is still rather unsafe on block. Generally less favored than butt loops due to lower damage but still builds a lot of meter for A.B.A and gives her conversions from a lot of ranges<br />
}}<br />
<br />
===<big>Bonding</big>===<br />
{{InputBadge|{{clr|4|63214H}} (Air OK)}}<br />
{{GGACR Move Card<br />
|input=63214H[m],j.63214H[m]<br />
|description=<br />
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.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Engorgement</big>===<br />
{{InputBadge|{{clr|4|421H}}}}<br />
{{GGACR Move Card<br />
|input=421H[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 20<br />
|active = 11<br />
|recovery = 10<br />
}}<br />
Essential combo tool in Goku Moroha, leads to many of your max damage routes due to the jump cancel this move gains during Goku Moroha. Doing this move into 412369S will give you an auto-timed TK {{MMC|chara=A.B.A|input = j.41236S[gm]|label = Orb}} that will land both hits on most characters and gives easy extensions due to the widened FRC on Goku Orbs. Also useful for meterless extensions midscreen with the jump cancel, and gives you access to enormous damage and conversions that otherwise wouldn't be possible<br />
}}<br />
<br />
===<big>Judgment</big>===<br />
{{InputBadge|{{clr|4|623H}}}}<br />
{{GGACR Move Card<br />
|input=623H[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 4<br />
|inactive2 = 14<br />
|active3 = 2<br />
|recovery = 21<br />
|frcStart = 12<br />
|frcEnd = 14<br />
}}<br />
Danzai becomes even better in Goku Moroha, as it becomes a whopping 6 frames faster, with a shorter gap between the hits and less recovery, making it better for anti-airing, defense and generally just pestering your opponent with enormous armored hitboxes. Best of all, in Goku it gains an FRC point just as the first hit connects, which can make your opponent guess as to whether you'll let it rip or FRC it on block to get free plus frames to continue your pressure with, as well as allowing you to bypass the 2nd hits heavy forced proration for the cost of 25 meter. The FRC can also be done on whiff, potentially saving you from a whiffed danzai<br />
}}<br />
<br />
===<big>Displacement</big>===<br />
{{InputBadge|{{clr|1|63214P}}}}<br />
{{GGACR Move Card<br />
|input=63214P[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 40<br />
|frcStart = 10<br />
|frcEnd = 13<br />
}}<br />
Bloodpack exit. Spends one pack to return to Normal Mode and restore 120% of self-inflicted damage. Has an FRC point to make recovery less punishable.<br />
}}<br />
<br />
===<big>Blunder</big>===<br />
{{InputBadge|{{clr|2|41236K}}\{{clr|3|46S}} > {{clr|2|236K}}}}<br />
{{GGACR Move Card<br />
|input=41236K[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 28<br />
|active = 1<br />
|recovery = 19<br />
|frcStart = 28<br />
|frcEnd = 30<br />
}}<br />
Flipkick. Throw/low invincible overhead/pseudo-unblockable (can be air blocked) which ground bounces on hit and staggers the opponent on standing block. Has significantly less recovery than regular flipkick making combos out of it on both hit and block much more standard. Gains an FRC point in Goku point which can be used to safely bait things that would normally beat her unblockable setups like a {{keyword|Dead Angle}}, backdash, certain {{keyword|dragon punch}}es or low profile moves like {{MMC|chara=Sol Badguy|input=214S|label=Grand Viper}}<br />
}}<br />
<br />
===<big>Eradication</big>===<br />
{{InputBadge|{{clr|3|j.41236S}}}}<br />
{{GGACR Move Card<br />
|input=j.41236S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 6<br />
|active2 = 5<br />
|specialRecovery = 12<br />
|frcStart = 15<br />
|frcEnd = 18<br />
}}<br />
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.<br />
<br />
You can also use this move low to the ground as a meaty to bait wake-up throw attempts. Moreover, it's possible for both orbs to touch the opponent on oki situations, which will hurt a LOT on hit, though this is usually not reversal safe. Has an FRC point to remain safe, though, just as A.B.A. begins to tuck her outstretched leg back in, right when the orbs become active. Dash jump at downed opponent > orbs (FRC) on top of them > {{clr|2|2K}}, {{clr|5|5D}}, etc. to begin pressure.<br />
}}<br />
<br />
===<big>Suka Motion</big>===<br />
{{InputBadge|Moroha Gauge reaches 0}}<br />
{{GGACR Move Card<br />
|input=Suka Motion<br />
|description=<br />
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.<br />
<br />
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:<br />
# Is in the middle of an attack animation<br />
# Follows regular Moroha's gatling rules (you will not be able to do gatlings that are only possible in Goku Moroha)<br />
# 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)<br />
<br />
If your Moroha gauge runs out mid-combo/blockstring, you can end it quickly with keygrab or bloodpack exit to recover safely.<br />
}}<br />
<br />
===<big>Force Breaks</big>===<br />
----<br />
===<big>FB Avoidance</big>===<br />
{{InputBadge|{{clr|5|236D}}}}<br />
{{GGACR Move Card<br />
|input=236D[m]<br />
|description=<br />
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.<br><br />
<br />
The multihit part of the projectile has a weird property where the gap will always be the same, ignoring hitstop when it hits. This means that against Jam's parry and SB the projectile will still lock them in hitstop preventing them from even using a reversal option. <br />
}}<br />
<br />
===<big>FB Judgment</big>===<br />
{{InputBadge|{{clr|5|623D}}}}<br />
{{GGACR Move Card<br />
|input=623D[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 4<br />
|inactive2 = 14<br />
|active3 = 2<br />
|recovery = 21<br />
|frcStart = 12<br />
|frcEnd = 14<br />
}}<br />
Everything good about regular FB Danzai becomes better in Goku due to the faster startup allowing you to more easily blow through and punish things. Coupled with the FRC point that's identical to meterless Goku Danzai gives ABA a disgustingly powerful callout tool at the cost of 50 meter, that on block is completely safe and on hit gives her an unscaled launcher. Everything you could want in a special and then some<br />
}}<br />
<br />
===<big>Overdrives</big>===<br />
----<br />
===<big>Evidence: Destruction</big>===<br />
{{InputBadge|{{clr|1|j.632146P}}}}<br />
{{GGACR Move Card<br />
|input=j.632146P[m],j.632146P > 214K<br />
|description=<br />
No longer hits overhead, but now allows you to follow up with additional hits by inputting {{clr|2|j.214K}} for some extra damage. Its usage is identical to NM version, though, and there's an even better super you can do in Moroha mode for which you should really save up meter.<br />
----<br />
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.<br />
}}<br />
<!--------------------- END DON'T MESS WITH ME ---------------------------------><br />
</div><br />
<br />
==Instant Kill==<br />
===<big>Darkness of Ignorance</big>===<br />
{{InputBadge|During IK Mode: {{clr|4|236236H}}}}<br />
{{GGACR Move Card<br />
|input=236236H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 36<br />
|active = 5<br />
|recovery = 40<br />
}}<br />
Standard IK. Rather useful after CH NM {{clr|4|6H}} punish attempts.<br />
}}<br />
<br />
==Colors==<br />
{{GGACRColors|Character=A.B.A}}<br />
<br />
==Navigation==<br />
{{notice|To edit frame data, edit values in [[GGACR/A.B.A/Data]].}}<br />
{{#lst:GGACR/Navigation}}<br />
[[Category:Guilty Gear XX Accent Core + R]]<br />
[[Category:A.B.A]]<br />
[[Category:Unga]]</div>Sobosswagnerhttps://www.dustloop.com/wiki/index.php?title=GGACR/A.B.A&diff=376390GGACR/A.B.A2023-02-23T05:28:02Z<p>Sobosswagner: /* {{clr|1|5P}} */</p>
<hr />
<div>==Overview==<br />
{{Overview/navigation|okizeme=yes}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content= 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 {{MMC|input=236P|label=Dragging}}. By landing her command throw/hitgrab {{MMC|input=63214H|label=Bonding}}, or spending resources to perform {{MMC|input=63214P|label=Injecting}}, 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, {{MMC|input=6321463214S|label=Altercation}}, 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.<br />
<br />
This comes at a cost, however. In Moroha and Goku Moroha mode, A.B.A's attacks will drain her own health whenever make contact with an opponent, whether that's a hit or block. She also has an active meter which will slowly drain towards empty, and will lose about 30% every time she is knocked down and goes into a wakeup animation. When the meter empties, she forcefully reverts back into NM with {{MMC|input=Suka Motion}}, a lengthy stance that makes her susceptible to eating a full combo or 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.<br />
<br />
A.B.A is best for players who love to balance risk against reward. Learn to love her double-edged playstyle. <br />
}}<br />
{{GGACR/Infobox}}<br />
{{ProsAndCons<br />
|intro= puts a strong emphasis on risk/reward by managing her slow, yet versatile, "Normal" Mode and her two incredibly oppressive, but life draining, "Moroha" and "Goku Moroha" Modes.<br />
|pros=<br />
* '''Strong Anti-airs:''' A.B.A has access to powerful anti-airs in all 3 forms that can all lead to great damage, corner carry and knockdowns on hit, as well as cover a variety of aerial approach options that can force opponents to approach more carefully or simply stay grounded<br />
* '''Deceptive Tangibility:''' A.B.A's hurtboxes are infamously weird, with many characters struggling to properly hit her. Combined with her super heavyweight nature, this can make A.B.A weirdly hard to combo. <br />
* '''Burst Mobility:''' Normal Mode has slow walk speed, but gives A.B.A access to the extremely low profile {{MMC|input=236P|label=Dragging}} to duck under things in neutral. Moroha and Goku Moroha, on the other hand, have best-in-class movement. Multiple airdashes, jump-cancellable normals, and one of the fastest runspeeds in the game all give Moroha A.B.A extreme threat in neutral. <br />
* '''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.<br />
* '''Tanky:''' Despite her health drain mechanic in her installs, A.B.A's high defense modifier and stun resist allows her to survive longer than average. Additionally her ability to self heal when exiting Moroha with {{MMC|input=63214P[m]|label=Bloodpack}}, {{MMC|input=63214H|label=Keygrab}}, or when activating {{MMC|input=6321463214S|label=Goku Moroha}} can help to alleviate much of the health lost during her installs.<br />
* '''Snowball Potential:''' Even in Normal Mode {{MMC|input=236D|label=FB Dragging}} 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. <br />
|cons=<br />
* '''Normal Mode:''' ABA begins every round in Normal Mode, which has somewhat awkward normals, as well as generally poor and committal mobility. ABA often needs to RPS at the start of every round in order to gain access to her stronger tools in Moroha mode<br />
* '''Health drain:''' During both Moroha and Goku Moroha, ABA will constantly take self inflicted damage as she hits the opponent, which can only be healed back by using Bloodpacks, Keygrab or Goku Moroha. Poor management of her health can often lead to sudden deaths by abare<br />
* '''Limited Unique Resource:''' ABA uses her bloodpacks to enter and exit Moroha Mode safely, as well as to enter Goku Moroha, and mismanagement of these can leave her stuck in Normal Mode, or in a disadvantageous position in Moroha Mode with no means of safely escaping it<br />
* '''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.<br />
}}<br />
</div><br />
<br />
==Unique Mechanics==<br />
==={{InvisibleText|Mode Switch}}===<br />
{{card|width=4<br />
|header=Mode Switch<br />
|content=A.B.A starts every round in her Normal mode.<br />
A.B.A can switch to her Moroha mode by either successfully hitting the opponent with Bonding (keygrab) or by using Injecting (bloodpack). While in Moroha mode, all of A.B.A's normals (notably S and H) and specials are significantly changed for the better, but she must manage a constantly depleting unique meter, and she will inflict self damage upon hitting the opponent or making them block. Also, with 50 meter, A.B.A also has access to a heavily-improved version of this mode called Goku Moroha mode.<br />
}}<br />
=={{InvisibleText|Blood Packs}}==<br />
{{card|width=4<br />
|header=Blood Packs [[File:GGACR_ABA_BloodPack.png|24px]]<br />
|content=A.B.A starts each round with a limited resource known as Blood Packs.<br />
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.<br />
}}<br />
=={{InvisibleText|Starter Guide}}==<br />
{{StarterBlurb}}<br />
=={{InvisibleText|Moroha Mode Movement Stat Changes}}==<br />
{{card|width=4<br />
|header=Moroha Mode Movement Stat Changes<br />
|content=<br />
Below is a basic overview of movement stats which change during each of A.B.A's modes. For a full list of movement values, check the [[GGACR/A.B.A/Frame Data#Movement Stats|full frame data page]].<br />
{{#cargo_query:tables=ggacrCharacters<br />
|fields=name=Mode,CONCAT(backdashDuration, "F \(1~", backdashInvulnerability, "F Strike Invuln\)")=Backdash,numberOfAirDashes=Air Dashes,initialDashSpeed=Initial Dash Speed,jumpVXForwards=Forwards Jump Speed,airDashForwardsSpeed=Forwards Air Dash Speed<br />
|where=name in ("A.B.A", "A.B.A (Moroha)", "A.B.A (Goku Moroha)")<br />
|format=table<br />
|order by=Air Dashes, Mode<br />
}}<br />
}}<br />
{{FrameChartKey}}<br />
<br />
==Normal Moves==<br />
<div class="movelist-toggles sticky"><br />
<div id="movelist-toggle-1" class="movelist-toggle-button">[[File:GGACR_ABA_Normal_Icon.png|link=|32x32px]] &nbsp; Normal</div><br />
<div id="movelist-toggle-2" class="movelist-toggle-button">[[File:GGACR_ABA_Moroha_Icon.png|link=]] &nbsp; Moroha</div><br />
<div id="movelist-toggle-3" class="movelist-toggle-button">[[File:GGACR_ABA_Goku_Moroha_Icon.png|link=]] &nbsp; Goku Moroha</div><br />
</div><br />
<div id="movelist-1" class="movelist"><br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGACR Move Card<br />
|input=5P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 2<br />
|recovery = 7<br />
}}<br />
While {{clr|1|5P}} isn't much of a traditional FG jab, it sees good use as a reactionary anti-air/counter-poke, with three frames of head invulnerability. Its speed also helps ABA convert falling {{clr|4|j.H}} at any height into {{clr|5|2D}} > keygrab.<br />
<br />
On block, however, this is where the move really shines, as you have the option to mix them up with a proximity throw keygrab or with a frame trap, using either {{clr|2|5K}}, {{clr|5|2D}} or {{clr|4|6H}}, to prevent jump-outs.<br />
<br />
Whiffs on crouching Faust, Zappa, Kliff, Millia, and Anji (only when in hitstun)<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGACR Move Card<br />
|input=5K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 5<br />
|recovery = 6<br />
}}<br />
A go-to poke, balancing speed and range amongst Normal Mode's overall slow moveset. Being able to self-cancel on hit and staying plus on block very much helps.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|2|5K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGACR Move Card<br />
|input=c.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 3<br />
|recovery = 12<br />
}}<br />
Proximity normal. Rather important for combos leading to keygrab or rekkas.<br />
<br />
Interestingly enough, you can do a reverse gatling cancel on block into {{clr|1|2P}} to remain more plus.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|2P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGACR Move Card<br />
|input=f.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 3<br />
|recovery = 14<br />
}}<br />
Standing low with acceptable speed. Will catch opponents off guard due to how far forward it moves, which makes a great frame trap after {{clr|3|c.S}}.<br />
<br />
Being safe on block means you can try to go for big frame traps like {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, or even an IAD {{clr|4|j.H}} pressure reset.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGACR Move Card<br />
|input=5H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 7<br />
|recovery = 27<br />
}}<br />
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.<br />
<br />
On hit, you can combo into keygrab or rekkas > bloodpack to enter MM. On block, thanks to its great pushback, you can cancel into bloodpack or whiff cancel {{clr|5|2D}} to reset back to neutral. You can also cancel into slide and remain fairly safe as a gimmicky way to stay close to the opponent.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===<br />
{{GGACR Move Card<br />
|input=5D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 25<br />
|active = 4<br />
|recovery = 15<br />
}}<br />
Despite its decent nature, you probably won't use this much since you'll mostly be on the defensive in Normal Mode. If you land it, you should do a short air combo into Keygrab.<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGACR Move Card<br />
|input=6P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 8<br />
|recovery = 10<br />
|offset = 3<br />
|inactive = 5<br />
}}<br />
A relatively fast two-hitting {{clr|1|6P}}. Serves its purpose well enough as a situational AA. You can only combo this into 2S though, aside from jump and special cancels.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|3|2S}}<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGACR Move Card<br />
|input=6H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 18<br />
|active = 9<br />
|recovery = 25<br />
}}<br />
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.<br />
<br />
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 <br />
{{clr|2|236K}} to remain somewhat safer. Don't whiff this.<br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGACR Move Card<br />
|input=2P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 2<br />
|recovery = 6<br />
}}<br />
2F slower than {{clr|1|5P}}, but more far-reaching and plus on block. Standard crouching jab.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGACR Move Card<br />
|input=2K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 4<br />
|recovery = 10<br />
}}<br />
A low poke with OK range. Leads to either rekkas or {{clr|5|2D}} > Keygrab on hit.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|3|c.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGACR Move Card<br />
|input=2S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 6<br />
|recovery = 13<br />
}}<br />
Fantastic hitboxes makes this move a great anti-air that leads to a short air combo ending with keygrab. Moves ABA slightly forward.<br />
<br />
Essentially an air KD on CH, so you often can combo into keygrab from trades.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGACR Move Card<br />
|input=2H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 15<br />
|recovery = 10<br />
|offset = 8<br />
|inactive = 3<br />
}}<br />
1st hit launches the opponent, which leads to easy combos ending with keygrab. Although {{clr|4|2H}} is slow, its hitboxes are rather disjointed, which can stuff things unexpectedly and might win against jump-ins and moves behind her, or trade with them favorably.<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGACR Move Card<br />
|input=2D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 3<br />
|recovery = 15<br />
}}<br />
Pretty typical. You'll usually end ground strings with this into keygrab.<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGACR Move Card<br />
|input=j.P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 14<br />
}}<br />
Excellent fast A2A with a good disjointed hitbox. You can do neutral/forward jump > {{clr|1|j.P}} as rather safe roundstart option. On hit, you can confirm into (JC) {{clr|1|j.P}} > keygrab.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGACR Move Card<br />
|input=j.K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 8<br />
|recovery = 12<br />
}}<br />
Hits directly above ABA, so this attack functions well as a rising anti-air. As it can launch grounded opponents with fairly generous untechable frames, you use this to convert stray IAD strings (i.e. IAD {{clr|3|j.S}} {{clr|1|j.P}} {{clr|2|j.K}}) into a short air combo ending with keygrab. <br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGACR Move Card<br />
|input=j.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 8<br />
|recovery = 11<br />
}}<br />
Pretty safe to just throw this around in neutral. Works well in most situations due to its speed and good hitbox.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|4|j.H}}<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGACR Move Card<br />
|input=j.H<br />
|description=<br />
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.<br />
<br />
Generally safe enough on standing block that you can cancel it to {{clr|1|5P}} to extend your pressure. If IB'd though, you can be punished by DPs or throws, though you can gamble with keygrab as a frametrap. High risk - high reward.<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGACR Move Card<br />
|input=j.D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 16<br />
|active = 4<br />
|recovery = 13<br />
|specialRecovery = 5<br />
}}<br />
Nice horizontal range, but very slow. Works mainly as a preemptive AA. On CH, provided you're close enough to the opponent, you might be able to get a keygrab. Otherwise, just use a bloodpack after hits.<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GGACR Move Card<br />
|input=Ground Throw<br />
|description=<br />
Tosses them away into a knockdown. Your best option after landing a grab is often to (dash) keygrab. Can wallbounce if you're near the corner.<br />
<br />
{{clr|4|6H}} sends the opponent backward while {{clr|4|4H}} sends them forward. Best OSed with either {{clr|2|5K}} or {{clr|3|c.S}} unless keeping the corner is necessary<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGACR Move Card<br />
|input=Air Throw<br />
|description=<br />
Standard airthrow. (Dash) keygrab is possible if you airthrow them close to the ground, for a burst safe mode switch.<br />
}}<br />
<br />
===<big>Dead Angle Attack</big>===<br />
{{GGACR Move Card<br />
|input=DAA<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 7<br />
|recovery = 29<br />
}}<br />
ABA's Dead angle is faster than most dead angles and comes with significantly more invulnerability and knocks down the opponent. However, it's usually a much better use of meter if you can IB > FB slide (see below) their pressure/oki, especially when your back is against the corner.<br />
<br />
On regular hit, you can keygrab out of the knockdown. Oddly enough, this is not possible on CH.<br />
}}<br />
<br />
===<big>Blue Burst</big>===<br />
{{GGACR_Move_Card<br />
|input=D+X<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 6<br />
|recovery = 24<br />
|specialRecovery = 3<br />
}}<br />
A.B.A has a unique Blue Burst. Unlike other characters, her Burst has 2F less startup and 3F shorter recovery. <br />
}}<br />
<br />
==Special Moves==<br />
===<big>Deletion</big>===<br />
{{InputBadge|{{clr|3|236S}}}}<br />
{{GGACR Move Card<br />
|input=236S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 2<br />
|recovery = 17<br />
}}<br />
The start of ABA's rekkas. One of the better hitboxes in NM. Works great as a knockdown tool in case {{clr|5|2D}} > keygrab isn't possible.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Ruin</big>===<br />
{{InputBadge|{{clr|3|236S}} > {{clr|3|46S}}}}<br />
{{GGACR Move Card<br />
|input=236S > 46S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 3<br />
|recovery = 19<br />
}}<br />
2nd part of the rekkas. Staggers on hit, but it’s rather wimpy in Normal Mode and requires an RC to get any sort of advantage. You can also frame trap with this, but can easily be disrespected by almost all reversal options, or just backdash.<br />
}}<br />
<br />
===<big>Condemnation</big>===<br />
{{InputBadge|{{clr|3|46S}} > {{clr|3|63214S}}}}<br />
{{GGACR Move Card<br />
|input=236S > 46S > 63214S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 3<br />
|recovery = 31<br />
|frcStart = 14<br />
|frcEnd = 15<br />
}}<br />
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].<br />
<br />
In the corner, provided ABA's close enough to the opponent, you can do continue the combo meterlessly by linking with {{clr|3|c.S}}/{{clr|3|f.S}}/{{clr|3|2S}} > keygrab, or {{clr|2|2K}} {{clr|3|c.S}} > keygrab (on mids/heavies only), though both of this are rather tight.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Bonding</big>===<br />
{{InputBadge|{{clr|4|63214H}} (Air OK)}}<br />
{{GGACR Move Card<br />
|input=63214H,j.63214H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 12<br />
|recovery = 30<br />
}}<br />
Keygrab. The most important move in your arsenal. <br />
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.<br />
<br />
This move acts as both a command throw and a strike. If from anywhere from frames 4-9, the opponent is in a throwable state and the move is in range, it will grab them. Afterwards, it will turn into a strike for the remainder of its active frames, meaning that the move can also be combo'd into. If the strike is blocked, however, it becomes very unsafe.<br />
}}<br />
<br />
===<big>Dragging</big>===<br />
{{InputBadge|{{clr|1|236P}}}}<br />
{{GGACR Move Card<br />
|input=236P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 28<br />
|frcStart = 11<br />
|frcEnd = 13<br />
}}<br />
Vitally useful. Being an evasive slide, A.B.A. becomes '''very''' low-profile when executing this move, making it great for sliding under projectiles or anticipated pokes for a throw > Keygrab. You can even slide under stuff like {{clr|1|2P}}s or Robo-Ky’s knee bazooka! Just beware of lows/being thrown before the slide is over.<br />
<br />
Has an FRC point just as A.B.A. tucks herself inward, which can be used as a last resort to cancel the slide if baited, or to bait your opponent into attempting a punish. At times, slide can also be a gimmicky movement option, especially after {{clr|4|5H}} on CH/block or {{clr|4|6H}} on hit.<br />
}}<br />
<br />
===<big>Retribution</big>===<br />
{{InputBadge|{{clr|2|236K}}\{{clr|3|46S}} > {{clr|2|236K}}}}<br />
{{GGACR Move Card<br />
|input=236K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 22<br />
|active = 3<br />
|recovery = 20<br />
|frcStart = 28<br />
|frcEnd = 30<br />
}}<br />
A far reaching overhead. Throw and feet invincible mid kick, making for a good meaty. Slightly unsafe on hit/block, though it has a rather late FRC point, so you can use it to confirm into {{clr|2|5K}}/{{clr|3|c.S}} > xxx > keygrab. Staggers on CH for quite a while, giving you a free keygrab. Can also be used in place of the 3rd Rekka ({{clr|3|63214S}}).<br />
}}<br />
<br />
===<big>Avoidance</big>===<br />
{{InputBadge|{{clr|4|236H}}}}<br />
{{GGACR Move Card<br />
|input=236H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 35<br />
|isProjectile = true<br />
|recovery = 6<br />
|frcStart = 23<br />
|frcEnd = 24<br />
}}<br />
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.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Injecting</big>===<br />
{{InputBadge|{{clr|1|63214P}}}}<br />
{{GGACR Move Card<br />
|input=63214P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 38<br />
}}<br />
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.<br />
<br />
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.<br />
}}<br />
<br />
==Force Breaks==<br />
===<big>FB Dragging</big>===<br />
{{InputBadge|{{clr|5|236D}}}}<br />
{{GGACR Move Card<br />
|input=236D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 26<br />
|frcStart = 9<br />
|frcEnd = 23<br />
}}<br />
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.<br />
<br />
It will evade oki, including meaty setups. It will slide through moves and supers, even stuff like Raou’s Bellows Malice, for easy Keygrabs. It has a huge FRC point, which is highly useful in certain situations since you can FRC to choose which side of the opponent A.B.A will appear on, or to buffer into a surprise Keygrab. A 25% "reversal" option never looked so good.<br />
*Doesn't work out of dash normally, but can be done with a Negative Edge {{clr|5|D}} held during dash startup then let go during it's cancel frames, giving you stronger control of positioning in situations such as going through Justice N.B. sets from further away and Testament Zeinest/HITOMI setups designed to catch normal FB Dragging distance.<br />
}}<br />
<br />
==Overdrives==<br />
===<big>Evidence: Concealment</big>===<br />
{{InputBadge|{{clr|4|632146H}}}}<br />
{{GGACR Move Card<br />
|input=632146H,632146H > 236H,632146H > 236H > 236H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 19<br />
|active = 6<br />
|recovery = 34<br />
|frcStart = 19<br />
|frcEnd = 22<br />
}}<br />
Normal mode exclusive. Despite not having full invul all the way through startup, it can kind of work as a reversal, sometimes.<br />
<br />
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.<br />
----<br />
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.<br />
}}<br />
<br />
===<big>Evidence: Destruction</big>===<br />
{{InputBadge|{{clr|1|j.632146P}}}}<br />
{{GGACR Move Card<br />
|input=j.632146P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = <br />
|active = <br />
|recovery = <br />
}}<br />
Highly situational air super, with some startup invuln. You can use this as an expensive air-to-air to kill low health opponents, as it will beat almost any air normal and a lot of anti airs, though it will trade sometimes. You can also use this to end air combos with it if it'll kill, or extend ground ones via TK'ing after {{clr|3|f.S}}. <br />
}}<br />
<br />
<!--------------------- MOROHA MODE ---------------------------------><br />
</div><br />
<div id="movelist-2" class="movelist"><br />
In Moroha mode, ABA's attacks receive slight to moderate damage boosts, along with different, greatly improved {{clr|3|S}}, {{clr|4|H}}, and {{clr|5|D}} normals.<br />
<br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGACR Move Card<br />
|input=5P[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 2<br />
|recovery = 7<br />
}}<br />
While {{clr|1|5P}} isn't much of a traditional FG jab, it sees good use as a reactionary anti-air/counter-poke, with three frames of head invulnerability. Its speed also helps ABA convert falling {{clr|4|j.H}} at any height into MM {{clr|3|c.S}} > {{clr|4|2H}} > etc, or {{clr|3|f.S}} > rekkas.<br />
<br />
On block, you can mix the opponent up with tick throws, or extend your pressure into {{clr|4|2H}} to remain plus.<br />
<br />
Whiffs on crouching Faust, Zappa, Kliff, Millia, and Anji (only when in hitstun)<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGACR Move Card<br />
|input=5K[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 5<br />
|recovery = 6<br />
}}<br />
Not bad of a poke, but there are better options in Moroha mode, so this move is mostly situational. Being plus on block is still great though.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|6P}}, {{clr|2|5K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGACR Move Card<br />
|input=c.S[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 3<br />
|recovery = 14<br />
}}<br />
A great pressure starter/extender that cranks up their guardbar rather well. In Moroha mode, this normal gains a monstrous hitbox along with foot invuln during startup and active frames, while being just 2f slower than NM {{clr|3|c.S}}. Cancel this into {{clr|3|f.S}}, {{clr|4|5H}}, or {{clr|4|2H}} to continue your pressure.<br />
<br />
As it's 0 on block, you can also try to frametrap with her gatling options or with specials, or even Goku Moroha activation ({{clr|3|6321463214S}}).<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGACR Move Card<br />
|input=f.S[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 2<br />
|inactive2 = 2<br />
|active3 = 2<br />
|recovery = 16<br />
}}<br />
With its amazing range and disjointed hitboxes, Moroha {{clr|3|f.S}} is a staple for your neutral, and is also a beefy poke to start your pressure game.<br />
<br />
As it hits twice, you can throw this out to stuff hyper armored moves or familiars that eat hits (Little Eddie, Zappa's Dog, Dizzy's Fish), which nicely leads to {{clr|4|5H}} or rekkas. No longer hits low unlike in Normal mode.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGACR Move Card<br />
|input=5H[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 5<br />
|inactive2 = 6<br />
|active3 = 2<br />
|recovery = 12<br />
}}<br />
Even though it's 2f slower than NM {{clr|4|5H}}, this move hits twice, builds a ridiculous amount of guard bar on block, and vacuums on the second hit, which is also an important part in your Moroha refresh combos (xxx > {{clr|4|5H}} with both hits > 1st rekka > 2nd rekka > double keygrab). On crouching opponents, you can also combo this into {{clr|4|6H}} for optimal damage and meter gain.<br />
<br />
Due to its lenient cancel window, you can also frame trap with Moroha ABA's various gatling options: either {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|2D}}, or even rekkas, allowing you to keep the opponent close and get their guard bar flashing in about a second. An excellent pressure tool that is somehow 0 on block.<br />
<br />
There is a gap between {{clr|4|5H}} 2nd hit and the first hit of {{clr|4|2H}} on block that can be reversaled through, but is unthrowable on normal block. 3 frame normals such as Sol and Order-Sols {{clr|2|5K}} or A.B.As {{clr|1|5P}} will beat this. 4 frame normals will trade with the second hit but will leave A.B.A at enough advantage for her to be able to combo dash {{clr|3|c.S}}. {{clr|4|5H}} 1st hit to {{clr|4|2H}} is gapless unless IBed<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|3|2S}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===<br />
{{GGACR Move Card<br />
|input=5D[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 24<br />
|active = 4<br />
|recovery = 15<br />
}}<br />
A frame faster than the Normal mode version and fairly safe for a {{clr|5|5D}} at only -5. On normal hit can lead into impossible dust combos, but very useful against an opponent with flashing risc due to the automatic counter hit properties. On counter hit gives you any combo you want since its completely untechable. Not particularly noteworthy but important to keep your opponent from getting too comfortable just down-backing.<br />
*Interestingly, you can cancel this into {{MMC|input=6321463214S|label=Altercation}}, to keep yourself plus on block or even get a free combo (provided you have the resources) by TKing the super input, cancelling the flash frame into dust Homing Jump and not using any meter or bloodpacks!<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGACR Move Card<br />
|input=6P[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 6<br />
|recovery = 17<br />
}}<br />
In Moroha mode, its hitbox is a little altered since Paracelsus' head changes shape, but functions the same as NM's. On block, you can now cancel it to {{clr|4|6H}} to reset or end pressure.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|3|2S}}, {{clr|4|6H}}<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGACR Move Card<br />
|input=6H[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 14<br />
|recovery = 30<br />
}}<br />
No longer a slow CH stun fishing move in Moroha, {{clr|4|6H}} now hits twice, gains jump cancels, sports exceptional range, cranks the guardbar nicely, and hurts a lot more. The fact that you can jump cancel this means that on block, you get to do some gimmicky pressure resets via {{clr|4|6H}} (1) > IAD {{clr|4|j.H}}. Alternatively, you can just do {{clr|3|236S}} to end pressure more safely.<br />
<br />
On its own, this move mostly sees use against people trying to backdash her oki on wakeup in the corner, or those trying to low profile {{clr|3|f.S}} or {{clr|4|5H}} from far away. If you managed to land a hit from max range, rekkas or butt ({{clr|4|421H}}, air hit only) are your only meterless options.<br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGACR Move Card<br />
|input=2P[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 2<br />
|recovery = 6<br />
}}<br />
Mostly identical to NM version, though thanks to the speed boost ABA gains in Moroha, you can dash in and use this to pressure the opponent or just tick throw them.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGACR Move Card<br />
|input=2K[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 4<br />
|recovery = 10<br />
}}<br />
Aside from a slight damage boost, this move is virtually the same as the NM version. Useful for opening the opponent up during mixups.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGACR Move Card<br />
|input=2S[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 6<br />
|recovery = 18<br />
}}<br />
A fantastic anti-air. Despite being 50% slower than NM {{clr|3|2S}}, it makes up for having ludicrous hitboxes and range. When done preemptively, this will hard punish most jump-ins. Great reward on CH. On block , you get a gimmicky high/low mixup with {{clr|5|5D}} and {{clr|5|2D}}, but going for {{clr|5|2D}} into rekkas is usually preferred.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGACR Move Card<br />
|input=2H[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 14<br />
|recovery = 6<br />
|frcStart = 20<br />
|frcEnd = 22<br />
}}<br />
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.<br />
<br />
Being slightly airborne before going active means ABA is throw-invuln during this window, so you can use this as a nice meaty button. To top it off, MM {{clr|4|2H}} also has an FRC point just as the axe touches the ground for the 2nd hit, which is excellent for applying baits or pressure. Insane.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|3|2S}}<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGACR Move Card<br />
|input=2D[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 2<br />
|recovery = 23<br />
}}<br />
In Morohaville, {{clr|5|2D}}'s range grows from standard to absurd. Near the corner, you can confirm into rekka loops (except on Axl, Baiken, Bridget, Millia, and May). At max range, you can use it to bait reversals, and include a hitstop OS with rekkas. It will convert on hit, but you'll be safe on whiff, as long as you space it properly.<br />
<br />
Notably, on CH or against light characters, you can combo this into GM activation, leading to a nice damaging combo with knockdown and oki.<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGACR Move Card<br />
|input=j.P[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 14<br />
}}<br />
Mostly identical to NM version, but you can now chain it on block to the improved MM {{clr|4|j.H}} to keep pressuring the opponent from air to ground.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGACR Move Card<br />
|input=j.K[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 8<br />
|recovery = 12<br />
}}<br />
Being 1f faster in Moroha mode means this move works rather nicely as a rising air-to-air now, even though {{clr|3|2S}} still yields far better rewards on CH. You will mostly use this move in tandem with her fuzzy high/low mixup along with {{clr|3|j.S}}.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGACR Move Card<br />
|input=j.S[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 5<br />
|recovery = 12<br />
}}<br />
Excellent air-to-air. Slightly slower in comparison to NM {{clr|3|j.S}}, but has much better range, damage, and attack level. Crucial for her fuzzy high/low mixups.<br />
<br />
Your standard setup for fuzzies is [{{clr|3|j.S}} > d{{clr|3|j.S}} > falling {{clr|4|j.H}} > land] into more combos. These lead to BIG damage, upwards of 300+ depending on guard bar and available tension. Since it combos to {{clr|1|j.P}} or {{clr|2|j.K}}, you can fuzzy guard by doing [{{clr|3|j.S}} > {{clr|2|j.K}}] or [{{clr|3|j.S}} > {{clr|1|j.P}}]. The latter isn't as useful since the hitstun on {{clr|1|j.P}} is subpar, but the reward from {{clr|3|j.S}} > {{clr|2|j.K}} is superb. Knock an opponent down in the corner do [running {{clr|3|j.S}} > {{clr|2|j.K}} > d{{clr|3|j.S}} > {{clr|4|j.H}}]. Done properly, this is airtight, and if the opponent blocks low at any point, they're getting fuzzied. Other options include land > throw after the fuzzy, or do more {{clr|1|j.P}}s.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGACR Move Card<br />
|input=j.H[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 6<br />
|recovery = 20<br />
}}<br />
ABA's notorious air normal. Aside from gaining huge hitboxes in Moroha, {{clr|4|j.H}} also tucks her hurtbox upwards, making it great not just for air-to-air interactions, but also for jump-ins, especially crossups. The built-in OS with airthrow doesn't do your opponents any favors either, so don't hesitate throwing this out in neutral.<br />
<br />
On CH, you can easily confirm it into a short KD combo or ludicrous damage, despite its prorate. On normal hit/block from IAD height, you can link it to {{clr|1|5P}}, which easily leads to your ground strings. People hate this move.<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGACR Move Card<br />
|input=j.D[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 4<br />
|recovery = 13<br />
|specialRecovery = 5<br />
}}<br />
Faster and more far-reaching than NM version, so {{clr|5|j.D}} can occasionally be used as a CH fishing move in neutral, as you have higher rewards in Moroha. This move is also a key ingredient in A.B.A.’s Orb loop. Otherwise, there are better air-to-air options.<br />
}}<br />
<br />
===<big>Universal Mechanics</big>===<br />
----<br />
===<big>Ground Throw</big>===<br />
{{GGACR Move Card<br />
|input=Ground Throw[m]<br />
|description=<br />
Moroha and Goku Moroha version slams into a ground bounce on hit. Standard range, but easily leads into a lot of damage, especially with a raised Guard Bar. Tick throw with any fast normals ({{clr|1|5P}}, {{clr|1|2P}}, {{clr|2|2K}}) or after vacuuming them in with {{clr|4|5H}}. A crucial part of A.B.A's offensive gameplan.<br />
<br />
{{clr|4|6H}} sends the opponent backward while {{clr|4|4H}} sends them forward. Can be OSed with {{clr|2|5K}} or {{clr|3|c.S}}, but even {{clr|4|5H}} and {{clr|4|6H}} are surprisingly good at catching jump-outs and backdashes, though are much slower.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGACR Move Card<br />
|input=Air Throw[m]<br />
|description=<br />
Identical to NM version. As usual, (dash) keygrab is possible if you airthrow them close to the ground, for a burst safe mode switch.<br />
}}<br />
<br />
===<big>Dead Angle Attack</big>===<br />
{{GGACR Move Card<br />
|input=DAA[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 2<br />
|inactive2 = 2<br />
|active3 = 2<br />
|recovery = 20<br />
}}<br />
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.<br />
}}<br />
<br />
===<big>Special Moves</big>===<br />
----<br />
===<big>Deletion</big>===<br />
{{InputBadge|{{clr|3|236S}}}}<br />
{{GGACR Move Card<br />
|input=236S[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 2<br />
|recovery = 17<br />
}}<br />
The start of ABA's rekkas. Having better hitboxes and startup, along with the forward momentum boost before its active frames, Moroha {{clr|3|236S}} is a rather nice poke you often can throw out in neutral that's difficult to low profile. It's unsafe, but its long range and decent pushback make it safe-ish from afar.<br />
}}<br />
<br />
===<big>Ruin</big>===<br />
{{InputBadge|{{clr|3|236S}} > {{clr|3|46S}}}}<br />
{{GGACR Move Card<br />
|input=236S > 46S[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 3<br />
|recovery = 19<br />
}}<br />
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.<br />
<br />
You can also immediately cancel it to GM activation {{clr|3|6321463214S}}, with 50 meter. Notably, you can do a short combo [xxx > 2nd rekka > keygrab x2] to refresh her Moroha gauge, thanks to its stagger effect on ground hit.<br />
}}<br />
<br />
===<big>Condemnation</big>===<br />
{{InputBadge|{{clr|3|46S}} > {{clr|3|63214S}}}}<br />
{{GGACR Move Card<br />
|input=236S > 46S > 63214S[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 3<br />
|recovery = 28<br />
|frcStart = 14<br />
|frcEnd = 15<br />
}}<br />
The last part of her rekkas. In Moroha, it gain even more groundslide time, which allows you to do rekka loops [xx > {{clr|5|2D}} > 1st rekka > 2nd rekka > delayed 3rd rekka] x 2/3. Still pretty unsafe on block, but the opponent still has to respect it due to its FRC point, as well as the fact you can activate GM as late as possible. <br />
}}<br />
<br />
===<big>Bonding</big>===<br />
{{InputBadge|{{clr|4|63214H}} (Air OK)}}<br />
{{GGACR Move Card<br />
|input=63214H[m],j.63214H[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 12<br />
|recovery = 30<br />
}}<br />
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.<br />
<br />
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.<br />
*On block, can cancel to {{MMC|input=6321463214S|label=Altercation}}, or be RC'd.<br />
}}<br />
<br />
===<big>Engorgement</big>===<br />
{{InputBadge|{{clr|4|421H}}}}<br />
{{GGACR Move Card<br />
|input=421H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 21<br />
|active = 11<br />
|recovery = 14<br />
}}<br />
Headbutt, aka butt. ABA hops forward along with Paracelsus. Works well as a combo ender, and is a staple of Butt loops. Its long active time can make it safe when it makes contact late, but otherwise it doesn't see much use in neutral. With meter, you can RC on hit or block to double jump or airdash afterwards.<br />
}}<br />
<br />
===<big>Judgment</big>===<br />
{{InputBadge|{{clr|4|623H}}}}<br />
{{GGACR Move Card<br />
|input=623H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 18<br />
|active = 6<br />
|inactive2 = 20<br />
|active3 = 3<br />
|recovery = 25<br />
}}<br />
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!<br />
<br />
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.<br />
<br />
As Danzai is a special move, it is also cancellable to GM activation (with 50 meter), making it a particularly dangerous offensive option.<br />
}}<br />
<br />
===<big>Displacement</big>===<br />
{{InputBadge|{{clr|1|63214P}}}}<br />
{{GGACR Move Card<br />
|input=63214P[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 40<br />
|frcStart = 10<br />
|frcEnd = 13<br />
}}<br />
Bloodpack exit. Spends one pack to return to Normal Mode and restore 120% of self-inflicted damage. Has an FRC point to make recovery less punishable.<br />
}}<br />
<br />
===<big>Blunder</big>===<br />
{{InputBadge|{{clr|2|41236K}}\{{clr|3|46S}} > {{clr|2|236K}}}}<br />
{{GGACR Move Card<br />
|input=41236K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 28<br />
|active = 1<br />
|recovery = 29<br />
}}<br />
Flipkick. Throw/low invincible overhead/pseudo-unblockable (can be air blocked) which ground bounces on hit and staggers the opponent on standing block. Most commonly used in tandem with {{MMC|input=236D[m]|label=FB Bloodball}} for an expensive but very powerful unblockable setup into {{MMC|input=6321463214S|label=Goku Moroha}}<br />
}}<br />
<br />
===<big>Eradication</big>===<br />
{{InputBadge|{{clr|3|j.41236S}}}}<br />
{{GGACR Move Card<br />
|input=j.41236S<br />
|description=<br />
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.<br />
<br />
You can also use this move low to the ground as a meaty to bait wake-up throw attempts. Moreover, it's possible for both orbs to touch the opponent on oki situations, which will hurt a LOT on hit, though this is usually not reversal safe. Has an FRC point to remain safe, though, just as A.B.A. begins to tuck her outstretched leg back in, right when the orbs become active. Dash jump at downed opponent > orbs (FRC) on top of them > {{clr|2|2K}}, {{clr|5|5D}}, etc. to begin pressure.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Suka Motion</big>===<br />
{{InputBadge|Moroha Gauge reaches 0}}<br />
{{GGACR Move Card<br />
|input=Suka Motion<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 52<br />
}}<br />
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.<br />
<br />
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:<br />
# Is in the middle of an attack animation<br />
# Follows regular Moroha's gatling rules (you will not be able to do gatlings that are only possible in Goku Moroha)<br />
# 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)<br />
<br />
If your Moroha gauge runs out mid-combo/blockstring, you can end it quickly with keygrab, bloodpack exit, or activate GM to recover safely.<br />
}}<br />
<br />
===<big>Force Breaks</big>===<br />
----<br />
===<big>FB Avoidance</big>===<br />
{{InputBadge|{{clr|5|236D}}}}<br />
{{GGACR Move Card<br />
|input=236D[m]<br />
|description=<br />
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. <br><br />
<br />
The multihit part of the projectile has a weird property where the gap will always be the same, ignoring hitstop when it hits. This means against Jam's parry and SB the projectile will still lock them in hitstop preventing them from even using a reversal option. <br />
}}<br />
<br />
===<big>FB Judgment</big>===<br />
{{InputBadge|{{clr|5|623D}}}}<br />
{{GGACR Move Card<br />
|input=623D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 18<br />
|active = 6<br />
|inactive2 = 20<br />
|active3 = 3<br />
|recovery = 25<br />
}}<br />
FB Danzai launches higher on hit and gets hyper armor for the upswing till Christmas, plowing through pretty much anything as long as you still have life left. Obscene.<br />
}}<br />
<br />
===<big>Overdrives</big>===<br />
----<br />
===<big>Evidence: Destruction</big>===<br />
{{InputBadge|{{clr|1|j.632146P}}}}<br />
{{GGACR Move Card<br />
|input=j.632146P[m],j.632146P > 214K<br />
|description=<br />
No longer hits overhead, but now allows you to follow up with additional hits by inputting {{clr|2|j.214K}} for some extra damage. Its usage is identical to NM version, though, and there's an even better super you can do in Moroha mode for which you should really save up meter.<br />
----<br />
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.<br />
}}<br />
<br />
===<big>Altercation</big>===<br />
{{InputBadge|{{clr|3|6321463214S}}}}<br />
{{GGACR Move Card<br />
|input=6321463214S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 3<br />
|recovery = 13<br />
}}<br />
Your win condition. Provided you have one bloodpack and enough meter, ABA performs an aggressive mode switch attack with hitboxes completely surrounding her, then switches her to '''Goku Moroha''' mode, replenishing her Moroha gauge and turning it blue in the process. It's invulnerable from frames 1-15, staggers on ground hit, wallbounces or knocks down on air hit, and cannot be interrupted. You can cancel into this super from '''anything''' grounded (normals/specials, except {{MMC|input=421H|label=Engorgement}}), rendering Moroha ABA a constant threat whenever she has 50 meter.<br />
<br />
In this state, ABA gains a tremendous speed boost for both her movement and her attacks, double airdash, jump cancels for most of her normals, extra FRC points for many of her specials along with wider FRC windows, and extra properties for some of her moves. But most importantly, her gatling limitations are removed, as she can now cancel any normal into anything, as well as reverse cancel them (i.e. {{clr|1|6P}} > {{clr|4|5H}} > {{clr|1|6P}} > {{clr|4|5H}} > etc). Let them know fear.<br />
<br />
Do note that in GM, ABA also inflicts more self-damage on hit/block, so make sure to not overextend in pressure.<br />
}}<br />
<br />
<!--------------------- GOKU MOROHA MODE ---------------------------------><br />
</div><br />
<div id="movelist-3" class="movelist"><br />
<br />
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.<br />
<br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGACR Move Card<br />
|input=5P[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 2<br />
|recovery = 6<br />
}}<br />
{{clr|1|5P}} reaches its full potential in Goku Moroha mode thanks to its unrestricted gatling routes, allowing you to whiff cancel this move from virtually any other normal on block to remain completely safe. For instance, you can do xx > {{clr|3|f.S}} > {{clr|1|5P}} > whiff cancel {{clr|3|f.S}} > {{clr|1|5P}} > whiff cancel etc, which is an airtight blockstring if done correctly. On block, you can mix the opponent up with tick throws, or extend your pressure into {{clr|3|S}} or {{clr|4|H}} normals for frame traps/remaining plus. A more detailed explanation on this can be found [[https://www.dustloop.com/w/GGACR/A.B.A/Strategy#5P_Rebeat|here]]<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal, including itself)<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGACR Move Card<br />
|input=5K[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 5<br />
|recovery = 4<br />
}}<br />
With the general GM gatling and speed buffs, this move becomes far more useful as a pressure extender and a safe-ish frame trap that can be DAA/burst-safe, while still being plus on block.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal, including itself)<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGACR Move Card<br />
|input=c.S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 3<br />
|recovery = 9<br />
}}<br />
Multipurpose normal. Good for throw OSes at 7 frames, amazing for pressure due to being +5 on block, jump cancels for IAD pressure, gatlings to lows with {{clr|2|2K}} and {{clr|5|2D}} and overheads with {{MMC|chara=A.B.A|input = 41236K[gm]|label = flipkick}} and {{clr|5|5D}}. Great for reverse gatlings to create burst safe routing from any hit and provide stability without sacrificing damage. From further out some gatlings may go into {{MMC|chara=A.B.A|input = f.S[gm]|label = f.S}} so be prepared to adjust combos on the fly in case of that. Can occasionally be used as a proximity anti-air due to its speed but is occasionally prone to trading due to a larger upward hurtbox than {{MMC|chara=A.B.A|input = 2S[gm]|label = 2S}}. Trades are usually in your favor but shouldn't be overly relied upon<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGACR Move Card<br />
|input=f.S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 2<br />
|inactive2 = 2<br />
|active3 = 2<br />
|recovery = 12<br />
}}<br />
A 7F-startup normal that is completely disjointed for the first hit, is +3 on its own, and ALSO jump-cancellable, this move retains all of what makes MM {{clr|3|f.S}} good, combined with all the juicy GM buffs ABA receives. Your party starter.<br />
<br />
On hit/block, it leads nicely to {{clr|4|5H}}, which you can reverse chain back into {{clr|3|f.S}} again, or go for a pressure reset with {{clr|1|5P}} whiff cancels.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal except {{clr|3|c.S}})<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGACR Move Card<br />
|input=5H[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 4<br />
|inactive2 = 4<br />
|active3 = 2<br />
|recovery = 11<br />
}}<br />
While still a tad slow at 11 frames, Goku Moroha {{clr|4|5H}} is still a fantastic and multipurpose normal. Still serves its purpose well as a poke and counterpoke, particularly due to its ability to {{keyword|rebeat}} into {{clr|1|5P}} on block to create huge frame advantage from far away, or if it counterhits avoid the 2nd hit undoing your stagger and allowing you to dash up and continue your combo. Also gains natural frame advantage on block due to the marginally shorter recovery<br />
<br />
There is a gap between {{clr|4|5H}} 2nd hit and the first hit of {{clr|4|2H}} on block that can be reversaled through, but is unthrowable on normal block. 3 frame normals such as Sol and Order-Sols {{clr|2|5K}} or A.B.As {{clr|1|5P}} will beat this. 4 frame normals will trade with the second hit but will leave A.B.A at enough advantage for her to be able to combo dash {{clr|3|c.S}}. {{clr|4|5H}} 1st hit to {{clr|4|2H}} is gapless unless IBed<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===<br />
{{GGACR Move Card<br />
|input=5D[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 22<br />
|active = 4<br />
|recovery = 15<br />
}}<br />
Another two frames shaved off the startup puts Goku {{clr|5|5D}} at the second fastest dust in the game after {{Character Label|GGACR|Sol}} Dragon Install 5D. Still decently safe, leads to impossible dust on normal hit, and extremely good when used on an opponent with high risc to cash out on damage. Even unoptimized 5D combos with high risc are liable to do an excess of 50%. Faster than her other overhead in Goku but a bit more situational. Still good to keep your opponent from trying to block everything<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGACR Move Card<br />
|input=6P[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 2<br />
|active2 = 3<br />
|recovery = 12<br />
}}<br />
In Moroha mode, its hitbox is a little altered since Paracelsus' head changes shape, but functions the same as NM's. On block, you can now cancel it to {{clr|4|6H}} to reset or end pressure.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGACR Move Card<br />
|input=6H[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 7<br />
|active2 = 7<br />
|recovery = 24<br />
}}<br />
No longer a slow CH stun fishing move in Moroha, {{clr|4|6H}} now hits twice, gains jump cancels, sports exceptional range, cranks the guardbar nicely, and hurts a lot more. The fact that you can jump cancel this means that on block, you get to do some gimmicky pressure resets via {{clr|4|6H}} (1) > IAD {{clr|4|j.H}}. Alternatively, you can just do {{clr|3|236S}} to end pressure more safely.<br />
<br />
On its own, this move mostly sees use against people trying to backdash her oki on wakeup in the corner, or those trying to low profile {{clr|3|f.S}} or {{clr|4|5H}} from far away. If you managed to land a hit from max range, rekkas or butt ({{clr|4|421H}}, air hit only) are your only meterless options.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGACR Move Card<br />
|input=2P[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 2<br />
|recovery = 6<br />
}}<br />
Mostly identical to NM version, though thanks to the speed boost ABA gains in Moroha, you can dash in and use this to pressure the opponent or just tick throw them.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal, including itself)<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGACR Move Card<br />
|input=2K[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 10<br />
}}<br />
Aside from a slight damage boost, this move is virtually the same as the NM version. Useful for opening the opponent up during mixups.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGACR Move Card<br />
|input=2S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 6<br />
|recovery = 9<br />
}}<br />
Goku 2S loses 3 frames of startup and half its recovery compared to {{MMC|chara=A.B.A|input = 2S[m]|label = Moroha 2S}} putting this at just a frame slower than {{MMC|chara=A.B.A|input = 2S|label = Normal 2S}}, and with significantly less risk associated with whiffing this move. It also gains a self gatling, though this is rarely used compared to its special cancels and reverse gatlings into all of her other normals<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal, including itself)<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGACR Move Card<br />
|input=2H[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 3<br />
|active2= 11<br />
|recovery = 6<br />
|frcStart = 20<br />
|frcEnd = 22<br />
}}<br />
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.<br />
<br />
Being slightly airborne before going active means ABA is throw-invuln during this window, so you can use this as a nice meaty button. To top it off, MM {{clr|4|2H}} also has an FRC point just as the axe touches the ground for the 2nd hit, which is excellent for applying baits or pressure. Insane.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGACR Move Card<br />
|input=2D[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 2<br />
|recovery = 23<br />
}}<br />
In Morohaville, {{clr|5|2D}}'s range grows from standard to absurd. Near the corner, you can confirm into rekka loops (except on Axl, Baiken, Bridget, Millia, and May). At max range, you can use it to bait reversals, and include a hitstop OS with rekkas. It will convert on hit, but you'll be safe on whiff, as long as you space it properly. In Goku can start pressure from halfscreen with 5P whiff rebeat pressure in order to give yourself better frame advantage on block. Against certain characters (Potemkin, Robo-Ky, Anji, Testament and Johnny) 2D->whiff 5P->f.S is a link that allows you to confirm into rekkas from max range on hit and is + enough on block for f.S to be a true blockstring<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGACR Move Card<br />
|input=j.P[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 4<br />
|recovery = 4<br />
}}<br />
1 frame faster than the NM or MM version puts this at the fastest air-to-air in the game tied with Order-Sol, Justice, Jam and Millia<br />
*Speed makes it impossible to IB>Throw when self gatlinged<br />
*Very disjointed. Difficult to contest due to the speed and hitbox<br />
*Very strong as a guts crush due to the self gatling. Good for closing out rounds<br />
*Gatlings to every air normal she has for easy air-to-air confirms<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal, including itself)<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGACR Move Card<br />
|input=j.K[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 8<br />
|recovery = 12<br />
}}<br />
Being 1f faster in Moroha mode means this move works rather nicely as a rising air-to-air now, even though {{clr|3|2S}} still yields far better rewards on CH. You will mostly use this move in tandem with her fuzzy high/low mixup along with {{clr|3|j.S}}.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal, including itself)<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGACR Move Card<br />
|input=j.S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 4<br />
|recovery = 2<br />
}}<br />
Excellent air-to-air. Slightly slower in comparison to NM {{clr|3|j.S}}, but has much better range, damage, and attack level. Crucial for her fuzzy high/low mixups.<br />
<br />
Your standard setup for fuzzies is [{{clr|3|j.S}} > d{{clr|3|j.S}} > falling {{clr|4|j.H}} > land] into more combos. These lead to BIG damage, upwards of 300+ depending on guard bar and available tension. Since it combos to {{clr|1|j.P}} or {{clr|2|j.K}}, you can fuzzy guard by doing [{{clr|3|j.S}} > {{clr|2|j.K}}] or [{{clr|3|j.S}} > {{clr|1|j.P}}]. The latter isn't as useful since the hitstun on {{clr|1|j.P}} is subpar, but the reward from {{clr|3|j.S}} > {{clr|2|j.K}} is superb. Knock an opponent down in the corner do [running {{clr|3|j.S}} > {{clr|2|j.K}} > d{{clr|3|j.S}} > {{clr|4|j.H}}]. Done properly, this is airtight, and if the opponent blocks low at any point, they're getting fuzzied. Other options include land > throw after the fuzzy, or do more {{clr|1|j.P}}s.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGACR Move Card<br />
|input=j.H[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 6<br />
|recovery = 20<br />
}}<br />
ABA's notorious air normal. Aside from gaining huge hitboxes in Moroha, {{clr|4|j.H}} also tucks her hurtbox upwards, making it great not just for air-to-air interactions, but also for jump-ins, especially crossups. The built-in OS with airthrow doesn't do your opponents any favors either, so don't hesitate throwing this out in neutral.<br />
<br />
On CH, you can easily confirm it into a short KD combo or ludicrous damage, despite its prorate. On normal hit/block from IAD height, you can link it to {{clr|1|5P}}, which easily leads to your ground strings. People hate this move.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGACR Move Card<br />
|input=j.D[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 4<br />
|recovery = 10<br />
|specialRecovery = 5<br />
}}<br />
Significantly faster than the other versions of j.D at 7 frames makes this a very nice air-to-air addition for ABA that's significantly rewarding on counter hit due to the wallbounce. Bear in mind that unlike her other air normals this cannot reverse gatling to other jump normals, but a cancel into {{MMC|chara=A.B.A|input = j.41236S[gm]|label = Orb}} with the FRC will generally keep you safe if your opponent blocks this<br />
}}<br />
<br />
===<big>Universal Mechanics</big>===<br />
----<br />
===<big>Ground Throw</big>===<br />
{{GGACR Move Card<br />
|input=Ground Throw[m]<br />
|description=<br />
Moroha and Goku Moroha version slams into a ground bounce on hit. Standard range, but easily leads into a lot of damage, especially with a raised Guard Bar. Tick throw with any fast normals ({{clr|1|5P}}, {{clr|1|2P}}, {{clr|2|2K}}) or after vacuuming them in with {{clr|4|5H}}. <br />
<br />
{{clr|4|6H}} sends the opponent backward while {{clr|4|4H}} sends them forward. Best OSed with either {{clr|2|5K}} or {{clr|3|c.S}} unless keeping the corner is necessary<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGACR Move Card<br />
|input=Air Throw[m]<br />
|description=<br />
Identical to NM version. As usual, (dash) keygrab is possible if you airthrow them close to the ground, for a burst safe mode switch.<br />
}}<br />
<br />
===<big>Dead Angle Attack</big>===<br />
{{GGACR Move Card<br />
|input=DAA[m]<br />
|description=<br />
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.<br />
}}<br />
<br />
===<big>Special Moves</big>===<br />
----<br />
===<big>Deletion</big>===<br />
{{InputBadge|{{clr|3|236S}}}}<br />
{{GGACR Move Card<br />
|input=236S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 2<br />
|recovery = 17<br />
|frcStart = 10<br />
|frcEnd = 13<br />
}}<br />
The start of ABA's rekkas. Having better hitboxes and startup, along with the forward momentum boost before its active frames, Moroha {{clr|3|236S}} is a rather nice poke you often can throw out in neutral that's difficult to low profile. It's unsafe, but its long range and decent pushback make it safe-ish from afar.<br />
}}<br />
<br />
===<big>Ruin</big>===<br />
{{InputBadge|{{clr|3|236S}} > {{clr|3|46S}}}}<br />
{{GGACR Move Card<br />
|input=236S > 46S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 3<br />
|recovery = 19<br />
|frcStart = 5<br />
|frcEnd = 8<br />
}}<br />
Largely identical to the Moroha version aside from the FRC point added just before the attack hits which can be used to OS whiffs or extend juggles and ground combos that would otherwise be difficult or impossible to extend. Less used due to her better combo options in Goku but still a vital part of Rekka loops in the corner, and can still refresh moroha due to the stagger effect on the 2nd hit allowing a combo into {{MMC|chara=A.B.A|input = 63214H|label = Keygrab}}<br />
}}<br />
<br />
===<big>Condemnation</big>===<br />
{{InputBadge|{{clr|3|46S}} > {{clr|3|63214S}}}}<br />
{{GGACR Move Card<br />
|input=236S > 46S > 63214S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 3<br />
|recovery = 23<br />
|frcStart = 14<br />
|frcEnd = 17<br />
}}<br />
Gains even more groundslide time in Goku Moroha, allowing for up to 4(!) reps of Rekka loops in the corner against most characters that Rekka loops work on. The FRC point is also wider and it has less recovery in general, but is still rather unsafe on block. Generally less favored than butt loops due to lower damage but still builds a lot of meter for A.B.A and gives her conversions from a lot of ranges<br />
}}<br />
<br />
===<big>Bonding</big>===<br />
{{InputBadge|{{clr|4|63214H}} (Air OK)}}<br />
{{GGACR Move Card<br />
|input=63214H[m],j.63214H[m]<br />
|description=<br />
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.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Engorgement</big>===<br />
{{InputBadge|{{clr|4|421H}}}}<br />
{{GGACR Move Card<br />
|input=421H[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 20<br />
|active = 11<br />
|recovery = 10<br />
}}<br />
Essential combo tool in Goku Moroha, leads to many of your max damage routes due to the jump cancel this move gains during Goku Moroha. Doing this move into 412369S will give you an auto-timed TK {{MMC|chara=A.B.A|input = j.41236S[gm]|label = Orb}} that will land both hits on most characters and gives easy extensions due to the widened FRC on Goku Orbs. Also useful for meterless extensions midscreen with the jump cancel, and gives you access to enormous damage and conversions that otherwise wouldn't be possible<br />
}}<br />
<br />
===<big>Judgment</big>===<br />
{{InputBadge|{{clr|4|623H}}}}<br />
{{GGACR Move Card<br />
|input=623H[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 4<br />
|inactive2 = 14<br />
|active3 = 2<br />
|recovery = 21<br />
|frcStart = 12<br />
|frcEnd = 14<br />
}}<br />
Danzai becomes even better in Goku Moroha, as it becomes a whopping 6 frames faster, with a shorter gap between the hits and less recovery, making it better for anti-airing, defense and generally just pestering your opponent with enormous armored hitboxes. Best of all, in Goku it gains an FRC point just as the first hit connects, which can make your opponent guess as to whether you'll let it rip or FRC it on block to get free plus frames to continue your pressure with, as well as allowing you to bypass the 2nd hits heavy forced proration for the cost of 25 meter. The FRC can also be done on whiff, potentially saving you from a whiffed danzai<br />
}}<br />
<br />
===<big>Displacement</big>===<br />
{{InputBadge|{{clr|1|63214P}}}}<br />
{{GGACR Move Card<br />
|input=63214P[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 40<br />
|frcStart = 10<br />
|frcEnd = 13<br />
}}<br />
Bloodpack exit. Spends one pack to return to Normal Mode and restore 120% of self-inflicted damage. Has an FRC point to make recovery less punishable.<br />
}}<br />
<br />
===<big>Blunder</big>===<br />
{{InputBadge|{{clr|2|41236K}}\{{clr|3|46S}} > {{clr|2|236K}}}}<br />
{{GGACR Move Card<br />
|input=41236K[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 28<br />
|active = 1<br />
|recovery = 19<br />
|frcStart = 28<br />
|frcEnd = 30<br />
}}<br />
Flipkick. Throw/low invincible overhead/pseudo-unblockable (can be air blocked) which ground bounces on hit and staggers the opponent on standing block. Has significantly less recovery than regular flipkick making combos out of it on both hit and block much more standard. Gains an FRC point in Goku point which can be used to safely bait things that would normally beat her unblockable setups like a {{keyword|Dead Angle}}, backdash, certain {{keyword|dragon punch}}es or low profile moves like {{MMC|chara=Sol Badguy|input=214S|label=Grand Viper}}<br />
}}<br />
<br />
===<big>Eradication</big>===<br />
{{InputBadge|{{clr|3|j.41236S}}}}<br />
{{GGACR Move Card<br />
|input=j.41236S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 6<br />
|active2 = 5<br />
|specialRecovery = 12<br />
|frcStart = 15<br />
|frcEnd = 18<br />
}}<br />
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.<br />
<br />
You can also use this move low to the ground as a meaty to bait wake-up throw attempts. Moreover, it's possible for both orbs to touch the opponent on oki situations, which will hurt a LOT on hit, though this is usually not reversal safe. Has an FRC point to remain safe, though, just as A.B.A. begins to tuck her outstretched leg back in, right when the orbs become active. Dash jump at downed opponent > orbs (FRC) on top of them > {{clr|2|2K}}, {{clr|5|5D}}, etc. to begin pressure.<br />
}}<br />
<br />
===<big>Suka Motion</big>===<br />
{{InputBadge|Moroha Gauge reaches 0}}<br />
{{GGACR Move Card<br />
|input=Suka Motion<br />
|description=<br />
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.<br />
<br />
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:<br />
# Is in the middle of an attack animation<br />
# Follows regular Moroha's gatling rules (you will not be able to do gatlings that are only possible in Goku Moroha)<br />
# 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)<br />
<br />
If your Moroha gauge runs out mid-combo/blockstring, you can end it quickly with keygrab or bloodpack exit to recover safely.<br />
}}<br />
<br />
===<big>Force Breaks</big>===<br />
----<br />
===<big>FB Avoidance</big>===<br />
{{InputBadge|{{clr|5|236D}}}}<br />
{{GGACR Move Card<br />
|input=236D[m]<br />
|description=<br />
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.<br><br />
<br />
The multihit part of the projectile has a weird property where the gap will always be the same, ignoring hitstop when it hits. This means that against Jam's parry and SB the projectile will still lock them in hitstop preventing them from even using a reversal option. <br />
}}<br />
<br />
===<big>FB Judgment</big>===<br />
{{InputBadge|{{clr|5|623D}}}}<br />
{{GGACR Move Card<br />
|input=623D[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 4<br />
|inactive2 = 14<br />
|active3 = 2<br />
|recovery = 21<br />
|frcStart = 12<br />
|frcEnd = 14<br />
}}<br />
Everything good about regular FB Danzai becomes better in Goku due to the faster startup allowing you to more easily blow through and punish things. Coupled with the FRC point that's identical to meterless Goku Danzai gives ABA a disgustingly powerful callout tool at the cost of 50 meter, that on block is completely safe and on hit gives her an unscaled launcher. Everything you could want in a special and then some<br />
}}<br />
<br />
===<big>Overdrives</big>===<br />
----<br />
===<big>Evidence: Destruction</big>===<br />
{{InputBadge|{{clr|1|j.632146P}}}}<br />
{{GGACR Move Card<br />
|input=j.632146P[m],j.632146P > 214K<br />
|description=<br />
No longer hits overhead, but now allows you to follow up with additional hits by inputting {{clr|2|j.214K}} for some extra damage. Its usage is identical to NM version, though, and there's an even better super you can do in Moroha mode for which you should really save up meter.<br />
----<br />
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.<br />
}}<br />
<!--------------------- END DON'T MESS WITH ME ---------------------------------><br />
</div><br />
<br />
==Instant Kill==<br />
===<big>Darkness of Ignorance</big>===<br />
{{InputBadge|During IK Mode: {{clr|4|236236H}}}}<br />
{{GGACR Move Card<br />
|input=236236H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 36<br />
|active = 5<br />
|recovery = 40<br />
}}<br />
Standard IK. Rather useful after CH NM {{clr|4|6H}} punish attempts.<br />
}}<br />
<br />
==Colors==<br />
{{GGACRColors|Character=A.B.A}}<br />
<br />
==Navigation==<br />
{{notice|To edit frame data, edit values in [[GGACR/A.B.A/Data]].}}<br />
{{#lst:GGACR/Navigation}}<br />
[[Category:Guilty Gear XX Accent Core + R]]<br />
[[Category:A.B.A]]<br />
[[Category:Unga]]</div>Sobosswagnerhttps://www.dustloop.com/wiki/index.php?title=GGACR/A.B.A/Strategy&diff=376389GGACR/A.B.A/Strategy2023-02-23T05:27:08Z<p>Sobosswagner: /* 5P */</p>
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<div><center>{{Character Label|GGACR|A.B.A|42px}}</center><br />
{{Overview/navigation}}<br />
{{MFlag|expert}}<!-- Matchups need to be filled -->{{MFlag|stub}}<br />
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== Learning Resources ==<br />
<big>'''Secret Sauce A.B.A Video ft. Skeletal Minion'''</big><br />
{{#ev:youtube|80rJ_f93OiU|500}}<br />
<big>'''Fuzzy Mixup Combo Guide by QuanGOD'''</big><br />
{{#ev:youtube|Aah3r8Zj7I0|500}}<br />
<big>[http://www.dustloop.com/forums/index.php?/forums/topic/7002-r-aba-complete-guide/ '''Skeletal Minion's A.B.A Guide''']</big><br />
<br />
== General Tactics ==<br />
The following content is ripped from Skeletal Minion's guide linked above.<br />
=== Notable Moves ===<br />
* '''Normals''': {{clr|1|5P}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|6H}}, {{clr|4|2H}} (M), {{clr|3|j.S}}, {{clr|4|j.H}}<br />
* '''Specials''': Bonding / Keygrab ({{clr|4|63214H}}), Injecting & Displacement / Bloodpack ({{clr|1|63214P}}), Eradication / Konzetsu ({{clr|3|j.41236S}}), Judgement / Danzai ({{clr|4|623H}})<br />
* '''Force Breaks''': Judgment / Danzai ({{clr|4|623D}}), Dragging ({{clr|1|236D}}), Avoidance / Bloodball, ({{clr|1|236D}})<br />
<br />
=== Normal Mode (NM) ===<br />
''' A.B.A.’s gameplan is very simple in Normal Mode: get out of it. '''<br />
<br />
How you do this will obviously depend on your opponent’s character, but typically this will involve one of the following options at the start of the round and in other Normal Mode situations throughout the match:<br />
* Evade something with slide > Throw > Keygrab<br />
* Evade something with slide > Combo punish into Rekkas FRC > {{clr|4|5H}} > Keygrab<br />
* FB Slide is 100% invulnerable throughout the entirety of the move, and has zero recovery. So if you have 25%, you can get out of jail free, and if spaced right, you can FB Slide through most things and punish. <br />
* Anti-air > Combo > Keygrab<br />
* Raw Keygrab can be used as an extremely risky yet rewarding counter-poke in NM.<br />
* Rekkas for a slower option with some reach, if they hit use a Bloodpack.<br />
* {{clr|4|j.H}}. If it lands, combo into Keygrab. If it gets blocked, you might be able to tick throw with 5P if you don't get thrown yourself. If people expect the 5P and FD it they will create enough distance to make the throw property of the Keygrab not activate, go directly into Keygrab after the {{clr|4|j.H}} if you think they will FD. <br />
* Gatling into {{clr|5|2D}} > Keygrab<br />
* {{clr|4|5H}} hit or block > Bloodpack<br />
* {{clr|4|5H}} on counterhit > Keygrab<br />
* Bloodball to create space > Bloodpack<br />
* Reversal Mushroom Super (Evidence: Concealment) > Keygrab (after 1st cloud) or Bloodpack (after 3rd cloud)<br />
* Starter (which could be {{clr|2|5K}}, {{clr|3|f.S}}, {{clr|4|j.H}}, etc) > combo into Rekkas FRC > Dash {{clr|4|5H}} > Keygrab<br />
* Razor Kick ({{clr|2|236K}}) to go over lows and bait throws. {{clr|2|236K}} staggers on counterhit, which combos into Keygrab guaranteed. You can also FRC {{clr|2|236K}} to combo on normal hit.<br />
* Wait and see what your opponent does. While NM A.B.A is very slow, she has amazing anti-airs and a great tool to get around pokes that don't hit low to the ground through Dragging ({{clr|1|236P}}).<br />
<br />
An important place where a lot of NM is played is right at the start of each round. Your options here are character specific. Do you start backdashing to create space for a Bloodpack? Raw Bloodpack, anticipating that they’ll back away instead? Raw Keygrab to catch their opening poke? Slide in to go for a throw? There are several choices that can be made here, and there’s never a really “right” answer, but smart play in the first few seconds of each round can be the difference in obtaining Moroha early on to stamp out your opponent or getting pushed into the corner and crushed while in NM because you weren’t able to transform. Some rounds are literally decided in the first few seconds due to this. Play smart here, and when in doubt, go with the safer options (backdash, IAD away, wait and see, etc).<br />
<br />
When you land that Keygrab or Bloodpack, IT’S TIME. Now you can actually fight back, and that’s because you’re in...<br />
<br />
=== Moroha Mode (MM) ===<br />
Now that you’ve made it into Moroha Mode, you can start fighting back.<br />
<br />
* In Moroha, you have the upper hand, and once you get in you can straight up bully your opponent. Please note that it’s not entirely free though: DAAs are a free knockdown, so they must be baited/punished accordingly (or if you’re styling, Danzai on reaction). A.B.A's mistakes can also be punished extremely hard through her Suka Motion.<br />
* While you're in MM, your opponent should fear you, or at least be very wary (and if they aren't, they will be soon.) A.B.A is a character centered entirely around risk and reward. Observe your opponent to gauge the amount of risk you can take, and you'll be rewarded accordingly. <br />
* In neutral, Danzai is a risky yet amazing and highly rewarding option that A.B.A has. The range of Danzai coupled with it's armor makes it an incredible counter-poking tool that combos into a knockdown, allowing A.B.A to begin her offense.<br />
* A.B.A's MM {{clr|4|j.H}} is a ridiculous button that you should abuse whenever possible. Due to the active frames of {{clr|4|j.H}} as well as it's huge hitbox and disjoint, your opponent has to preemptively anti-air you to beat this move before you even start doing it.<br />
* If you’re not in yet, play footsies by utilizing your huge normals, namely {{clr|3|f.S}}. When something connects, A.B.A's amazing corner carry usually guarantees that your opponent has their back to the wall once they get up. <br />
* If your opponent blocks, draw them in with {{clr|4|2H}} and {{clr|4|5H}}, then go to work wrecking their guard gauge. If they start getting pushed too far away, re-vacuum them back in or burn 25% to extend your pressure via {{clr|4|2H}} FRC or Rekka 3 FRC.<br />
* Observe when they’re trying to poke out and frame trap as necessary - A.B.A.’s frame advantage on most normals in Moroha is pretty damn great. <br />
* Mix up your timings by using delayed Rekkas in blockstrings. Rekkas are another one of A.B.A's risky yet highly rewarding tools, as Rekkas are very minus on block but convert into generous amounts of damage and meter on hit. <br />
* Pay close attention to your Moroha gauge. If it dips below 30% then back off to use a Bloodpack or go for a transformation through Keygrab or GM activation. Once your gauge is this low, you risk going into A.B.A's Suka Motion, which many characters can use a guaranteed IK on.<br />
* Do your best to capitalize on the hits you land, and tailor your combos to your needs at the moment. <br />
** I.E: Your Moroha gauge is low? Combo into FB Danzai > Bloodpack > Keygrab to refresh your Moroha gauge. To safely exit MM, Keygrab can be used on it's own at the end of most combos. Alternatively you can try to extend your combo as much as possible to get the meter needed for GM Activation. Pushing for GM can be risky depending on the situation but getting into GM is well worth the risk.<br />
** If their guard bar is flashing, DESTROY.<br />
* If you ended your combo with a Keygrab, then you’re back at step one in Normal mode. Do your best to Bloodpack back into Moroha or try to land another hit to confirm into Keygrab. <br />
* If you're still in Moroha after a combo, depending on how your opponent was knocked down you can run in and time a {{clr|4|2H}} to bait throws and begin your pressure anew, jump and fuzzy your opponent while also safejumping reversals, meaty with an FB Bloodball to set up A.B.A's unblockable Flipkick ({{clr|2|41236K}}), run up and go for throw... it’s up to you.<br />
*'''Knockdowns are extremely important for A.B.A!''' Failing to knock your opponent down means that not only do you lose your amazing oki, but you risk your opponent teching out and mashing. Since A.B.A drains her own health when she lands a hit, your opponent teching at the wrong time could very easily lose you a round.<br />
<br />
After you get a lead in Moroha Mode and want to cement your win, with 50 meter you can transform into...<br />
<br />
=== Goku Moroha (GM) ===<br />
Take all of the attributes that A.B.A gains when she enters Moroha Mode and multiply them by ten. That's Goku Moroha, and it's as incredibly powerful as it sounds. While A.B.A is in Goku Moroha her normals are improved overall, with many becoming faster and more advantageous on block, and ALL of her ground normals become jump cancellable on block or hit. She gains a second airdash, and her speed is greatly improved, allowing her to traverse the entire screen in just a moment. '''Note that all of the strategies listed in the Moroha Mode section apply here as well. You're still in Moroha, just in a much better version.'''<br />
* While you're in GM, use A.B.A's speed to your advantage. When you want to use a normal, dash and then use the normal. The momentum you gain from A.B.A's improved dash will allow you to control huge swaths of the screen with little effort.<br />
* A.B.A's air buttons (namely {{clr|4|j.H}}, {{clr|3|j.S}}, and {{clr|5|j.D}}) become much faster. Whenever A.B.A jumps in GM, she can use {{clr|3|j.S}} twice, or {{clr|3|j.S}} > {{clr|4|j.H}}, all on whiff. Use this to exert more control over the screen.<br />
* Dash > Rekka 1 becomes a nearly fullscreen option which has more range than dash > {{clr|3|f.S}} or dash > {{clr|4|6H}}, yet is riskier due to the extended hurtbox. While risky, this is another great option for controlling the screen.<br />
* Danzai is significantly faster while in GM, and is unpunishable on block without an IB or SB. You can now use it freely, but don't be predictable with it.<br />
* Use {{clr|3|f.S}} > Rekka 1/2/3 FRC on block to lock your opponent down and begin your offense when you get a chance. Mix up which Rekka you FRC to mess with your opponent's timings.<br />
* Many of A.B.A's blockstrings become gapless in GM through placing the right normals in the right spots. Refer to the Blockstrings section for more info.<br />
* Flipkick ({{clr|2|41236K}}) becomes a powerful tool on it's own while in GM. Use it to keep your opponent on their toes, and to condition them to jump or mash on defense more.<br />
* GM A.B.A does incredible damage without any guard bar, and with an even slightly cranked guard bar her combos become near-ToDs on a lot of characters. Watch your health while you do combos to be aware of when you may need to heal or transform.<br />
* Use {{clr|3|2S}} to anti-air a lot while you're in GM. It's GM frame data is ridiculous and so is it's return on counter-hit.<br />
* Remember to keep an eye on your Moroha gauge since it drains much faster while you're in GM. If it's low, any single one of A.B.A's GM combos can combo into Keygrab. If your health is low, then use a Bloodpack to heal and refresh your Moroha gauge. Though, keep in mind that if you refresh your gauge that you won't be in Goku Moroha anymore.<br />
* If you need to Bloodpack out of GM, use Bloodpack FRC.<br />
<br />
==Blockstrings==<br />
<br />
=== Normal Mode (NM) ===<br />
<br />
In Normal Mode, you won't get many opportunities to do blockstrings, and when you do they'll be incredibly short. More often than not your blockstrings will begin with a jump in {{clr|4|j.H}} or {{clr|3|j.S}}, and of course your goal is to land a keygrab.<br />
<br />
* {{clr|4|j.H}} > {{clr|1|5P}} > Keygrab can be used to to a quick and extremely rewarding tick throw. Be aware that if your j.H is blocked too early you will be thrown instead.<br />
* {{clr|4|j.H}} > {{clr|1|5P}} > {{clr|5|2D}} can be used to catch people trying to jump out of your tick throws, and is also a frametrap.<br />
<br />
These are most likely your two best options for blockstrings as they're the closest you'll get to strike / throw mix while in Normal Mode. However, Normal Mode A.B.A has a lot of tricky things she can do. She can reset her pressure off of almost any grounded button due to jump cancels and slide. Buttons > Slide > Throw is a tricky and often unexpected way that Normal Mode A.B.A can open someone up.<br />
<br />
=== Moroha Mode (MM) ===<br />
<br />
While in Moroha Mode your goal is to crank your opponent's guard gauge whenever you get the chance, and to do your best to open your opponents up once it's cranked. You'll mostly be doing this using {{clr|4|5H}} > {{clr|4|2H}} which is an incredible blockstring. Using just these two buttons in succession (or by themselves) can be used to build an oppressive offense. [[File:GGACR ABA Muv-Luv Guide to Moroha Mode Pressure.png|350px|thumb|right|Guide to MM pressure. More readable in a new tab.]]<br />
<br />
* {{clr|4|5H}} on it's own can be used to tick throw if your opponent is close enough once they're pulled in by {{clr|4|5H(2)}}. However, there's a large gap between {{clr|4|5H(2)}} and the throw, so to catch people who try to throw you, or press buttons in response {{clr|4|2H}} can be used. In order to catch people who jump after {{clr|4|5H(2)}}, gatling into {{clr|5|2D}} > Rekkas / Goku Moroha actvation <br />
* If your opponent blocks {{clr|4|2H}}, they'll have to make some sort of decision to get out of your offense if they failed to FD you out. To catch people who hold up back, {{clr|1|2P}} can be used. {{clr|4|2H}} > {{clr|1|2P}} is also a very tight frametrap which can used to beat mashing. Keep in mind that {{clr|4|2H}} > {{clr|1|2P}} will lose to low profile moves such as Sol's {{clr|5|2D}}, so instead {{clr|4|2H}} > delayed Rekkas should be used.<br />
* If your opponent commits to blocking after either {{clr|4|5H}} or {{clr|4|2H}}, you can either run in for a throw or reset your pressure using {{clr|1|2P}} > {{clr|4|5H}} or {{clr|1|5P}} > {{clr|3|c.S}} > {{clr|4|5H}} if you're in range of {{clr|1|2P}}. {{clr|1|2P}} > {{clr|4|5H}} has a large gap in it but leaves your opponent much closer to you while {{clr|1|5P}} > {{clr|3|c.S}} > {{clr|4|5H}} is gapless.<br />
* Another way to open up opponents who like to block is Flipkick (or {{clr|2|41236K}}.) {{clr|4|5H(2)}} or {{clr|4|2H(1)}} are both very good spots to place a Flipkick, and Flipkick is best used when you have 50 meter to cancel it into Goku Moroha activation.<br />
* Once your opponent begins to push you out with FD, you can begin to use Rekka 3 FRC to continue your offense and get your opponent to waste meter in the process.<br />
* After any blocked {{clr|4|5H(2)}}, {{clr|5|5D}} can be used. While your opponent's guard bar is flashing {{clr|5|5D}} can convert into extremely damaging IAD Orbs(2) combos.<br />
* To catch your opponent mashing and make them feel it, any one of A.B.A's grounded attacks can be cancelled into GM Activation. Cancel into Gm Activation while in recovery from another move to purposefully leave a gap where your opponent can press a button.<br />
<br />
Once you have 50 meter and get a knockdown, ({{clr|4|5H(1)}}) > {{clr|4|2H}} > Danzai(1) > Goku Moroha activation becomes an extremely strong blockstring which leaves your opponent's guard gauge one touch away from flashing at minimum. After landing a hit or two in Moroha Mode, cranking the guard gauge like this means that the next hit you land is death for your opponent. GM Activation gives you an extremely strong method of making that happen - the plus frames that GM activation gives you and GM's improved frame data and speed means that you force your opponent to guess for the round after using this blockstring if they have ~60% health or less.<br />
<br />
=== Goku Moroha (GM) ===<br />
<br />
While in Goku Moroha (or GM) A.B.A's gatling limits are removed, allowing you to chain any button into any other button (and in the case of 2S, into itself.) Keep in mind that while you have many more options once in GM, the general ideas listed for offense while in Moroha Mode still apply.<br />
<br />
* Any button other than {{clr|1|5P}} or {{clr|1|2P}} into {{clr|4|5H}} becomes a true blockstring.<br />
* Buttons can now be cancelled into 5P, which allows buttons such as {{clr|5|2D}}, {{clr|4|6H}} or even {{clr|3|f.S(1)}} to be plus on block. By using the increased speed that GM gives A.B.A, this allows you to apply strike / throw mix at a greater range than normally expected. 5P whiff cancels are also just one way that you can reset your pressure while in GM.<br />
* Through GM's nonexistent gatling limits, {{clr|4|5H}} > {{clr|4|2H}} can become a true blockstring by doing a string such as {{clr|4|5H}} > {{clr|5|2D}} > {{clr|4|2H}}. A blockstring like this pushes you out a bit further than usual, but the lack of gaps makes it incredibly strong.<br />
* While in Moroha Mode, A.B.A's {{clr|4|2H}} has a very large special cancel window. While in GM this window is extended to her normals, allowing a string such as {{clr|4|2H}} > {{clr|5|2D}} to have as small as a one frame gap, allowing A.B.A to do some incredible frametraps. This is even more prominent if {{clr|4|2H(2)}} whiffs, as you can press a button on reaction to {{clr|4|2H(2)}} whiffing to continue your offense.<br />
* In GM, every single one of A.B.A's Rekkas gets an FRC point. Using these FRC points is great way to continue applying pressure, but be sure to mix up which Rekka you FRC to mess with your opponent's timings.<br />
* Once you get pushed out, Butt ({{clr|4|214H}}) becomes another great way to reset pressure. While there will always be a gap when cancelling into Butt, at the right ranges it becomes a frame trap tight enough to catch prejump frames. At this distance and a little beyond, iad j.H becomes a true blockstring and an extremely potent pressure reset.<br />
<br />
==== 5P Rebeat ====<br />
<br />
As mentioned in the above section, in Goku Moroha A.B.A gains the ability to reverse gatling, or {{keyword|rebeat}}, all of her normals barring her {{clr|5|5D}}. While this has applications up close in creating blockstrings that are otherwise impossible such as {{clr|4|2H}}->{{clr|3|c.S}}, it also has a variety of applications from further out, namely rebeating into {{clr|1|5P}} off of far range normals, and whiff cancelling that {{clr|1|5P}} into another normal in order to continue her pressure. A common example of this is using her {{MMC|input=2D[gm]|label={{clr|5|2D}}}}, doing a reverse gatling into {{clr|1|5P}} to gain frame advantage, and threatening further normals or simply dashing in after to gain ground from an incredibly strong, far reaching low poke. The advantage on block gained from this is dependent on the normals {{keyword|attack level}} rather than an individual normals recovery or frame data otherwise, similar to things like Johnny's {{MMC|chara=Johnny|input=236[P/K/S]|label=Mist Finer Cancel}} or Potemkins {{MMC|chara=Potemkin|input=[4]6H > P|label=Hammerfall Brake}}<br />
{| class="wikitable" style="text-align:center; width:500px;"<br />
|-<br />
! Attack Level <br />
! Normals<br />
! 5PW Advantage<br />
|- <br />
| Level 1<br />
| {{clr|1|2P}}, {{clr|1|5P}}<br />
| -1<br />
|- <br />
| Level 2<br />
| {{clr|2|5K}}, {{clr|2|2K}}<br />
| +1<br />
|-<br />
| Level 3<br />
| {{clr|1|6P}}. {{clr|4|5H(2)}}<br />
| +3<br />
|-<br />
| Level 4<br />
| {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}<br />
| +6<br />
|-<br />
| Level 5<br />
| {{clr|4|5H(1)}}, {{clr|5|2D}}, {{clr|4|2H}}, {{clr|4|6H}}<br />
| +8<br />
<br />
|}<br />
<br />
==Anti airing==<br />
<br />
Anti airing is incredibly important for all characters in Guilty Gear and fighting games as a whole and ABAs anti airs are both incredibly rewarding and importantly, change depending on what you’re anti airing, what position on screen you’re on, where they’re landing and what form she’s in. This section will be broken down into anti airs for all 3 of her primary forms, though the buttons she use rarely change, the situations they’re used in often do<br />
<br />
=== Normal Mode (NM) ===<br />
<br />
* {{MMC|chara=A.B.A|input = 5P|label = 5P}}: Your fastest anti air and fastest normal in general. 3 frames with upper body invincibility starting from frame 2 and throughout the active frames, 5P is fast to start up and fast to recover. Very low risk anti air that with good reactions can be very high reward. Gatling into 2S, JC into an air combo to end with air keygrab for a combo into Moroha mode. Very stubby however, and is more suited to anti airs above ABA rather than horizontal anti airs<br />
* {{MMC|chara=A.B.A|input = 6P|label = 6P}}: slower than 5P but trades speed and gatling options for generously more upper body invincibility. Take note that the upper body invincibility wears out the frame before it hits, so it can be prone to trading when timed incorrectly. Its only gatlings are 2S but can work on either hit. Jump cancel only works on second hit so its often best to simply gatling 2S<br />
* {{MMC|chara=A.B.A|input = 2S|label = 2S}}: ABAs best normal mode anti air. Faster than 6P but lacking upper body invincibility, though the lack of hurtboxes on her hand mean that it's very prone to outright beating many jump-ins. On normal hit can be followed up with a jump cancel into a combo to air keygrab, and on counter hit gives ABA ample time to follow up with either OTG keystab or can cancel into slide for a followup combo depending on the height. On trade with most jump normals you can simply follow up with OTG keystab for a quick moroha transformation<br />
* {{MMC|chara=A.B.A|input = 2H|label = 2H}}: Niche and predictive, but 2Hs disjointed hitboxes on both hits can anti air predictable jump ins or airdashes done low to the ground. Take note that it's both slower than 2S and lacks any upper body invincibility. Not a necessary button to learn to anti air with, but if others are being baited out it can always be good to present an option the opponent may be unprepared for<br />
* {{MMC|chara=A.B.A|input = 6H|label = 6H}}: The Hail Mary normal. Slow but incredibly rewarding due to the stun modifier, especially on counter hit. Mostly used to tag predictable airdashes but not something to rely on. On counter hit cancel to bloodpack to get a followup combo that will stun any low stun resist character. Use wisely and scarcely.<br />
* {{MMC|chara=A.B.A|input = Air throw|label = Air throw}}: Universal. Average air throw range. Best OSed with j.P. When done low to the ground or from any height vs certain characters can be followed up with OTG keystab<br />
* {{MMC|chara=A.B.A|input = j.P|label = j.P}}: fast and very disjointed around her hand. Your best air-to-air in normal mode. Gatlings to both itself and j.S for confirms into air keygrab<br />
<br />
=== Moroha Mode (MM) ===<br />
<br />
* {{MMC|chara=A.B.A|input = 5P|label = 5P}}: Your fastest anti air and fastest normal in general. 3 frames with upper body invincibility starting from frame 2 and throughout the active frames, 5P is fast to start up and fast to recover. Very low risk anti air that with good reactions can be very high reward. On air hit gatlings to c.S give ABA high damaging, low risk anti air combos that put characters into a tech trap nightmare that forces them to deal with her anti airs all over again<br />
* {{MMC|chara=A.B.A|input = 6P[m]|label = 6P}}: Most identical to her normal mode variant but with slightly altered hitboxes due to the key changing shape. The jump cancel and gatling properties are largely unchanged, though combos to 2S are much more consistent due to the latters larger hitboxes. It does gain a gatling to 6H but this is mostly used on grounded block to reset or end pressure<br />
* {{MMC|chara=A.B.A|input = 2S[m]|label = 2S}}: The God anti air. This move alone propels ABAs anti airs from merely good to well above average. Slower than normal mode 2S but with much bigger hitboxes to compensate. A few things to take note of however. Its slow at 12 frames startup and is largely a vertical anti air. Best used for opponents trying to land on top of you or cross you up. It also has a fair amount of recovery, so take care to make sure they either get hit or air block this attack. On regular hit canceling into jump or superjump into an air string ending with orbs will put them right back into ABAs anti air game. This move especially shines on counter hit though, where it floats the opponent for over half a second and gives you ample time to decide what combo to follow up with. 2S counter hit into dash up c.S->2S->412H anywhere but the other corner will often instantly put them back in the corner. An important skill to learn is confirming regular or counter hit with this move as an anti air, and can often mean the difference between killing them in 2 combos or killing them in 3. <br />
* {{MMC|chara=A.B.A|input = 623H|label = 623H}}: Unsurprisingly, Danzai can anti air extremely well. Best suited to predictive anti airs due to the slow startup and losing out to multi hit jump ins or even air gatlings. Largely covers in front of her and will eat things like Riot Stamp, Bandit Bringer, and other predictable, reactable moves that put the opponent airborne. Does come with high scaling so best to keep followup combos short<br />
* {{MMC|chara=A.B.A|input = 623D|label = 623D}}: Largely the same as the non force break version, but the infinite armor means it will beat out any jump in that isn’t canceled into an air super of some kind. Ground bounces higher so has different followups than the meterless, though with the same high scaling<br />
* {{MMC|chara=A.B.A|input = 6321463214S|label = Goku Moroha}}: Technically ABAs only fully invincible anti air, Goku Moroha activation is heavily disjointed and very rewarding to anti air with, but comes with a few caveats. It must be done predictively due to its slow startup (1 frame slower than Moroha Danzai), it loses invincibility 2 frames before it hits so it can trade with jump ins, though this is almost always favorable due to the extensive untech time that only gets longer on counter hit, and as always it requires both a bloodpack and 50 meter. On hit follow up with whatever you want to follow up with, or just set up some nasty oki<br />
* {{MMC|chara=A.B.A|input = Air throw|label = Air throw}}: Universal. Average air throw range. Best OSed with either j.P or done raw with j.H<br />
* {{MMC|chara=A.B.A|input = j.P|label = j.P}}: Fast and very disjointed around her hand. Your fastest air-to-air in moroha but can be somewhat awkward to combo off of depending on range. Gatlings to j.S for hit confirms can be quite damaging but unless done very low to the ground won’t lead to knockdowns<br />
<br />
=== Goku Moroha Mode (GMM) ===<br />
<br />
* {{MMC|chara=A.B.A|input = 5P[gm]|label = 5P}}: Your fastest anti air and fastest normal in general. 3 frames with upper body invincibility starting from frame 2 and throughout the active frames, 5P is fast to start up and fast to recover. Very low risk anti air that with good reactions can be very high reward. Due to the reduced startup of {{MMC|chara=A.B.A|input = 2S[gm]|label = Goku 2S}}, 5P->2S becomes a natural combo on air hit, and can be converted into huge damage and corner carry <br />
* {{MMC|chara=A.B.A|input = 6P[gm]|label = 6P}}: 3 frames faster startup than the moroha version and the ability to gatling into any and all normals on any hit, as well as being jump cancelable on both hits gives this normal significantly more followup options than before. <br />
* {{MMC|chara=A.B.A|input = 2S[gm]|label = 2S}}: The God anti air becomes even better somehow. Now only a frame slower than normal mode 2S with its recovery shaved in half and the ability to self gatling, this move goes from crazy good to outright criminal. Because of {{MMC|chara=A.B.A|input = 421H[gm]|label = butts}} jump cancel in Goku the conversions off this from anywhere on screen become incredibly powerful. Counter hit 2S in Goku Moroha with even a moderate amount of risc is very liable to outright kill the opponent with the right routing. Give them a good reason to never leave the ground when you have Goku activated<br />
* {{MMC|chara=A.B.A|input = 623H[gm]|label = 623H}}: With a third less startup identical to Moroha 2S, Danzai goes from a predictive anti air to a very potent reactive one in Goku. The ground bounce height stays the same, meaning conversions out of it aren’t too different beyond adjusting for her normals all becoming faster and the jump cancel on butt giving her more freeform routing. This move can also be FRCed right as the first hit connects in order to bypass the harsh scaling of the 2nd hit, giving you an unscaled combo starter at the cost of 25 tension<br />
* {{MMC|chara=A.B.A|input = 623D[gm]|label = 623D}}: With the same startup as meterless Danzai, hyper armor and a much higher launch, Force Break Danzai is a formidable anti air for 25 tension. The launch on this move is high enough that it can be difficult to properly convert off of it at times. The hyper armor on this move means it eats anything short of an air super for breakfast and will deter anyone from jumping at you when used properly. It shares the same FRC point as meterless Danzai, meaning for 50 meter you can access an unscaled hyper armor starter, or if the attack whiffs keep yourself completely safe and free to attempt an anti air again<br />
* {{MMC|chara=A.B.A|input = Air throw|label = Air throw}}: Universal. Average air throw range. Best OSed with either j.P or done raw with j.H<br />
* {{MMC|chara=A.B.A|input = j.P[gm]|label = j.P}}: A frame faster than the other forms ties this for the fastest j.P in the game with Order-Sol and Justice. Gatling to j.S or j.H for air to air conversions at your leisure<br />
* {{MMC|chara=A.B.A|input = j.D[gm]|label = j.D}}: While it doesn’t see much use in other forms due to its slow startup, Goku j.D is a fantastic air to air due to its phenomenal speed and counter hit properties, as well as the ability to cancel into {{MMC|chara=A.B.A|input = j.41236S[gm]|label = Orb}} FRC in order to stay safe or advantaged on block<br />
<br />
==Okizeme==<br />
<br />
- Which oki is best for which KDs can vary widely depending on the player's preferred combo routes, setups, and the character matchup. This covers a few common scenarios and some general concepts.<br />
<br />
* Ground slide: it may depend on distance, but delay dash jump (669) is usually a good option. You can safe jump most DPs with a well timed 669 into deep meaty j.S, OS certain options, and fuzzy your opponent on block. <br />
** If your opponent doesn't have a reversal or a low profile move, you can also opt for meaty Orbs oki which is best in corner since Orbs(2) can connect once you're deep enough in their hurtbox. Orbs loses to DP and mistiming it can get you thrown or worse, but landing it low enough makes it plus, you can FRC it for gimmicks or mixup, and if it hits (or especially if it CHs) the damage is extra juicy. <br />
** The j.S fuzzy is: deep j.S > dj.S > j.H > Combo, OR deep j.S > land > low. If you're quick enough, you can react to the hitstop of the j.S being blocked and fuzzy on reaction. <br />
** Another note about the j.S fuzzy: which type of jump and the timing can differ depending on character and dash jump momentum. Ex: you might need to 669 j.S > 9S, or you might need to 669 j.S > 8S. Play around in training mode to get a feel for it.<br />
** There are a few OS's that you can do with deep j.S oki. Some examples: against Kliff, deep j.S, then input 4H during blockstun. If they dodged, you'll land and throw (all chars can do this specific OS on Kliff, but it's good to know). Another general example would be deep j.S, then input 44 during blockstun. If the j.S whiff due to, say, certain single hit DPs, you'll backdash and be able to punsih. You could even do deep j.S, then input Danzai during blockstun. Experiment to see which of your options work best versus your opponent's<br />
<br />
* After Keygrab knockdown: against most characters, this leaves you at perfect spacing for a meaty f.S or 2D, or a non-dash meaty j.S for fuzzy. <br />
** In NM, you might be able to Slide back in, early j.H, or even 236K (staggers on CH for freely Keygrab, but can be unsafe if blocked and not FRC'd). <br />
** In MM, Meaty 2D works great as a DP bait here: if spaced far enough away, stuff like Vapor Thrust or even VV (2D needs to be at max range) will whiff, and you can punish hard. Just beware of DP followups as they can stall and mess up your punish timing. Watch for this and adjust accordingly.<br />
<br />
* The unblockable setup: After scoring a KD that leaves you at approx max 2D range, throw out FB Bloodball > dash > Flipkick. If they block the Flipkick, they get staggered and you can follow up with meter (50%/BP to cancel into Goku if in MM. No meter needed for conversion if already in Goku). This loses to DPs, DAA, and Burst, but you can call these out with Danzai/FB Danzai. In Goku, against DAA and Burst, Flipkick FRC > block > punish works as well. If they actually get hit by the Flipkick, they get launched and will die.<br />
<br />
== Fighting A.B.A ==<br />
* '''Don't let A.B.A get into Moroha mode.'''<br />
** A.B.A has two methods of entering Moroha mode: she can land her command grab or consume one of her three blood packs. A few useful notes on those:<br />
*** The command grab is actually only a grab for the first few frames ("Keygrab"), after which it is a blockable pseudo-grab ("Keystab").<br />
*** The blood pack special has 18 frames of startup before A.B.A actually consumes the blood pack and switches modes.<br />
* '''Don't let A.B.A get out of Moroha mode safely, either: get knockdowns and pay close attention to her Moroha Gauge.'''<br />
** A.B.A's Moroha mode is limited to a slowly draining meter above her Tension bar.<br />
** If this meter runs out, A.B.A will go back to Normal Mode, undergoing a 52-frame-long animation during which she can easily be Instant Killed.<br />
*** This animation activates as soon as A.B.A is in a neutral state; if she is performing a move or getting up, it will be delayed until then.<br />
*** A.B.A thus wants to exit Moroha mode with her Keygrab/stab or Bloodpack, which are much safer and heal her (see below).<br />
** If she gets knocked down, she will lose about a third of her Moroha meter.<br />
*** So, naturally, ''pay attention to her meter.'' If you land a knockdown move while A.B.A's Moroha meter is low, you have ample time to activate Instant Kill mode ASAP, then finish the round during her animation.<br />
* '''Expect A.B.A's health bar to melt during Moroha mode, and partially refill going back to normal mode.'''<br />
** During Moroha mode, A.B.A will deal small amounts of damage to herself if she connects any move, blocked or not.<br />
*** This self-inflicted damage will not kill her, but it can very well leave her at a mere 1HP. A perfect opportunity to finish the round!<br />
** Depending on how she shifts back to normal mode, A.B.A may heal:<br />
*** 80% of self-inflicted damage with Keygrab/stab.<br />
*** 120% of self-inflicted damage with Bloodpack.<br />
*** NOTHING if her meter runs out.<br />
<br />
==Navigation==<br />
<center>{{Character Label|GGACR|A.B.A|42px}}</center><br />
{{Overview/navigation}}<br />
{{#lst:GGACR/Navigation}}</div>Sobosswagnerhttps://www.dustloop.com/wiki/index.php?title=GGACR/A.B.A&diff=376388GGACR/A.B.A2023-02-23T05:26:39Z<p>Sobosswagner: /* {{clr|1|5P}} */ Added a link to the 5P rebeat section</p>
<hr />
<div>==Overview==<br />
{{Overview/navigation|okizeme=yes}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content= 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 {{MMC|input=236P|label=Dragging}}. By landing her command throw/hitgrab {{MMC|input=63214H|label=Bonding}}, or spending resources to perform {{MMC|input=63214P|label=Injecting}}, 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, {{MMC|input=6321463214S|label=Altercation}}, 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.<br />
<br />
This comes at a cost, however. In Moroha and Goku Moroha mode, A.B.A's attacks will drain her own health whenever make contact with an opponent, whether that's a hit or block. She also has an active meter which will slowly drain towards empty, and will lose about 30% every time she is knocked down and goes into a wakeup animation. When the meter empties, she forcefully reverts back into NM with {{MMC|input=Suka Motion}}, a lengthy stance that makes her susceptible to eating a full combo or 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.<br />
<br />
A.B.A is best for players who love to balance risk against reward. Learn to love her double-edged playstyle. <br />
}}<br />
{{GGACR/Infobox}}<br />
{{ProsAndCons<br />
|intro= puts a strong emphasis on risk/reward by managing her slow, yet versatile, "Normal" Mode and her two incredibly oppressive, but life draining, "Moroha" and "Goku Moroha" Modes.<br />
|pros=<br />
* '''Strong Anti-airs:''' A.B.A has access to powerful anti-airs in all 3 forms that can all lead to great damage, corner carry and knockdowns on hit, as well as cover a variety of aerial approach options that can force opponents to approach more carefully or simply stay grounded<br />
* '''Deceptive Tangibility:''' A.B.A's hurtboxes are infamously weird, with many characters struggling to properly hit her. Combined with her super heavyweight nature, this can make A.B.A weirdly hard to combo. <br />
* '''Burst Mobility:''' Normal Mode has slow walk speed, but gives A.B.A access to the extremely low profile {{MMC|input=236P|label=Dragging}} to duck under things in neutral. Moroha and Goku Moroha, on the other hand, have best-in-class movement. Multiple airdashes, jump-cancellable normals, and one of the fastest runspeeds in the game all give Moroha A.B.A extreme threat in neutral. <br />
* '''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.<br />
* '''Tanky:''' Despite her health drain mechanic in her installs, A.B.A's high defense modifier and stun resist allows her to survive longer than average. Additionally her ability to self heal when exiting Moroha with {{MMC|input=63214P[m]|label=Bloodpack}}, {{MMC|input=63214H|label=Keygrab}}, or when activating {{MMC|input=6321463214S|label=Goku Moroha}} can help to alleviate much of the health lost during her installs.<br />
* '''Snowball Potential:''' Even in Normal Mode {{MMC|input=236D|label=FB Dragging}} 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. <br />
|cons=<br />
* '''Normal Mode:''' ABA begins every round in Normal Mode, which has somewhat awkward normals, as well as generally poor and committal mobility. ABA often needs to RPS at the start of every round in order to gain access to her stronger tools in Moroha mode<br />
* '''Health drain:''' During both Moroha and Goku Moroha, ABA will constantly take self inflicted damage as she hits the opponent, which can only be healed back by using Bloodpacks, Keygrab or Goku Moroha. Poor management of her health can often lead to sudden deaths by abare<br />
* '''Limited Unique Resource:''' ABA uses her bloodpacks to enter and exit Moroha Mode safely, as well as to enter Goku Moroha, and mismanagement of these can leave her stuck in Normal Mode, or in a disadvantageous position in Moroha Mode with no means of safely escaping it<br />
* '''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.<br />
}}<br />
</div><br />
<br />
==Unique Mechanics==<br />
==={{InvisibleText|Mode Switch}}===<br />
{{card|width=4<br />
|header=Mode Switch<br />
|content=A.B.A starts every round in her Normal mode.<br />
A.B.A can switch to her Moroha mode by either successfully hitting the opponent with Bonding (keygrab) or by using Injecting (bloodpack). While in Moroha mode, all of A.B.A's normals (notably S and H) and specials are significantly changed for the better, but she must manage a constantly depleting unique meter, and she will inflict self damage upon hitting the opponent or making them block. Also, with 50 meter, A.B.A also has access to a heavily-improved version of this mode called Goku Moroha mode.<br />
}}<br />
=={{InvisibleText|Blood Packs}}==<br />
{{card|width=4<br />
|header=Blood Packs [[File:GGACR_ABA_BloodPack.png|24px]]<br />
|content=A.B.A starts each round with a limited resource known as Blood Packs.<br />
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.<br />
}}<br />
=={{InvisibleText|Starter Guide}}==<br />
{{StarterBlurb}}<br />
=={{InvisibleText|Moroha Mode Movement Stat Changes}}==<br />
{{card|width=4<br />
|header=Moroha Mode Movement Stat Changes<br />
|content=<br />
Below is a basic overview of movement stats which change during each of A.B.A's modes. For a full list of movement values, check the [[GGACR/A.B.A/Frame Data#Movement Stats|full frame data page]].<br />
{{#cargo_query:tables=ggacrCharacters<br />
|fields=name=Mode,CONCAT(backdashDuration, "F \(1~", backdashInvulnerability, "F Strike Invuln\)")=Backdash,numberOfAirDashes=Air Dashes,initialDashSpeed=Initial Dash Speed,jumpVXForwards=Forwards Jump Speed,airDashForwardsSpeed=Forwards Air Dash Speed<br />
|where=name in ("A.B.A", "A.B.A (Moroha)", "A.B.A (Goku Moroha)")<br />
|format=table<br />
|order by=Air Dashes, Mode<br />
}}<br />
}}<br />
{{FrameChartKey}}<br />
<br />
==Normal Moves==<br />
<div class="movelist-toggles sticky"><br />
<div id="movelist-toggle-1" class="movelist-toggle-button">[[File:GGACR_ABA_Normal_Icon.png|link=|32x32px]] &nbsp; Normal</div><br />
<div id="movelist-toggle-2" class="movelist-toggle-button">[[File:GGACR_ABA_Moroha_Icon.png|link=]] &nbsp; Moroha</div><br />
<div id="movelist-toggle-3" class="movelist-toggle-button">[[File:GGACR_ABA_Goku_Moroha_Icon.png|link=]] &nbsp; Goku Moroha</div><br />
</div><br />
<div id="movelist-1" class="movelist"><br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGACR Move Card<br />
|input=5P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 2<br />
|recovery = 7<br />
}}<br />
While {{clr|1|5P}} isn't much of a traditional FG jab, it sees good use as a reactionary anti-air/counter-poke, with three frames of head invulnerability. Its speed also helps ABA convert falling {{clr|4|j.H}} at any height into {{clr|5|2D}} > keygrab.<br />
<br />
On block, however, this is where the move really shines, as you have the option to mix them up with a proximity throw keygrab or with a frame trap, using either {{clr|2|5K}}, {{clr|5|2D}} or {{clr|4|6H}}, to prevent jump-outs.<br />
<br />
Whiffs on crouching Faust, Zappa, Kliff, Millia, and Anji (only when in hitstun)<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGACR Move Card<br />
|input=5K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 5<br />
|recovery = 6<br />
}}<br />
A go-to poke, balancing speed and range amongst Normal Mode's overall slow moveset. Being able to self-cancel on hit and staying plus on block very much helps.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|2|5K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGACR Move Card<br />
|input=c.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 3<br />
|recovery = 12<br />
}}<br />
Proximity normal. Rather important for combos leading to keygrab or rekkas.<br />
<br />
Interestingly enough, you can do a reverse gatling cancel on block into {{clr|1|2P}} to remain more plus.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|2P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGACR Move Card<br />
|input=f.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 3<br />
|recovery = 14<br />
}}<br />
Standing low with acceptable speed. Will catch opponents off guard due to how far forward it moves, which makes a great frame trap after {{clr|3|c.S}}.<br />
<br />
Being safe on block means you can try to go for big frame traps like {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, or even an IAD {{clr|4|j.H}} pressure reset.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGACR Move Card<br />
|input=5H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 7<br />
|recovery = 27<br />
}}<br />
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.<br />
<br />
On hit, you can combo into keygrab or rekkas > bloodpack to enter MM. On block, thanks to its great pushback, you can cancel into bloodpack or whiff cancel {{clr|5|2D}} to reset back to neutral. You can also cancel into slide and remain fairly safe as a gimmicky way to stay close to the opponent.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===<br />
{{GGACR Move Card<br />
|input=5D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 25<br />
|active = 4<br />
|recovery = 15<br />
}}<br />
Despite its decent nature, you probably won't use this much since you'll mostly be on the defensive in Normal Mode. If you land it, you should do a short air combo into Keygrab.<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGACR Move Card<br />
|input=6P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 8<br />
|recovery = 10<br />
|offset = 3<br />
|inactive = 5<br />
}}<br />
A relatively fast two-hitting {{clr|1|6P}}. Serves its purpose well enough as a situational AA. You can only combo this into 2S though, aside from jump and special cancels.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|3|2S}}<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGACR Move Card<br />
|input=6H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 18<br />
|active = 9<br />
|recovery = 25<br />
}}<br />
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.<br />
<br />
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 <br />
{{clr|2|236K}} to remain somewhat safer. Don't whiff this.<br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGACR Move Card<br />
|input=2P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 2<br />
|recovery = 6<br />
}}<br />
2F slower than {{clr|1|5P}}, but more far-reaching and plus on block. Standard crouching jab.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGACR Move Card<br />
|input=2K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 4<br />
|recovery = 10<br />
}}<br />
A low poke with OK range. Leads to either rekkas or {{clr|5|2D}} > Keygrab on hit.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|3|c.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGACR Move Card<br />
|input=2S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 6<br />
|recovery = 13<br />
}}<br />
Fantastic hitboxes makes this move a great anti-air that leads to a short air combo ending with keygrab. Moves ABA slightly forward.<br />
<br />
Essentially an air KD on CH, so you often can combo into keygrab from trades.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGACR Move Card<br />
|input=2H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 15<br />
|recovery = 10<br />
|offset = 8<br />
|inactive = 3<br />
}}<br />
1st hit launches the opponent, which leads to easy combos ending with keygrab. Although {{clr|4|2H}} is slow, its hitboxes are rather disjointed, which can stuff things unexpectedly and might win against jump-ins and moves behind her, or trade with them favorably.<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGACR Move Card<br />
|input=2D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 3<br />
|recovery = 15<br />
}}<br />
Pretty typical. You'll usually end ground strings with this into keygrab.<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGACR Move Card<br />
|input=j.P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 14<br />
}}<br />
Excellent fast A2A with a good disjointed hitbox. You can do neutral/forward jump > {{clr|1|j.P}} as rather safe roundstart option. On hit, you can confirm into (JC) {{clr|1|j.P}} > keygrab.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGACR Move Card<br />
|input=j.K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 8<br />
|recovery = 12<br />
}}<br />
Hits directly above ABA, so this attack functions well as a rising anti-air. As it can launch grounded opponents with fairly generous untechable frames, you use this to convert stray IAD strings (i.e. IAD {{clr|3|j.S}} {{clr|1|j.P}} {{clr|2|j.K}}) into a short air combo ending with keygrab. <br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGACR Move Card<br />
|input=j.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 8<br />
|recovery = 11<br />
}}<br />
Pretty safe to just throw this around in neutral. Works well in most situations due to its speed and good hitbox.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|4|j.H}}<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGACR Move Card<br />
|input=j.H<br />
|description=<br />
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.<br />
<br />
Generally safe enough on standing block that you can cancel it to {{clr|1|5P}} to extend your pressure. If IB'd though, you can be punished by DPs or throws, though you can gamble with keygrab as a frametrap. High risk - high reward.<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGACR Move Card<br />
|input=j.D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 16<br />
|active = 4<br />
|recovery = 13<br />
|specialRecovery = 5<br />
}}<br />
Nice horizontal range, but very slow. Works mainly as a preemptive AA. On CH, provided you're close enough to the opponent, you might be able to get a keygrab. Otherwise, just use a bloodpack after hits.<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GGACR Move Card<br />
|input=Ground Throw<br />
|description=<br />
Tosses them away into a knockdown. Your best option after landing a grab is often to (dash) keygrab. Can wallbounce if you're near the corner.<br />
<br />
{{clr|4|6H}} sends the opponent backward while {{clr|4|4H}} sends them forward. Best OSed with either {{clr|2|5K}} or {{clr|3|c.S}} unless keeping the corner is necessary<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGACR Move Card<br />
|input=Air Throw<br />
|description=<br />
Standard airthrow. (Dash) keygrab is possible if you airthrow them close to the ground, for a burst safe mode switch.<br />
}}<br />
<br />
===<big>Dead Angle Attack</big>===<br />
{{GGACR Move Card<br />
|input=DAA<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 7<br />
|recovery = 29<br />
}}<br />
ABA's Dead angle is faster than most dead angles and comes with significantly more invulnerability and knocks down the opponent. However, it's usually a much better use of meter if you can IB > FB slide (see below) their pressure/oki, especially when your back is against the corner.<br />
<br />
On regular hit, you can keygrab out of the knockdown. Oddly enough, this is not possible on CH.<br />
}}<br />
<br />
===<big>Blue Burst</big>===<br />
{{GGACR_Move_Card<br />
|input=D+X<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 6<br />
|recovery = 24<br />
|specialRecovery = 3<br />
}}<br />
A.B.A has a unique Blue Burst. Unlike other characters, her Burst has 2F less startup and 3F shorter recovery. <br />
}}<br />
<br />
==Special Moves==<br />
===<big>Deletion</big>===<br />
{{InputBadge|{{clr|3|236S}}}}<br />
{{GGACR Move Card<br />
|input=236S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 2<br />
|recovery = 17<br />
}}<br />
The start of ABA's rekkas. One of the better hitboxes in NM. Works great as a knockdown tool in case {{clr|5|2D}} > keygrab isn't possible.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Ruin</big>===<br />
{{InputBadge|{{clr|3|236S}} > {{clr|3|46S}}}}<br />
{{GGACR Move Card<br />
|input=236S > 46S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 3<br />
|recovery = 19<br />
}}<br />
2nd part of the rekkas. Staggers on hit, but it’s rather wimpy in Normal Mode and requires an RC to get any sort of advantage. You can also frame trap with this, but can easily be disrespected by almost all reversal options, or just backdash.<br />
}}<br />
<br />
===<big>Condemnation</big>===<br />
{{InputBadge|{{clr|3|46S}} > {{clr|3|63214S}}}}<br />
{{GGACR Move Card<br />
|input=236S > 46S > 63214S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 3<br />
|recovery = 31<br />
|frcStart = 14<br />
|frcEnd = 15<br />
}}<br />
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].<br />
<br />
In the corner, provided ABA's close enough to the opponent, you can do continue the combo meterlessly by linking with {{clr|3|c.S}}/{{clr|3|f.S}}/{{clr|3|2S}} > keygrab, or {{clr|2|2K}} {{clr|3|c.S}} > keygrab (on mids/heavies only), though both of this are rather tight.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Bonding</big>===<br />
{{InputBadge|{{clr|4|63214H}} (Air OK)}}<br />
{{GGACR Move Card<br />
|input=63214H,j.63214H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 12<br />
|recovery = 30<br />
}}<br />
Keygrab. The most important move in your arsenal. <br />
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.<br />
<br />
This move acts as both a command throw and a strike. If from anywhere from frames 4-9, the opponent is in a throwable state and the move is in range, it will grab them. Afterwards, it will turn into a strike for the remainder of its active frames, meaning that the move can also be combo'd into. If the strike is blocked, however, it becomes very unsafe.<br />
}}<br />
<br />
===<big>Dragging</big>===<br />
{{InputBadge|{{clr|1|236P}}}}<br />
{{GGACR Move Card<br />
|input=236P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 28<br />
|frcStart = 11<br />
|frcEnd = 13<br />
}}<br />
Vitally useful. Being an evasive slide, A.B.A. becomes '''very''' low-profile when executing this move, making it great for sliding under projectiles or anticipated pokes for a throw > Keygrab. You can even slide under stuff like {{clr|1|2P}}s or Robo-Ky’s knee bazooka! Just beware of lows/being thrown before the slide is over.<br />
<br />
Has an FRC point just as A.B.A. tucks herself inward, which can be used as a last resort to cancel the slide if baited, or to bait your opponent into attempting a punish. At times, slide can also be a gimmicky movement option, especially after {{clr|4|5H}} on CH/block or {{clr|4|6H}} on hit.<br />
}}<br />
<br />
===<big>Retribution</big>===<br />
{{InputBadge|{{clr|2|236K}}\{{clr|3|46S}} > {{clr|2|236K}}}}<br />
{{GGACR Move Card<br />
|input=236K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 22<br />
|active = 3<br />
|recovery = 20<br />
|frcStart = 28<br />
|frcEnd = 30<br />
}}<br />
A far reaching overhead. Throw and feet invincible mid kick, making for a good meaty. Slightly unsafe on hit/block, though it has a rather late FRC point, so you can use it to confirm into {{clr|2|5K}}/{{clr|3|c.S}} > xxx > keygrab. Staggers on CH for quite a while, giving you a free keygrab. Can also be used in place of the 3rd Rekka ({{clr|3|63214S}}).<br />
}}<br />
<br />
===<big>Avoidance</big>===<br />
{{InputBadge|{{clr|4|236H}}}}<br />
{{GGACR Move Card<br />
|input=236H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 35<br />
|isProjectile = true<br />
|recovery = 6<br />
|frcStart = 23<br />
|frcEnd = 24<br />
}}<br />
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.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Injecting</big>===<br />
{{InputBadge|{{clr|1|63214P}}}}<br />
{{GGACR Move Card<br />
|input=63214P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 38<br />
}}<br />
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.<br />
<br />
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.<br />
}}<br />
<br />
==Force Breaks==<br />
===<big>FB Dragging</big>===<br />
{{InputBadge|{{clr|5|236D}}}}<br />
{{GGACR Move Card<br />
|input=236D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 26<br />
|frcStart = 9<br />
|frcEnd = 23<br />
}}<br />
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.<br />
<br />
It will evade oki, including meaty setups. It will slide through moves and supers, even stuff like Raou’s Bellows Malice, for easy Keygrabs. It has a huge FRC point, which is highly useful in certain situations since you can FRC to choose which side of the opponent A.B.A will appear on, or to buffer into a surprise Keygrab. A 25% "reversal" option never looked so good.<br />
*Doesn't work out of dash normally, but can be done with a Negative Edge {{clr|5|D}} held during dash startup then let go during it's cancel frames, giving you stronger control of positioning in situations such as going through Justice N.B. sets from further away and Testament Zeinest/HITOMI setups designed to catch normal FB Dragging distance.<br />
}}<br />
<br />
==Overdrives==<br />
===<big>Evidence: Concealment</big>===<br />
{{InputBadge|{{clr|4|632146H}}}}<br />
{{GGACR Move Card<br />
|input=632146H,632146H > 236H,632146H > 236H > 236H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 19<br />
|active = 6<br />
|recovery = 34<br />
|frcStart = 19<br />
|frcEnd = 22<br />
}}<br />
Normal mode exclusive. Despite not having full invul all the way through startup, it can kind of work as a reversal, sometimes.<br />
<br />
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.<br />
----<br />
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.<br />
}}<br />
<br />
===<big>Evidence: Destruction</big>===<br />
{{InputBadge|{{clr|1|j.632146P}}}}<br />
{{GGACR Move Card<br />
|input=j.632146P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = <br />
|active = <br />
|recovery = <br />
}}<br />
Highly situational air super, with some startup invuln. You can use this as an expensive air-to-air to kill low health opponents, as it will beat almost any air normal and a lot of anti airs, though it will trade sometimes. You can also use this to end air combos with it if it'll kill, or extend ground ones via TK'ing after {{clr|3|f.S}}. <br />
}}<br />
<br />
<!--------------------- MOROHA MODE ---------------------------------><br />
</div><br />
<div id="movelist-2" class="movelist"><br />
In Moroha mode, ABA's attacks receive slight to moderate damage boosts, along with different, greatly improved {{clr|3|S}}, {{clr|4|H}}, and {{clr|5|D}} normals.<br />
<br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGACR Move Card<br />
|input=5P[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 2<br />
|recovery = 7<br />
}}<br />
While {{clr|1|5P}} isn't much of a traditional FG jab, it sees good use as a reactionary anti-air/counter-poke, with three frames of head invulnerability. Its speed also helps ABA convert falling {{clr|4|j.H}} at any height into MM {{clr|3|c.S}} > {{clr|4|2H}} > etc, or {{clr|3|f.S}} > rekkas.<br />
<br />
On block, you can mix the opponent up with tick throws, or extend your pressure into {{clr|4|2H}} to remain plus.<br />
<br />
Whiffs on crouching Faust, Zappa, Kliff, Millia, and Anji (only when in hitstun)<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGACR Move Card<br />
|input=5K[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 5<br />
|recovery = 6<br />
}}<br />
Not bad of a poke, but there are better options in Moroha mode, so this move is mostly situational. Being plus on block is still great though.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|6P}}, {{clr|2|5K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGACR Move Card<br />
|input=c.S[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 3<br />
|recovery = 14<br />
}}<br />
A great pressure starter/extender that cranks up their guardbar rather well. In Moroha mode, this normal gains a monstrous hitbox along with foot invuln during startup and active frames, while being just 2f slower than NM {{clr|3|c.S}}. Cancel this into {{clr|3|f.S}}, {{clr|4|5H}}, or {{clr|4|2H}} to continue your pressure.<br />
<br />
As it's 0 on block, you can also try to frametrap with her gatling options or with specials, or even Goku Moroha activation ({{clr|3|6321463214S}}).<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGACR Move Card<br />
|input=f.S[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 2<br />
|inactive2 = 2<br />
|active3 = 2<br />
|recovery = 16<br />
}}<br />
With its amazing range and disjointed hitboxes, Moroha {{clr|3|f.S}} is a staple for your neutral, and is also a beefy poke to start your pressure game.<br />
<br />
As it hits twice, you can throw this out to stuff hyper armored moves or familiars that eat hits (Little Eddie, Zappa's Dog, Dizzy's Fish), which nicely leads to {{clr|4|5H}} or rekkas. No longer hits low unlike in Normal mode.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGACR Move Card<br />
|input=5H[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 5<br />
|inactive2 = 6<br />
|active3 = 2<br />
|recovery = 12<br />
}}<br />
Even though it's 2f slower than NM {{clr|4|5H}}, this move hits twice, builds a ridiculous amount of guard bar on block, and vacuums on the second hit, which is also an important part in your Moroha refresh combos (xxx > {{clr|4|5H}} with both hits > 1st rekka > 2nd rekka > double keygrab). On crouching opponents, you can also combo this into {{clr|4|6H}} for optimal damage and meter gain.<br />
<br />
Due to its lenient cancel window, you can also frame trap with Moroha ABA's various gatling options: either {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|2D}}, or even rekkas, allowing you to keep the opponent close and get their guard bar flashing in about a second. An excellent pressure tool that is somehow 0 on block.<br />
<br />
There is a gap between {{clr|4|5H}} 2nd hit and the first hit of {{clr|4|2H}} on block that can be reversaled through, but is unthrowable on normal block. 3 frame normals such as Sol and Order-Sols {{clr|2|5K}} or A.B.As {{clr|1|5P}} will beat this. 4 frame normals will trade with the second hit but will leave A.B.A at enough advantage for her to be able to combo dash {{clr|3|c.S}}. {{clr|4|5H}} 1st hit to {{clr|4|2H}} is gapless unless IBed<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|3|2S}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===<br />
{{GGACR Move Card<br />
|input=5D[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 24<br />
|active = 4<br />
|recovery = 15<br />
}}<br />
A frame faster than the Normal mode version and fairly safe for a {{clr|5|5D}} at only -5. On normal hit can lead into impossible dust combos, but very useful against an opponent with flashing risc due to the automatic counter hit properties. On counter hit gives you any combo you want since its completely untechable. Not particularly noteworthy but important to keep your opponent from getting too comfortable just down-backing.<br />
*Interestingly, you can cancel this into {{MMC|input=6321463214S|label=Altercation}}, to keep yourself plus on block or even get a free combo (provided you have the resources) by TKing the super input, cancelling the flash frame into dust Homing Jump and not using any meter or bloodpacks!<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGACR Move Card<br />
|input=6P[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 6<br />
|recovery = 17<br />
}}<br />
In Moroha mode, its hitbox is a little altered since Paracelsus' head changes shape, but functions the same as NM's. On block, you can now cancel it to {{clr|4|6H}} to reset or end pressure.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|3|2S}}, {{clr|4|6H}}<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGACR Move Card<br />
|input=6H[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 14<br />
|recovery = 30<br />
}}<br />
No longer a slow CH stun fishing move in Moroha, {{clr|4|6H}} now hits twice, gains jump cancels, sports exceptional range, cranks the guardbar nicely, and hurts a lot more. The fact that you can jump cancel this means that on block, you get to do some gimmicky pressure resets via {{clr|4|6H}} (1) > IAD {{clr|4|j.H}}. Alternatively, you can just do {{clr|3|236S}} to end pressure more safely.<br />
<br />
On its own, this move mostly sees use against people trying to backdash her oki on wakeup in the corner, or those trying to low profile {{clr|3|f.S}} or {{clr|4|5H}} from far away. If you managed to land a hit from max range, rekkas or butt ({{clr|4|421H}}, air hit only) are your only meterless options.<br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGACR Move Card<br />
|input=2P[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 2<br />
|recovery = 6<br />
}}<br />
Mostly identical to NM version, though thanks to the speed boost ABA gains in Moroha, you can dash in and use this to pressure the opponent or just tick throw them.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGACR Move Card<br />
|input=2K[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 4<br />
|recovery = 10<br />
}}<br />
Aside from a slight damage boost, this move is virtually the same as the NM version. Useful for opening the opponent up during mixups.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGACR Move Card<br />
|input=2S[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 6<br />
|recovery = 18<br />
}}<br />
A fantastic anti-air. Despite being 50% slower than NM {{clr|3|2S}}, it makes up for having ludicrous hitboxes and range. When done preemptively, this will hard punish most jump-ins. Great reward on CH. On block , you get a gimmicky high/low mixup with {{clr|5|5D}} and {{clr|5|2D}}, but going for {{clr|5|2D}} into rekkas is usually preferred.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGACR Move Card<br />
|input=2H[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 14<br />
|recovery = 6<br />
|frcStart = 20<br />
|frcEnd = 22<br />
}}<br />
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.<br />
<br />
Being slightly airborne before going active means ABA is throw-invuln during this window, so you can use this as a nice meaty button. To top it off, MM {{clr|4|2H}} also has an FRC point just as the axe touches the ground for the 2nd hit, which is excellent for applying baits or pressure. Insane.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|3|2S}}<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGACR Move Card<br />
|input=2D[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 2<br />
|recovery = 23<br />
}}<br />
In Morohaville, {{clr|5|2D}}'s range grows from standard to absurd. Near the corner, you can confirm into rekka loops (except on Axl, Baiken, Bridget, Millia, and May). At max range, you can use it to bait reversals, and include a hitstop OS with rekkas. It will convert on hit, but you'll be safe on whiff, as long as you space it properly.<br />
<br />
Notably, on CH or against light characters, you can combo this into GM activation, leading to a nice damaging combo with knockdown and oki.<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGACR Move Card<br />
|input=j.P[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 14<br />
}}<br />
Mostly identical to NM version, but you can now chain it on block to the improved MM {{clr|4|j.H}} to keep pressuring the opponent from air to ground.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGACR Move Card<br />
|input=j.K[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 8<br />
|recovery = 12<br />
}}<br />
Being 1f faster in Moroha mode means this move works rather nicely as a rising air-to-air now, even though {{clr|3|2S}} still yields far better rewards on CH. You will mostly use this move in tandem with her fuzzy high/low mixup along with {{clr|3|j.S}}.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGACR Move Card<br />
|input=j.S[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 5<br />
|recovery = 12<br />
}}<br />
Excellent air-to-air. Slightly slower in comparison to NM {{clr|3|j.S}}, but has much better range, damage, and attack level. Crucial for her fuzzy high/low mixups.<br />
<br />
Your standard setup for fuzzies is [{{clr|3|j.S}} > d{{clr|3|j.S}} > falling {{clr|4|j.H}} > land] into more combos. These lead to BIG damage, upwards of 300+ depending on guard bar and available tension. Since it combos to {{clr|1|j.P}} or {{clr|2|j.K}}, you can fuzzy guard by doing [{{clr|3|j.S}} > {{clr|2|j.K}}] or [{{clr|3|j.S}} > {{clr|1|j.P}}]. The latter isn't as useful since the hitstun on {{clr|1|j.P}} is subpar, but the reward from {{clr|3|j.S}} > {{clr|2|j.K}} is superb. Knock an opponent down in the corner do [running {{clr|3|j.S}} > {{clr|2|j.K}} > d{{clr|3|j.S}} > {{clr|4|j.H}}]. Done properly, this is airtight, and if the opponent blocks low at any point, they're getting fuzzied. Other options include land > throw after the fuzzy, or do more {{clr|1|j.P}}s.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGACR Move Card<br />
|input=j.H[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 6<br />
|recovery = 20<br />
}}<br />
ABA's notorious air normal. Aside from gaining huge hitboxes in Moroha, {{clr|4|j.H}} also tucks her hurtbox upwards, making it great not just for air-to-air interactions, but also for jump-ins, especially crossups. The built-in OS with airthrow doesn't do your opponents any favors either, so don't hesitate throwing this out in neutral.<br />
<br />
On CH, you can easily confirm it into a short KD combo or ludicrous damage, despite its prorate. On normal hit/block from IAD height, you can link it to {{clr|1|5P}}, which easily leads to your ground strings. People hate this move.<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGACR Move Card<br />
|input=j.D[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 4<br />
|recovery = 13<br />
|specialRecovery = 5<br />
}}<br />
Faster and more far-reaching than NM version, so {{clr|5|j.D}} can occasionally be used as a CH fishing move in neutral, as you have higher rewards in Moroha. This move is also a key ingredient in A.B.A.’s Orb loop. Otherwise, there are better air-to-air options.<br />
}}<br />
<br />
===<big>Universal Mechanics</big>===<br />
----<br />
===<big>Ground Throw</big>===<br />
{{GGACR Move Card<br />
|input=Ground Throw[m]<br />
|description=<br />
Moroha and Goku Moroha version slams into a ground bounce on hit. Standard range, but easily leads into a lot of damage, especially with a raised Guard Bar. Tick throw with any fast normals ({{clr|1|5P}}, {{clr|1|2P}}, {{clr|2|2K}}) or after vacuuming them in with {{clr|4|5H}}. A crucial part of A.B.A's offensive gameplan.<br />
<br />
{{clr|4|6H}} sends the opponent backward while {{clr|4|4H}} sends them forward. Can be OSed with {{clr|2|5K}} or {{clr|3|c.S}}, but even {{clr|4|5H}} and {{clr|4|6H}} are surprisingly good at catching jump-outs and backdashes, though are much slower.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGACR Move Card<br />
|input=Air Throw[m]<br />
|description=<br />
Identical to NM version. As usual, (dash) keygrab is possible if you airthrow them close to the ground, for a burst safe mode switch.<br />
}}<br />
<br />
===<big>Dead Angle Attack</big>===<br />
{{GGACR Move Card<br />
|input=DAA[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 2<br />
|inactive2 = 2<br />
|active3 = 2<br />
|recovery = 20<br />
}}<br />
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.<br />
}}<br />
<br />
===<big>Special Moves</big>===<br />
----<br />
===<big>Deletion</big>===<br />
{{InputBadge|{{clr|3|236S}}}}<br />
{{GGACR Move Card<br />
|input=236S[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 2<br />
|recovery = 17<br />
}}<br />
The start of ABA's rekkas. Having better hitboxes and startup, along with the forward momentum boost before its active frames, Moroha {{clr|3|236S}} is a rather nice poke you often can throw out in neutral that's difficult to low profile. It's unsafe, but its long range and decent pushback make it safe-ish from afar.<br />
}}<br />
<br />
===<big>Ruin</big>===<br />
{{InputBadge|{{clr|3|236S}} > {{clr|3|46S}}}}<br />
{{GGACR Move Card<br />
|input=236S > 46S[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 3<br />
|recovery = 19<br />
}}<br />
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.<br />
<br />
You can also immediately cancel it to GM activation {{clr|3|6321463214S}}, with 50 meter. Notably, you can do a short combo [xxx > 2nd rekka > keygrab x2] to refresh her Moroha gauge, thanks to its stagger effect on ground hit.<br />
}}<br />
<br />
===<big>Condemnation</big>===<br />
{{InputBadge|{{clr|3|46S}} > {{clr|3|63214S}}}}<br />
{{GGACR Move Card<br />
|input=236S > 46S > 63214S[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 3<br />
|recovery = 28<br />
|frcStart = 14<br />
|frcEnd = 15<br />
}}<br />
The last part of her rekkas. In Moroha, it gain even more groundslide time, which allows you to do rekka loops [xx > {{clr|5|2D}} > 1st rekka > 2nd rekka > delayed 3rd rekka] x 2/3. Still pretty unsafe on block, but the opponent still has to respect it due to its FRC point, as well as the fact you can activate GM as late as possible. <br />
}}<br />
<br />
===<big>Bonding</big>===<br />
{{InputBadge|{{clr|4|63214H}} (Air OK)}}<br />
{{GGACR Move Card<br />
|input=63214H[m],j.63214H[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 12<br />
|recovery = 30<br />
}}<br />
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.<br />
<br />
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.<br />
*On block, can cancel to {{MMC|input=6321463214S|label=Altercation}}, or be RC'd.<br />
}}<br />
<br />
===<big>Engorgement</big>===<br />
{{InputBadge|{{clr|4|421H}}}}<br />
{{GGACR Move Card<br />
|input=421H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 21<br />
|active = 11<br />
|recovery = 14<br />
}}<br />
Headbutt, aka butt. ABA hops forward along with Paracelsus. Works well as a combo ender, and is a staple of Butt loops. Its long active time can make it safe when it makes contact late, but otherwise it doesn't see much use in neutral. With meter, you can RC on hit or block to double jump or airdash afterwards.<br />
}}<br />
<br />
===<big>Judgment</big>===<br />
{{InputBadge|{{clr|4|623H}}}}<br />
{{GGACR Move Card<br />
|input=623H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 18<br />
|active = 6<br />
|inactive2 = 20<br />
|active3 = 3<br />
|recovery = 25<br />
}}<br />
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!<br />
<br />
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.<br />
<br />
As Danzai is a special move, it is also cancellable to GM activation (with 50 meter), making it a particularly dangerous offensive option.<br />
}}<br />
<br />
===<big>Displacement</big>===<br />
{{InputBadge|{{clr|1|63214P}}}}<br />
{{GGACR Move Card<br />
|input=63214P[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 40<br />
|frcStart = 10<br />
|frcEnd = 13<br />
}}<br />
Bloodpack exit. Spends one pack to return to Normal Mode and restore 120% of self-inflicted damage. Has an FRC point to make recovery less punishable.<br />
}}<br />
<br />
===<big>Blunder</big>===<br />
{{InputBadge|{{clr|2|41236K}}\{{clr|3|46S}} > {{clr|2|236K}}}}<br />
{{GGACR Move Card<br />
|input=41236K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 28<br />
|active = 1<br />
|recovery = 29<br />
}}<br />
Flipkick. Throw/low invincible overhead/pseudo-unblockable (can be air blocked) which ground bounces on hit and staggers the opponent on standing block. Most commonly used in tandem with {{MMC|input=236D[m]|label=FB Bloodball}} for an expensive but very powerful unblockable setup into {{MMC|input=6321463214S|label=Goku Moroha}}<br />
}}<br />
<br />
===<big>Eradication</big>===<br />
{{InputBadge|{{clr|3|j.41236S}}}}<br />
{{GGACR Move Card<br />
|input=j.41236S<br />
|description=<br />
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.<br />
<br />
You can also use this move low to the ground as a meaty to bait wake-up throw attempts. Moreover, it's possible for both orbs to touch the opponent on oki situations, which will hurt a LOT on hit, though this is usually not reversal safe. Has an FRC point to remain safe, though, just as A.B.A. begins to tuck her outstretched leg back in, right when the orbs become active. Dash jump at downed opponent > orbs (FRC) on top of them > {{clr|2|2K}}, {{clr|5|5D}}, etc. to begin pressure.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Suka Motion</big>===<br />
{{InputBadge|Moroha Gauge reaches 0}}<br />
{{GGACR Move Card<br />
|input=Suka Motion<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 52<br />
}}<br />
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.<br />
<br />
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:<br />
# Is in the middle of an attack animation<br />
# Follows regular Moroha's gatling rules (you will not be able to do gatlings that are only possible in Goku Moroha)<br />
# 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)<br />
<br />
If your Moroha gauge runs out mid-combo/blockstring, you can end it quickly with keygrab, bloodpack exit, or activate GM to recover safely.<br />
}}<br />
<br />
===<big>Force Breaks</big>===<br />
----<br />
===<big>FB Avoidance</big>===<br />
{{InputBadge|{{clr|5|236D}}}}<br />
{{GGACR Move Card<br />
|input=236D[m]<br />
|description=<br />
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. <br><br />
<br />
The multihit part of the projectile has a weird property where the gap will always be the same, ignoring hitstop when it hits. This means against Jam's parry and SB the projectile will still lock them in hitstop preventing them from even using a reversal option. <br />
}}<br />
<br />
===<big>FB Judgment</big>===<br />
{{InputBadge|{{clr|5|623D}}}}<br />
{{GGACR Move Card<br />
|input=623D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 18<br />
|active = 6<br />
|inactive2 = 20<br />
|active3 = 3<br />
|recovery = 25<br />
}}<br />
FB Danzai launches higher on hit and gets hyper armor for the upswing till Christmas, plowing through pretty much anything as long as you still have life left. Obscene.<br />
}}<br />
<br />
===<big>Overdrives</big>===<br />
----<br />
===<big>Evidence: Destruction</big>===<br />
{{InputBadge|{{clr|1|j.632146P}}}}<br />
{{GGACR Move Card<br />
|input=j.632146P[m],j.632146P > 214K<br />
|description=<br />
No longer hits overhead, but now allows you to follow up with additional hits by inputting {{clr|2|j.214K}} for some extra damage. Its usage is identical to NM version, though, and there's an even better super you can do in Moroha mode for which you should really save up meter.<br />
----<br />
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.<br />
}}<br />
<br />
===<big>Altercation</big>===<br />
{{InputBadge|{{clr|3|6321463214S}}}}<br />
{{GGACR Move Card<br />
|input=6321463214S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 3<br />
|recovery = 13<br />
}}<br />
Your win condition. Provided you have one bloodpack and enough meter, ABA performs an aggressive mode switch attack with hitboxes completely surrounding her, then switches her to '''Goku Moroha''' mode, replenishing her Moroha gauge and turning it blue in the process. It's invulnerable from frames 1-15, staggers on ground hit, wallbounces or knocks down on air hit, and cannot be interrupted. You can cancel into this super from '''anything''' grounded (normals/specials, except {{MMC|input=421H|label=Engorgement}}), rendering Moroha ABA a constant threat whenever she has 50 meter.<br />
<br />
In this state, ABA gains a tremendous speed boost for both her movement and her attacks, double airdash, jump cancels for most of her normals, extra FRC points for many of her specials along with wider FRC windows, and extra properties for some of her moves. But most importantly, her gatling limitations are removed, as she can now cancel any normal into anything, as well as reverse cancel them (i.e. {{clr|1|6P}} > {{clr|4|5H}} > {{clr|1|6P}} > {{clr|4|5H}} > etc). Let them know fear.<br />
<br />
Do note that in GM, ABA also inflicts more self-damage on hit/block, so make sure to not overextend in pressure.<br />
}}<br />
<br />
<!--------------------- GOKU MOROHA MODE ---------------------------------><br />
</div><br />
<div id="movelist-3" class="movelist"><br />
<br />
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.<br />
<br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGACR Move Card<br />
|input=5P[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 2<br />
|recovery = 6<br />
}}<br />
{{clr|1|5P}} reaches its full potential in Goku Moroha mode thanks to its unrestricted gatling routes, allowing you to whiff cancel this move from virtually any other normal on block to remain completely safe. For instance, you can do xx > {{clr|3|f.S}} > {{clr|1|5P}} > whiff cancel {{clr|3|f.S}} > {{clr|1|5P}} > whiff cancel etc, which is an airtight blockstring if done correctly. On block, you can mix the opponent up with tick throws, or extend your pressure into {{clr|3|S}} or {{clr|4|H}} normals for frame traps/remaining plus. A more detailed explanation on this can be found [[GGACR/A.B.A/Strategy#5P_rebeat|here]]<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal, including itself)<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGACR Move Card<br />
|input=5K[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 5<br />
|recovery = 4<br />
}}<br />
With the general GM gatling and speed buffs, this move becomes far more useful as a pressure extender and a safe-ish frame trap that can be DAA/burst-safe, while still being plus on block.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal, including itself)<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGACR Move Card<br />
|input=c.S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 3<br />
|recovery = 9<br />
}}<br />
Multipurpose normal. Good for throw OSes at 7 frames, amazing for pressure due to being +5 on block, jump cancels for IAD pressure, gatlings to lows with {{clr|2|2K}} and {{clr|5|2D}} and overheads with {{MMC|chara=A.B.A|input = 41236K[gm]|label = flipkick}} and {{clr|5|5D}}. Great for reverse gatlings to create burst safe routing from any hit and provide stability without sacrificing damage. From further out some gatlings may go into {{MMC|chara=A.B.A|input = f.S[gm]|label = f.S}} so be prepared to adjust combos on the fly in case of that. Can occasionally be used as a proximity anti-air due to its speed but is occasionally prone to trading due to a larger upward hurtbox than {{MMC|chara=A.B.A|input = 2S[gm]|label = 2S}}. Trades are usually in your favor but shouldn't be overly relied upon<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGACR Move Card<br />
|input=f.S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 2<br />
|inactive2 = 2<br />
|active3 = 2<br />
|recovery = 12<br />
}}<br />
A 7F-startup normal that is completely disjointed for the first hit, is +3 on its own, and ALSO jump-cancellable, this move retains all of what makes MM {{clr|3|f.S}} good, combined with all the juicy GM buffs ABA receives. Your party starter.<br />
<br />
On hit/block, it leads nicely to {{clr|4|5H}}, which you can reverse chain back into {{clr|3|f.S}} again, or go for a pressure reset with {{clr|1|5P}} whiff cancels.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal except {{clr|3|c.S}})<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGACR Move Card<br />
|input=5H[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 4<br />
|inactive2 = 4<br />
|active3 = 2<br />
|recovery = 11<br />
}}<br />
While still a tad slow at 11 frames, Goku Moroha {{clr|4|5H}} is still a fantastic and multipurpose normal. Still serves its purpose well as a poke and counterpoke, particularly due to its ability to {{keyword|rebeat}} into {{clr|1|5P}} on block to create huge frame advantage from far away, or if it counterhits avoid the 2nd hit undoing your stagger and allowing you to dash up and continue your combo. Also gains natural frame advantage on block due to the marginally shorter recovery<br />
<br />
There is a gap between {{clr|4|5H}} 2nd hit and the first hit of {{clr|4|2H}} on block that can be reversaled through, but is unthrowable on normal block. 3 frame normals such as Sol and Order-Sols {{clr|2|5K}} or A.B.As {{clr|1|5P}} will beat this. 4 frame normals will trade with the second hit but will leave A.B.A at enough advantage for her to be able to combo dash {{clr|3|c.S}}. {{clr|4|5H}} 1st hit to {{clr|4|2H}} is gapless unless IBed<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===<br />
{{GGACR Move Card<br />
|input=5D[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 22<br />
|active = 4<br />
|recovery = 15<br />
}}<br />
Another two frames shaved off the startup puts Goku {{clr|5|5D}} at the second fastest dust in the game after {{Character Label|GGACR|Sol}} Dragon Install 5D. Still decently safe, leads to impossible dust on normal hit, and extremely good when used on an opponent with high risc to cash out on damage. Even unoptimized 5D combos with high risc are liable to do an excess of 50%. Faster than her other overhead in Goku but a bit more situational. Still good to keep your opponent from trying to block everything<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGACR Move Card<br />
|input=6P[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 2<br />
|active2 = 3<br />
|recovery = 12<br />
}}<br />
In Moroha mode, its hitbox is a little altered since Paracelsus' head changes shape, but functions the same as NM's. On block, you can now cancel it to {{clr|4|6H}} to reset or end pressure.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGACR Move Card<br />
|input=6H[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 7<br />
|active2 = 7<br />
|recovery = 24<br />
}}<br />
No longer a slow CH stun fishing move in Moroha, {{clr|4|6H}} now hits twice, gains jump cancels, sports exceptional range, cranks the guardbar nicely, and hurts a lot more. The fact that you can jump cancel this means that on block, you get to do some gimmicky pressure resets via {{clr|4|6H}} (1) > IAD {{clr|4|j.H}}. Alternatively, you can just do {{clr|3|236S}} to end pressure more safely.<br />
<br />
On its own, this move mostly sees use against people trying to backdash her oki on wakeup in the corner, or those trying to low profile {{clr|3|f.S}} or {{clr|4|5H}} from far away. If you managed to land a hit from max range, rekkas or butt ({{clr|4|421H}}, air hit only) are your only meterless options.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGACR Move Card<br />
|input=2P[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 2<br />
|recovery = 6<br />
}}<br />
Mostly identical to NM version, though thanks to the speed boost ABA gains in Moroha, you can dash in and use this to pressure the opponent or just tick throw them.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal, including itself)<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGACR Move Card<br />
|input=2K[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 10<br />
}}<br />
Aside from a slight damage boost, this move is virtually the same as the NM version. Useful for opening the opponent up during mixups.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGACR Move Card<br />
|input=2S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 6<br />
|recovery = 9<br />
}}<br />
Goku 2S loses 3 frames of startup and half its recovery compared to {{MMC|chara=A.B.A|input = 2S[m]|label = Moroha 2S}} putting this at just a frame slower than {{MMC|chara=A.B.A|input = 2S|label = Normal 2S}}, and with significantly less risk associated with whiffing this move. It also gains a self gatling, though this is rarely used compared to its special cancels and reverse gatlings into all of her other normals<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal, including itself)<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGACR Move Card<br />
|input=2H[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 3<br />
|active2= 11<br />
|recovery = 6<br />
|frcStart = 20<br />
|frcEnd = 22<br />
}}<br />
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.<br />
<br />
Being slightly airborne before going active means ABA is throw-invuln during this window, so you can use this as a nice meaty button. To top it off, MM {{clr|4|2H}} also has an FRC point just as the axe touches the ground for the 2nd hit, which is excellent for applying baits or pressure. Insane.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGACR Move Card<br />
|input=2D[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 2<br />
|recovery = 23<br />
}}<br />
In Morohaville, {{clr|5|2D}}'s range grows from standard to absurd. Near the corner, you can confirm into rekka loops (except on Axl, Baiken, Bridget, Millia, and May). At max range, you can use it to bait reversals, and include a hitstop OS with rekkas. It will convert on hit, but you'll be safe on whiff, as long as you space it properly. In Goku can start pressure from halfscreen with 5P whiff rebeat pressure in order to give yourself better frame advantage on block. Against certain characters (Potemkin, Robo-Ky, Anji, Testament and Johnny) 2D->whiff 5P->f.S is a link that allows you to confirm into rekkas from max range on hit and is + enough on block for f.S to be a true blockstring<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGACR Move Card<br />
|input=j.P[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 4<br />
|recovery = 4<br />
}}<br />
1 frame faster than the NM or MM version puts this at the fastest air-to-air in the game tied with Order-Sol, Justice, Jam and Millia<br />
*Speed makes it impossible to IB>Throw when self gatlinged<br />
*Very disjointed. Difficult to contest due to the speed and hitbox<br />
*Very strong as a guts crush due to the self gatling. Good for closing out rounds<br />
*Gatlings to every air normal she has for easy air-to-air confirms<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal, including itself)<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGACR Move Card<br />
|input=j.K[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 8<br />
|recovery = 12<br />
}}<br />
Being 1f faster in Moroha mode means this move works rather nicely as a rising air-to-air now, even though {{clr|3|2S}} still yields far better rewards on CH. You will mostly use this move in tandem with her fuzzy high/low mixup along with {{clr|3|j.S}}.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal, including itself)<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGACR Move Card<br />
|input=j.S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 4<br />
|recovery = 2<br />
}}<br />
Excellent air-to-air. Slightly slower in comparison to NM {{clr|3|j.S}}, but has much better range, damage, and attack level. Crucial for her fuzzy high/low mixups.<br />
<br />
Your standard setup for fuzzies is [{{clr|3|j.S}} > d{{clr|3|j.S}} > falling {{clr|4|j.H}} > land] into more combos. These lead to BIG damage, upwards of 300+ depending on guard bar and available tension. Since it combos to {{clr|1|j.P}} or {{clr|2|j.K}}, you can fuzzy guard by doing [{{clr|3|j.S}} > {{clr|2|j.K}}] or [{{clr|3|j.S}} > {{clr|1|j.P}}]. The latter isn't as useful since the hitstun on {{clr|1|j.P}} is subpar, but the reward from {{clr|3|j.S}} > {{clr|2|j.K}} is superb. Knock an opponent down in the corner do [running {{clr|3|j.S}} > {{clr|2|j.K}} > d{{clr|3|j.S}} > {{clr|4|j.H}}]. Done properly, this is airtight, and if the opponent blocks low at any point, they're getting fuzzied. Other options include land > throw after the fuzzy, or do more {{clr|1|j.P}}s.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGACR Move Card<br />
|input=j.H[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 6<br />
|recovery = 20<br />
}}<br />
ABA's notorious air normal. Aside from gaining huge hitboxes in Moroha, {{clr|4|j.H}} also tucks her hurtbox upwards, making it great not just for air-to-air interactions, but also for jump-ins, especially crossups. The built-in OS with airthrow doesn't do your opponents any favors either, so don't hesitate throwing this out in neutral.<br />
<br />
On CH, you can easily confirm it into a short KD combo or ludicrous damage, despite its prorate. On normal hit/block from IAD height, you can link it to {{clr|1|5P}}, which easily leads to your ground strings. People hate this move.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGACR Move Card<br />
|input=j.D[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 4<br />
|recovery = 10<br />
|specialRecovery = 5<br />
}}<br />
Significantly faster than the other versions of j.D at 7 frames makes this a very nice air-to-air addition for ABA that's significantly rewarding on counter hit due to the wallbounce. Bear in mind that unlike her other air normals this cannot reverse gatling to other jump normals, but a cancel into {{MMC|chara=A.B.A|input = j.41236S[gm]|label = Orb}} with the FRC will generally keep you safe if your opponent blocks this<br />
}}<br />
<br />
===<big>Universal Mechanics</big>===<br />
----<br />
===<big>Ground Throw</big>===<br />
{{GGACR Move Card<br />
|input=Ground Throw[m]<br />
|description=<br />
Moroha and Goku Moroha version slams into a ground bounce on hit. Standard range, but easily leads into a lot of damage, especially with a raised Guard Bar. Tick throw with any fast normals ({{clr|1|5P}}, {{clr|1|2P}}, {{clr|2|2K}}) or after vacuuming them in with {{clr|4|5H}}. <br />
<br />
{{clr|4|6H}} sends the opponent backward while {{clr|4|4H}} sends them forward. Best OSed with either {{clr|2|5K}} or {{clr|3|c.S}} unless keeping the corner is necessary<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGACR Move Card<br />
|input=Air Throw[m]<br />
|description=<br />
Identical to NM version. As usual, (dash) keygrab is possible if you airthrow them close to the ground, for a burst safe mode switch.<br />
}}<br />
<br />
===<big>Dead Angle Attack</big>===<br />
{{GGACR Move Card<br />
|input=DAA[m]<br />
|description=<br />
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.<br />
}}<br />
<br />
===<big>Special Moves</big>===<br />
----<br />
===<big>Deletion</big>===<br />
{{InputBadge|{{clr|3|236S}}}}<br />
{{GGACR Move Card<br />
|input=236S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 2<br />
|recovery = 17<br />
|frcStart = 10<br />
|frcEnd = 13<br />
}}<br />
The start of ABA's rekkas. Having better hitboxes and startup, along with the forward momentum boost before its active frames, Moroha {{clr|3|236S}} is a rather nice poke you often can throw out in neutral that's difficult to low profile. It's unsafe, but its long range and decent pushback make it safe-ish from afar.<br />
}}<br />
<br />
===<big>Ruin</big>===<br />
{{InputBadge|{{clr|3|236S}} > {{clr|3|46S}}}}<br />
{{GGACR Move Card<br />
|input=236S > 46S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 3<br />
|recovery = 19<br />
|frcStart = 5<br />
|frcEnd = 8<br />
}}<br />
Largely identical to the Moroha version aside from the FRC point added just before the attack hits which can be used to OS whiffs or extend juggles and ground combos that would otherwise be difficult or impossible to extend. Less used due to her better combo options in Goku but still a vital part of Rekka loops in the corner, and can still refresh moroha due to the stagger effect on the 2nd hit allowing a combo into {{MMC|chara=A.B.A|input = 63214H|label = Keygrab}}<br />
}}<br />
<br />
===<big>Condemnation</big>===<br />
{{InputBadge|{{clr|3|46S}} > {{clr|3|63214S}}}}<br />
{{GGACR Move Card<br />
|input=236S > 46S > 63214S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 3<br />
|recovery = 23<br />
|frcStart = 14<br />
|frcEnd = 17<br />
}}<br />
Gains even more groundslide time in Goku Moroha, allowing for up to 4(!) reps of Rekka loops in the corner against most characters that Rekka loops work on. The FRC point is also wider and it has less recovery in general, but is still rather unsafe on block. Generally less favored than butt loops due to lower damage but still builds a lot of meter for A.B.A and gives her conversions from a lot of ranges<br />
}}<br />
<br />
===<big>Bonding</big>===<br />
{{InputBadge|{{clr|4|63214H}} (Air OK)}}<br />
{{GGACR Move Card<br />
|input=63214H[m],j.63214H[m]<br />
|description=<br />
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.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Engorgement</big>===<br />
{{InputBadge|{{clr|4|421H}}}}<br />
{{GGACR Move Card<br />
|input=421H[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 20<br />
|active = 11<br />
|recovery = 10<br />
}}<br />
Essential combo tool in Goku Moroha, leads to many of your max damage routes due to the jump cancel this move gains during Goku Moroha. Doing this move into 412369S will give you an auto-timed TK {{MMC|chara=A.B.A|input = j.41236S[gm]|label = Orb}} that will land both hits on most characters and gives easy extensions due to the widened FRC on Goku Orbs. Also useful for meterless extensions midscreen with the jump cancel, and gives you access to enormous damage and conversions that otherwise wouldn't be possible<br />
}}<br />
<br />
===<big>Judgment</big>===<br />
{{InputBadge|{{clr|4|623H}}}}<br />
{{GGACR Move Card<br />
|input=623H[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 4<br />
|inactive2 = 14<br />
|active3 = 2<br />
|recovery = 21<br />
|frcStart = 12<br />
|frcEnd = 14<br />
}}<br />
Danzai becomes even better in Goku Moroha, as it becomes a whopping 6 frames faster, with a shorter gap between the hits and less recovery, making it better for anti-airing, defense and generally just pestering your opponent with enormous armored hitboxes. Best of all, in Goku it gains an FRC point just as the first hit connects, which can make your opponent guess as to whether you'll let it rip or FRC it on block to get free plus frames to continue your pressure with, as well as allowing you to bypass the 2nd hits heavy forced proration for the cost of 25 meter. The FRC can also be done on whiff, potentially saving you from a whiffed danzai<br />
}}<br />
<br />
===<big>Displacement</big>===<br />
{{InputBadge|{{clr|1|63214P}}}}<br />
{{GGACR Move Card<br />
|input=63214P[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 40<br />
|frcStart = 10<br />
|frcEnd = 13<br />
}}<br />
Bloodpack exit. Spends one pack to return to Normal Mode and restore 120% of self-inflicted damage. Has an FRC point to make recovery less punishable.<br />
}}<br />
<br />
===<big>Blunder</big>===<br />
{{InputBadge|{{clr|2|41236K}}\{{clr|3|46S}} > {{clr|2|236K}}}}<br />
{{GGACR Move Card<br />
|input=41236K[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 28<br />
|active = 1<br />
|recovery = 19<br />
|frcStart = 28<br />
|frcEnd = 30<br />
}}<br />
Flipkick. Throw/low invincible overhead/pseudo-unblockable (can be air blocked) which ground bounces on hit and staggers the opponent on standing block. Has significantly less recovery than regular flipkick making combos out of it on both hit and block much more standard. Gains an FRC point in Goku point which can be used to safely bait things that would normally beat her unblockable setups like a {{keyword|Dead Angle}}, backdash, certain {{keyword|dragon punch}}es or low profile moves like {{MMC|chara=Sol Badguy|input=214S|label=Grand Viper}}<br />
}}<br />
<br />
===<big>Eradication</big>===<br />
{{InputBadge|{{clr|3|j.41236S}}}}<br />
{{GGACR Move Card<br />
|input=j.41236S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 6<br />
|active2 = 5<br />
|specialRecovery = 12<br />
|frcStart = 15<br />
|frcEnd = 18<br />
}}<br />
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.<br />
<br />
You can also use this move low to the ground as a meaty to bait wake-up throw attempts. Moreover, it's possible for both orbs to touch the opponent on oki situations, which will hurt a LOT on hit, though this is usually not reversal safe. Has an FRC point to remain safe, though, just as A.B.A. begins to tuck her outstretched leg back in, right when the orbs become active. Dash jump at downed opponent > orbs (FRC) on top of them > {{clr|2|2K}}, {{clr|5|5D}}, etc. to begin pressure.<br />
}}<br />
<br />
===<big>Suka Motion</big>===<br />
{{InputBadge|Moroha Gauge reaches 0}}<br />
{{GGACR Move Card<br />
|input=Suka Motion<br />
|description=<br />
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.<br />
<br />
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:<br />
# Is in the middle of an attack animation<br />
# Follows regular Moroha's gatling rules (you will not be able to do gatlings that are only possible in Goku Moroha)<br />
# 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)<br />
<br />
If your Moroha gauge runs out mid-combo/blockstring, you can end it quickly with keygrab or bloodpack exit to recover safely.<br />
}}<br />
<br />
===<big>Force Breaks</big>===<br />
----<br />
===<big>FB Avoidance</big>===<br />
{{InputBadge|{{clr|5|236D}}}}<br />
{{GGACR Move Card<br />
|input=236D[m]<br />
|description=<br />
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.<br><br />
<br />
The multihit part of the projectile has a weird property where the gap will always be the same, ignoring hitstop when it hits. This means that against Jam's parry and SB the projectile will still lock them in hitstop preventing them from even using a reversal option. <br />
}}<br />
<br />
===<big>FB Judgment</big>===<br />
{{InputBadge|{{clr|5|623D}}}}<br />
{{GGACR Move Card<br />
|input=623D[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 4<br />
|inactive2 = 14<br />
|active3 = 2<br />
|recovery = 21<br />
|frcStart = 12<br />
|frcEnd = 14<br />
}}<br />
Everything good about regular FB Danzai becomes better in Goku due to the faster startup allowing you to more easily blow through and punish things. Coupled with the FRC point that's identical to meterless Goku Danzai gives ABA a disgustingly powerful callout tool at the cost of 50 meter, that on block is completely safe and on hit gives her an unscaled launcher. Everything you could want in a special and then some<br />
}}<br />
<br />
===<big>Overdrives</big>===<br />
----<br />
===<big>Evidence: Destruction</big>===<br />
{{InputBadge|{{clr|1|j.632146P}}}}<br />
{{GGACR Move Card<br />
|input=j.632146P[m],j.632146P > 214K<br />
|description=<br />
No longer hits overhead, but now allows you to follow up with additional hits by inputting {{clr|2|j.214K}} for some extra damage. Its usage is identical to NM version, though, and there's an even better super you can do in Moroha mode for which you should really save up meter.<br />
----<br />
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.<br />
}}<br />
<!--------------------- END DON'T MESS WITH ME ---------------------------------><br />
</div><br />
<br />
==Instant Kill==<br />
===<big>Darkness of Ignorance</big>===<br />
{{InputBadge|During IK Mode: {{clr|4|236236H}}}}<br />
{{GGACR Move Card<br />
|input=236236H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 36<br />
|active = 5<br />
|recovery = 40<br />
}}<br />
Standard IK. Rather useful after CH NM {{clr|4|6H}} punish attempts.<br />
}}<br />
<br />
==Colors==<br />
{{GGACRColors|Character=A.B.A}}<br />
<br />
==Navigation==<br />
{{notice|To edit frame data, edit values in [[GGACR/A.B.A/Data]].}}<br />
{{#lst:GGACR/Navigation}}<br />
[[Category:Guilty Gear XX Accent Core + R]]<br />
[[Category:A.B.A]]<br />
[[Category:Unga]]</div>Sobosswagnerhttps://www.dustloop.com/wiki/index.php?title=GGACR/A.B.A/Strategy&diff=376387GGACR/A.B.A/Strategy2023-02-23T05:26:31Z<p>Sobosswagner: /* 5P rebeat */ Updated the description</p>
<hr />
<div><center>{{Character Label|GGACR|A.B.A|42px}}</center><br />
{{Overview/navigation}}<br />
{{MFlag|expert}}<!-- Matchups need to be filled -->{{MFlag|stub}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
<br style="clear:both;"/><br />
== Learning Resources ==<br />
<big>'''Secret Sauce A.B.A Video ft. Skeletal Minion'''</big><br />
{{#ev:youtube|80rJ_f93OiU|500}}<br />
<big>'''Fuzzy Mixup Combo Guide by QuanGOD'''</big><br />
{{#ev:youtube|Aah3r8Zj7I0|500}}<br />
<big>[http://www.dustloop.com/forums/index.php?/forums/topic/7002-r-aba-complete-guide/ '''Skeletal Minion's A.B.A Guide''']</big><br />
<br />
== General Tactics ==<br />
The following content is ripped from Skeletal Minion's guide linked above.<br />
=== Notable Moves ===<br />
* '''Normals''': {{clr|1|5P}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|6H}}, {{clr|4|2H}} (M), {{clr|3|j.S}}, {{clr|4|j.H}}<br />
* '''Specials''': Bonding / Keygrab ({{clr|4|63214H}}), Injecting & Displacement / Bloodpack ({{clr|1|63214P}}), Eradication / Konzetsu ({{clr|3|j.41236S}}), Judgement / Danzai ({{clr|4|623H}})<br />
* '''Force Breaks''': Judgment / Danzai ({{clr|4|623D}}), Dragging ({{clr|1|236D}}), Avoidance / Bloodball, ({{clr|1|236D}})<br />
<br />
=== Normal Mode (NM) ===<br />
''' A.B.A.’s gameplan is very simple in Normal Mode: get out of it. '''<br />
<br />
How you do this will obviously depend on your opponent’s character, but typically this will involve one of the following options at the start of the round and in other Normal Mode situations throughout the match:<br />
* Evade something with slide > Throw > Keygrab<br />
* Evade something with slide > Combo punish into Rekkas FRC > {{clr|4|5H}} > Keygrab<br />
* FB Slide is 100% invulnerable throughout the entirety of the move, and has zero recovery. So if you have 25%, you can get out of jail free, and if spaced right, you can FB Slide through most things and punish. <br />
* Anti-air > Combo > Keygrab<br />
* Raw Keygrab can be used as an extremely risky yet rewarding counter-poke in NM.<br />
* Rekkas for a slower option with some reach, if they hit use a Bloodpack.<br />
* {{clr|4|j.H}}. If it lands, combo into Keygrab. If it gets blocked, you might be able to tick throw with 5P if you don't get thrown yourself. If people expect the 5P and FD it they will create enough distance to make the throw property of the Keygrab not activate, go directly into Keygrab after the {{clr|4|j.H}} if you think they will FD. <br />
* Gatling into {{clr|5|2D}} > Keygrab<br />
* {{clr|4|5H}} hit or block > Bloodpack<br />
* {{clr|4|5H}} on counterhit > Keygrab<br />
* Bloodball to create space > Bloodpack<br />
* Reversal Mushroom Super (Evidence: Concealment) > Keygrab (after 1st cloud) or Bloodpack (after 3rd cloud)<br />
* Starter (which could be {{clr|2|5K}}, {{clr|3|f.S}}, {{clr|4|j.H}}, etc) > combo into Rekkas FRC > Dash {{clr|4|5H}} > Keygrab<br />
* Razor Kick ({{clr|2|236K}}) to go over lows and bait throws. {{clr|2|236K}} staggers on counterhit, which combos into Keygrab guaranteed. You can also FRC {{clr|2|236K}} to combo on normal hit.<br />
* Wait and see what your opponent does. While NM A.B.A is very slow, she has amazing anti-airs and a great tool to get around pokes that don't hit low to the ground through Dragging ({{clr|1|236P}}).<br />
<br />
An important place where a lot of NM is played is right at the start of each round. Your options here are character specific. Do you start backdashing to create space for a Bloodpack? Raw Bloodpack, anticipating that they’ll back away instead? Raw Keygrab to catch their opening poke? Slide in to go for a throw? There are several choices that can be made here, and there’s never a really “right” answer, but smart play in the first few seconds of each round can be the difference in obtaining Moroha early on to stamp out your opponent or getting pushed into the corner and crushed while in NM because you weren’t able to transform. Some rounds are literally decided in the first few seconds due to this. Play smart here, and when in doubt, go with the safer options (backdash, IAD away, wait and see, etc).<br />
<br />
When you land that Keygrab or Bloodpack, IT’S TIME. Now you can actually fight back, and that’s because you’re in...<br />
<br />
=== Moroha Mode (MM) ===<br />
Now that you’ve made it into Moroha Mode, you can start fighting back.<br />
<br />
* In Moroha, you have the upper hand, and once you get in you can straight up bully your opponent. Please note that it’s not entirely free though: DAAs are a free knockdown, so they must be baited/punished accordingly (or if you’re styling, Danzai on reaction). A.B.A's mistakes can also be punished extremely hard through her Suka Motion.<br />
* While you're in MM, your opponent should fear you, or at least be very wary (and if they aren't, they will be soon.) A.B.A is a character centered entirely around risk and reward. Observe your opponent to gauge the amount of risk you can take, and you'll be rewarded accordingly. <br />
* In neutral, Danzai is a risky yet amazing and highly rewarding option that A.B.A has. The range of Danzai coupled with it's armor makes it an incredible counter-poking tool that combos into a knockdown, allowing A.B.A to begin her offense.<br />
* A.B.A's MM {{clr|4|j.H}} is a ridiculous button that you should abuse whenever possible. Due to the active frames of {{clr|4|j.H}} as well as it's huge hitbox and disjoint, your opponent has to preemptively anti-air you to beat this move before you even start doing it.<br />
* If you’re not in yet, play footsies by utilizing your huge normals, namely {{clr|3|f.S}}. When something connects, A.B.A's amazing corner carry usually guarantees that your opponent has their back to the wall once they get up. <br />
* If your opponent blocks, draw them in with {{clr|4|2H}} and {{clr|4|5H}}, then go to work wrecking their guard gauge. If they start getting pushed too far away, re-vacuum them back in or burn 25% to extend your pressure via {{clr|4|2H}} FRC or Rekka 3 FRC.<br />
* Observe when they’re trying to poke out and frame trap as necessary - A.B.A.’s frame advantage on most normals in Moroha is pretty damn great. <br />
* Mix up your timings by using delayed Rekkas in blockstrings. Rekkas are another one of A.B.A's risky yet highly rewarding tools, as Rekkas are very minus on block but convert into generous amounts of damage and meter on hit. <br />
* Pay close attention to your Moroha gauge. If it dips below 30% then back off to use a Bloodpack or go for a transformation through Keygrab or GM activation. Once your gauge is this low, you risk going into A.B.A's Suka Motion, which many characters can use a guaranteed IK on.<br />
* Do your best to capitalize on the hits you land, and tailor your combos to your needs at the moment. <br />
** I.E: Your Moroha gauge is low? Combo into FB Danzai > Bloodpack > Keygrab to refresh your Moroha gauge. To safely exit MM, Keygrab can be used on it's own at the end of most combos. Alternatively you can try to extend your combo as much as possible to get the meter needed for GM Activation. Pushing for GM can be risky depending on the situation but getting into GM is well worth the risk.<br />
** If their guard bar is flashing, DESTROY.<br />
* If you ended your combo with a Keygrab, then you’re back at step one in Normal mode. Do your best to Bloodpack back into Moroha or try to land another hit to confirm into Keygrab. <br />
* If you're still in Moroha after a combo, depending on how your opponent was knocked down you can run in and time a {{clr|4|2H}} to bait throws and begin your pressure anew, jump and fuzzy your opponent while also safejumping reversals, meaty with an FB Bloodball to set up A.B.A's unblockable Flipkick ({{clr|2|41236K}}), run up and go for throw... it’s up to you.<br />
*'''Knockdowns are extremely important for A.B.A!''' Failing to knock your opponent down means that not only do you lose your amazing oki, but you risk your opponent teching out and mashing. Since A.B.A drains her own health when she lands a hit, your opponent teching at the wrong time could very easily lose you a round.<br />
<br />
After you get a lead in Moroha Mode and want to cement your win, with 50 meter you can transform into...<br />
<br />
=== Goku Moroha (GM) ===<br />
Take all of the attributes that A.B.A gains when she enters Moroha Mode and multiply them by ten. That's Goku Moroha, and it's as incredibly powerful as it sounds. While A.B.A is in Goku Moroha her normals are improved overall, with many becoming faster and more advantageous on block, and ALL of her ground normals become jump cancellable on block or hit. She gains a second airdash, and her speed is greatly improved, allowing her to traverse the entire screen in just a moment. '''Note that all of the strategies listed in the Moroha Mode section apply here as well. You're still in Moroha, just in a much better version.'''<br />
* While you're in GM, use A.B.A's speed to your advantage. When you want to use a normal, dash and then use the normal. The momentum you gain from A.B.A's improved dash will allow you to control huge swaths of the screen with little effort.<br />
* A.B.A's air buttons (namely {{clr|4|j.H}}, {{clr|3|j.S}}, and {{clr|5|j.D}}) become much faster. Whenever A.B.A jumps in GM, she can use {{clr|3|j.S}} twice, or {{clr|3|j.S}} > {{clr|4|j.H}}, all on whiff. Use this to exert more control over the screen.<br />
* Dash > Rekka 1 becomes a nearly fullscreen option which has more range than dash > {{clr|3|f.S}} or dash > {{clr|4|6H}}, yet is riskier due to the extended hurtbox. While risky, this is another great option for controlling the screen.<br />
* Danzai is significantly faster while in GM, and is unpunishable on block without an IB or SB. You can now use it freely, but don't be predictable with it.<br />
* Use {{clr|3|f.S}} > Rekka 1/2/3 FRC on block to lock your opponent down and begin your offense when you get a chance. Mix up which Rekka you FRC to mess with your opponent's timings.<br />
* Many of A.B.A's blockstrings become gapless in GM through placing the right normals in the right spots. Refer to the Blockstrings section for more info.<br />
* Flipkick ({{clr|2|41236K}}) becomes a powerful tool on it's own while in GM. Use it to keep your opponent on their toes, and to condition them to jump or mash on defense more.<br />
* GM A.B.A does incredible damage without any guard bar, and with an even slightly cranked guard bar her combos become near-ToDs on a lot of characters. Watch your health while you do combos to be aware of when you may need to heal or transform.<br />
* Use {{clr|3|2S}} to anti-air a lot while you're in GM. It's GM frame data is ridiculous and so is it's return on counter-hit.<br />
* Remember to keep an eye on your Moroha gauge since it drains much faster while you're in GM. If it's low, any single one of A.B.A's GM combos can combo into Keygrab. If your health is low, then use a Bloodpack to heal and refresh your Moroha gauge. Though, keep in mind that if you refresh your gauge that you won't be in Goku Moroha anymore.<br />
* If you need to Bloodpack out of GM, use Bloodpack FRC.<br />
<br />
==Blockstrings==<br />
<br />
=== Normal Mode (NM) ===<br />
<br />
In Normal Mode, you won't get many opportunities to do blockstrings, and when you do they'll be incredibly short. More often than not your blockstrings will begin with a jump in {{clr|4|j.H}} or {{clr|3|j.S}}, and of course your goal is to land a keygrab.<br />
<br />
* {{clr|4|j.H}} > {{clr|1|5P}} > Keygrab can be used to to a quick and extremely rewarding tick throw. Be aware that if your j.H is blocked too early you will be thrown instead.<br />
* {{clr|4|j.H}} > {{clr|1|5P}} > {{clr|5|2D}} can be used to catch people trying to jump out of your tick throws, and is also a frametrap.<br />
<br />
These are most likely your two best options for blockstrings as they're the closest you'll get to strike / throw mix while in Normal Mode. However, Normal Mode A.B.A has a lot of tricky things she can do. She can reset her pressure off of almost any grounded button due to jump cancels and slide. Buttons > Slide > Throw is a tricky and often unexpected way that Normal Mode A.B.A can open someone up.<br />
<br />
=== Moroha Mode (MM) ===<br />
<br />
While in Moroha Mode your goal is to crank your opponent's guard gauge whenever you get the chance, and to do your best to open your opponents up once it's cranked. You'll mostly be doing this using {{clr|4|5H}} > {{clr|4|2H}} which is an incredible blockstring. Using just these two buttons in succession (or by themselves) can be used to build an oppressive offense. [[File:GGACR ABA Muv-Luv Guide to Moroha Mode Pressure.png|350px|thumb|right|Guide to MM pressure. More readable in a new tab.]]<br />
<br />
* {{clr|4|5H}} on it's own can be used to tick throw if your opponent is close enough once they're pulled in by {{clr|4|5H(2)}}. However, there's a large gap between {{clr|4|5H(2)}} and the throw, so to catch people who try to throw you, or press buttons in response {{clr|4|2H}} can be used. In order to catch people who jump after {{clr|4|5H(2)}}, gatling into {{clr|5|2D}} > Rekkas / Goku Moroha actvation <br />
* If your opponent blocks {{clr|4|2H}}, they'll have to make some sort of decision to get out of your offense if they failed to FD you out. To catch people who hold up back, {{clr|1|2P}} can be used. {{clr|4|2H}} > {{clr|1|2P}} is also a very tight frametrap which can used to beat mashing. Keep in mind that {{clr|4|2H}} > {{clr|1|2P}} will lose to low profile moves such as Sol's {{clr|5|2D}}, so instead {{clr|4|2H}} > delayed Rekkas should be used.<br />
* If your opponent commits to blocking after either {{clr|4|5H}} or {{clr|4|2H}}, you can either run in for a throw or reset your pressure using {{clr|1|2P}} > {{clr|4|5H}} or {{clr|1|5P}} > {{clr|3|c.S}} > {{clr|4|5H}} if you're in range of {{clr|1|2P}}. {{clr|1|2P}} > {{clr|4|5H}} has a large gap in it but leaves your opponent much closer to you while {{clr|1|5P}} > {{clr|3|c.S}} > {{clr|4|5H}} is gapless.<br />
* Another way to open up opponents who like to block is Flipkick (or {{clr|2|41236K}}.) {{clr|4|5H(2)}} or {{clr|4|2H(1)}} are both very good spots to place a Flipkick, and Flipkick is best used when you have 50 meter to cancel it into Goku Moroha activation.<br />
* Once your opponent begins to push you out with FD, you can begin to use Rekka 3 FRC to continue your offense and get your opponent to waste meter in the process.<br />
* After any blocked {{clr|4|5H(2)}}, {{clr|5|5D}} can be used. While your opponent's guard bar is flashing {{clr|5|5D}} can convert into extremely damaging IAD Orbs(2) combos.<br />
* To catch your opponent mashing and make them feel it, any one of A.B.A's grounded attacks can be cancelled into GM Activation. Cancel into Gm Activation while in recovery from another move to purposefully leave a gap where your opponent can press a button.<br />
<br />
Once you have 50 meter and get a knockdown, ({{clr|4|5H(1)}}) > {{clr|4|2H}} > Danzai(1) > Goku Moroha activation becomes an extremely strong blockstring which leaves your opponent's guard gauge one touch away from flashing at minimum. After landing a hit or two in Moroha Mode, cranking the guard gauge like this means that the next hit you land is death for your opponent. GM Activation gives you an extremely strong method of making that happen - the plus frames that GM activation gives you and GM's improved frame data and speed means that you force your opponent to guess for the round after using this blockstring if they have ~60% health or less.<br />
<br />
=== Goku Moroha (GM) ===<br />
<br />
While in Goku Moroha (or GM) A.B.A's gatling limits are removed, allowing you to chain any button into any other button (and in the case of 2S, into itself.) Keep in mind that while you have many more options once in GM, the general ideas listed for offense while in Moroha Mode still apply.<br />
<br />
* Any button other than {{clr|1|5P}} or {{clr|1|2P}} into {{clr|4|5H}} becomes a true blockstring.<br />
* Buttons can now be cancelled into 5P, which allows buttons such as {{clr|5|2D}}, {{clr|4|6H}} or even {{clr|3|f.S(1)}} to be plus on block. By using the increased speed that GM gives A.B.A, this allows you to apply strike / throw mix at a greater range than normally expected. 5P whiff cancels are also just one way that you can reset your pressure while in GM.<br />
* Through GM's nonexistent gatling limits, {{clr|4|5H}} > {{clr|4|2H}} can become a true blockstring by doing a string such as {{clr|4|5H}} > {{clr|5|2D}} > {{clr|4|2H}}. A blockstring like this pushes you out a bit further than usual, but the lack of gaps makes it incredibly strong.<br />
* While in Moroha Mode, A.B.A's {{clr|4|2H}} has a very large special cancel window. While in GM this window is extended to her normals, allowing a string such as {{clr|4|2H}} > {{clr|5|2D}} to have as small as a one frame gap, allowing A.B.A to do some incredible frametraps. This is even more prominent if {{clr|4|2H(2)}} whiffs, as you can press a button on reaction to {{clr|4|2H(2)}} whiffing to continue your offense.<br />
* In GM, every single one of A.B.A's Rekkas gets an FRC point. Using these FRC points is great way to continue applying pressure, but be sure to mix up which Rekka you FRC to mess with your opponent's timings.<br />
* Once you get pushed out, Butt ({{clr|4|214H}}) becomes another great way to reset pressure. While there will always be a gap when cancelling into Butt, at the right ranges it becomes a frame trap tight enough to catch prejump frames. At this distance and a little beyond, iad j.H becomes a true blockstring and an extremely potent pressure reset.<br />
<br />
==== 5P ====<br />
<br />
As mentioned in the above section, in Goku Moroha A.B.A gains the ability to reverse gatling, or {{keyword|rebeat}}, all of her normals barring her {{clr|5|5D}}. While this has applications up close in creating blockstrings that are otherwise impossible such as {{clr|4|2H}}->{{clr|3|c.S}}, it also has a variety of applications from further out, namely rebeating into {{clr|1|5P}} off of far range normals, and whiff cancelling that {{clr|1|5P}} into another normal in order to continue her pressure. A common example of this is using her {{MMC|input=2D[gm]|label={{clr|5|2D}}}}, doing a reverse gatling into {{clr|1|5P}} to gain frame advantage, and threatening further normals or simply dashing in after to gain ground from an incredibly strong, far reaching low poke. The advantage on block gained from this is dependent on the normals {{keyword|attack level}} rather than an individual normals recovery or frame data otherwise, similar to things like Johnny's {{MMC|chara=Johnny|input=236[P/K/S]|label=Mist Finer Cancel}} or Potemkins {{MMC|chara=Potemkin|input=[4]6H > P|label=Hammerfall Brake}}<br />
{| class="wikitable" style="text-align:center; width:500px;"<br />
|-<br />
! Attack Level <br />
! Normals<br />
! 5PW Advantage<br />
|- <br />
| Level 1<br />
| {{clr|1|2P}}, {{clr|1|5P}}<br />
| -1<br />
|- <br />
| Level 2<br />
| {{clr|2|5K}}, {{clr|2|2K}}<br />
| +1<br />
|-<br />
| Level 3<br />
| {{clr|1|6P}}. {{clr|4|5H(2)}}<br />
| +3<br />
|-<br />
| Level 4<br />
| {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}<br />
| +6<br />
|-<br />
| Level 5<br />
| {{clr|4|5H(1)}}, {{clr|5|2D}}, {{clr|4|2H}}, {{clr|4|6H}}<br />
| +8<br />
<br />
|}<br />
<br />
==Anti airing==<br />
<br />
Anti airing is incredibly important for all characters in Guilty Gear and fighting games as a whole and ABAs anti airs are both incredibly rewarding and importantly, change depending on what you’re anti airing, what position on screen you’re on, where they’re landing and what form she’s in. This section will be broken down into anti airs for all 3 of her primary forms, though the buttons she use rarely change, the situations they’re used in often do<br />
<br />
=== Normal Mode (NM) ===<br />
<br />
* {{MMC|chara=A.B.A|input = 5P|label = 5P}}: Your fastest anti air and fastest normal in general. 3 frames with upper body invincibility starting from frame 2 and throughout the active frames, 5P is fast to start up and fast to recover. Very low risk anti air that with good reactions can be very high reward. Gatling into 2S, JC into an air combo to end with air keygrab for a combo into Moroha mode. Very stubby however, and is more suited to anti airs above ABA rather than horizontal anti airs<br />
* {{MMC|chara=A.B.A|input = 6P|label = 6P}}: slower than 5P but trades speed and gatling options for generously more upper body invincibility. Take note that the upper body invincibility wears out the frame before it hits, so it can be prone to trading when timed incorrectly. Its only gatlings are 2S but can work on either hit. Jump cancel only works on second hit so its often best to simply gatling 2S<br />
* {{MMC|chara=A.B.A|input = 2S|label = 2S}}: ABAs best normal mode anti air. Faster than 6P but lacking upper body invincibility, though the lack of hurtboxes on her hand mean that it's very prone to outright beating many jump-ins. On normal hit can be followed up with a jump cancel into a combo to air keygrab, and on counter hit gives ABA ample time to follow up with either OTG keystab or can cancel into slide for a followup combo depending on the height. On trade with most jump normals you can simply follow up with OTG keystab for a quick moroha transformation<br />
* {{MMC|chara=A.B.A|input = 2H|label = 2H}}: Niche and predictive, but 2Hs disjointed hitboxes on both hits can anti air predictable jump ins or airdashes done low to the ground. Take note that it's both slower than 2S and lacks any upper body invincibility. Not a necessary button to learn to anti air with, but if others are being baited out it can always be good to present an option the opponent may be unprepared for<br />
* {{MMC|chara=A.B.A|input = 6H|label = 6H}}: The Hail Mary normal. Slow but incredibly rewarding due to the stun modifier, especially on counter hit. Mostly used to tag predictable airdashes but not something to rely on. On counter hit cancel to bloodpack to get a followup combo that will stun any low stun resist character. Use wisely and scarcely.<br />
* {{MMC|chara=A.B.A|input = Air throw|label = Air throw}}: Universal. Average air throw range. Best OSed with j.P. When done low to the ground or from any height vs certain characters can be followed up with OTG keystab<br />
* {{MMC|chara=A.B.A|input = j.P|label = j.P}}: fast and very disjointed around her hand. Your best air-to-air in normal mode. Gatlings to both itself and j.S for confirms into air keygrab<br />
<br />
=== Moroha Mode (MM) ===<br />
<br />
* {{MMC|chara=A.B.A|input = 5P|label = 5P}}: Your fastest anti air and fastest normal in general. 3 frames with upper body invincibility starting from frame 2 and throughout the active frames, 5P is fast to start up and fast to recover. Very low risk anti air that with good reactions can be very high reward. On air hit gatlings to c.S give ABA high damaging, low risk anti air combos that put characters into a tech trap nightmare that forces them to deal with her anti airs all over again<br />
* {{MMC|chara=A.B.A|input = 6P[m]|label = 6P}}: Most identical to her normal mode variant but with slightly altered hitboxes due to the key changing shape. The jump cancel and gatling properties are largely unchanged, though combos to 2S are much more consistent due to the latters larger hitboxes. It does gain a gatling to 6H but this is mostly used on grounded block to reset or end pressure<br />
* {{MMC|chara=A.B.A|input = 2S[m]|label = 2S}}: The God anti air. This move alone propels ABAs anti airs from merely good to well above average. Slower than normal mode 2S but with much bigger hitboxes to compensate. A few things to take note of however. Its slow at 12 frames startup and is largely a vertical anti air. Best used for opponents trying to land on top of you or cross you up. It also has a fair amount of recovery, so take care to make sure they either get hit or air block this attack. On regular hit canceling into jump or superjump into an air string ending with orbs will put them right back into ABAs anti air game. This move especially shines on counter hit though, where it floats the opponent for over half a second and gives you ample time to decide what combo to follow up with. 2S counter hit into dash up c.S->2S->412H anywhere but the other corner will often instantly put them back in the corner. An important skill to learn is confirming regular or counter hit with this move as an anti air, and can often mean the difference between killing them in 2 combos or killing them in 3. <br />
* {{MMC|chara=A.B.A|input = 623H|label = 623H}}: Unsurprisingly, Danzai can anti air extremely well. Best suited to predictive anti airs due to the slow startup and losing out to multi hit jump ins or even air gatlings. Largely covers in front of her and will eat things like Riot Stamp, Bandit Bringer, and other predictable, reactable moves that put the opponent airborne. Does come with high scaling so best to keep followup combos short<br />
* {{MMC|chara=A.B.A|input = 623D|label = 623D}}: Largely the same as the non force break version, but the infinite armor means it will beat out any jump in that isn’t canceled into an air super of some kind. Ground bounces higher so has different followups than the meterless, though with the same high scaling<br />
* {{MMC|chara=A.B.A|input = 6321463214S|label = Goku Moroha}}: Technically ABAs only fully invincible anti air, Goku Moroha activation is heavily disjointed and very rewarding to anti air with, but comes with a few caveats. It must be done predictively due to its slow startup (1 frame slower than Moroha Danzai), it loses invincibility 2 frames before it hits so it can trade with jump ins, though this is almost always favorable due to the extensive untech time that only gets longer on counter hit, and as always it requires both a bloodpack and 50 meter. On hit follow up with whatever you want to follow up with, or just set up some nasty oki<br />
* {{MMC|chara=A.B.A|input = Air throw|label = Air throw}}: Universal. Average air throw range. Best OSed with either j.P or done raw with j.H<br />
* {{MMC|chara=A.B.A|input = j.P|label = j.P}}: Fast and very disjointed around her hand. Your fastest air-to-air in moroha but can be somewhat awkward to combo off of depending on range. Gatlings to j.S for hit confirms can be quite damaging but unless done very low to the ground won’t lead to knockdowns<br />
<br />
=== Goku Moroha Mode (GMM) ===<br />
<br />
* {{MMC|chara=A.B.A|input = 5P[gm]|label = 5P}}: Your fastest anti air and fastest normal in general. 3 frames with upper body invincibility starting from frame 2 and throughout the active frames, 5P is fast to start up and fast to recover. Very low risk anti air that with good reactions can be very high reward. Due to the reduced startup of {{MMC|chara=A.B.A|input = 2S[gm]|label = Goku 2S}}, 5P->2S becomes a natural combo on air hit, and can be converted into huge damage and corner carry <br />
* {{MMC|chara=A.B.A|input = 6P[gm]|label = 6P}}: 3 frames faster startup than the moroha version and the ability to gatling into any and all normals on any hit, as well as being jump cancelable on both hits gives this normal significantly more followup options than before. <br />
* {{MMC|chara=A.B.A|input = 2S[gm]|label = 2S}}: The God anti air becomes even better somehow. Now only a frame slower than normal mode 2S with its recovery shaved in half and the ability to self gatling, this move goes from crazy good to outright criminal. Because of {{MMC|chara=A.B.A|input = 421H[gm]|label = butts}} jump cancel in Goku the conversions off this from anywhere on screen become incredibly powerful. Counter hit 2S in Goku Moroha with even a moderate amount of risc is very liable to outright kill the opponent with the right routing. Give them a good reason to never leave the ground when you have Goku activated<br />
* {{MMC|chara=A.B.A|input = 623H[gm]|label = 623H}}: With a third less startup identical to Moroha 2S, Danzai goes from a predictive anti air to a very potent reactive one in Goku. The ground bounce height stays the same, meaning conversions out of it aren’t too different beyond adjusting for her normals all becoming faster and the jump cancel on butt giving her more freeform routing. This move can also be FRCed right as the first hit connects in order to bypass the harsh scaling of the 2nd hit, giving you an unscaled combo starter at the cost of 25 tension<br />
* {{MMC|chara=A.B.A|input = 623D[gm]|label = 623D}}: With the same startup as meterless Danzai, hyper armor and a much higher launch, Force Break Danzai is a formidable anti air for 25 tension. The launch on this move is high enough that it can be difficult to properly convert off of it at times. The hyper armor on this move means it eats anything short of an air super for breakfast and will deter anyone from jumping at you when used properly. It shares the same FRC point as meterless Danzai, meaning for 50 meter you can access an unscaled hyper armor starter, or if the attack whiffs keep yourself completely safe and free to attempt an anti air again<br />
* {{MMC|chara=A.B.A|input = Air throw|label = Air throw}}: Universal. Average air throw range. Best OSed with either j.P or done raw with j.H<br />
* {{MMC|chara=A.B.A|input = j.P[gm]|label = j.P}}: A frame faster than the other forms ties this for the fastest j.P in the game with Order-Sol and Justice. Gatling to j.S or j.H for air to air conversions at your leisure<br />
* {{MMC|chara=A.B.A|input = j.D[gm]|label = j.D}}: While it doesn’t see much use in other forms due to its slow startup, Goku j.D is a fantastic air to air due to its phenomenal speed and counter hit properties, as well as the ability to cancel into {{MMC|chara=A.B.A|input = j.41236S[gm]|label = Orb}} FRC in order to stay safe or advantaged on block<br />
<br />
==Okizeme==<br />
<br />
- Which oki is best for which KDs can vary widely depending on the player's preferred combo routes, setups, and the character matchup. This covers a few common scenarios and some general concepts.<br />
<br />
* Ground slide: it may depend on distance, but delay dash jump (669) is usually a good option. You can safe jump most DPs with a well timed 669 into deep meaty j.S, OS certain options, and fuzzy your opponent on block. <br />
** If your opponent doesn't have a reversal or a low profile move, you can also opt for meaty Orbs oki which is best in corner since Orbs(2) can connect once you're deep enough in their hurtbox. Orbs loses to DP and mistiming it can get you thrown or worse, but landing it low enough makes it plus, you can FRC it for gimmicks or mixup, and if it hits (or especially if it CHs) the damage is extra juicy. <br />
** The j.S fuzzy is: deep j.S > dj.S > j.H > Combo, OR deep j.S > land > low. If you're quick enough, you can react to the hitstop of the j.S being blocked and fuzzy on reaction. <br />
** Another note about the j.S fuzzy: which type of jump and the timing can differ depending on character and dash jump momentum. Ex: you might need to 669 j.S > 9S, or you might need to 669 j.S > 8S. Play around in training mode to get a feel for it.<br />
** There are a few OS's that you can do with deep j.S oki. Some examples: against Kliff, deep j.S, then input 4H during blockstun. If they dodged, you'll land and throw (all chars can do this specific OS on Kliff, but it's good to know). Another general example would be deep j.S, then input 44 during blockstun. If the j.S whiff due to, say, certain single hit DPs, you'll backdash and be able to punsih. You could even do deep j.S, then input Danzai during blockstun. Experiment to see which of your options work best versus your opponent's<br />
<br />
* After Keygrab knockdown: against most characters, this leaves you at perfect spacing for a meaty f.S or 2D, or a non-dash meaty j.S for fuzzy. <br />
** In NM, you might be able to Slide back in, early j.H, or even 236K (staggers on CH for freely Keygrab, but can be unsafe if blocked and not FRC'd). <br />
** In MM, Meaty 2D works great as a DP bait here: if spaced far enough away, stuff like Vapor Thrust or even VV (2D needs to be at max range) will whiff, and you can punish hard. Just beware of DP followups as they can stall and mess up your punish timing. Watch for this and adjust accordingly.<br />
<br />
* The unblockable setup: After scoring a KD that leaves you at approx max 2D range, throw out FB Bloodball > dash > Flipkick. If they block the Flipkick, they get staggered and you can follow up with meter (50%/BP to cancel into Goku if in MM. No meter needed for conversion if already in Goku). This loses to DPs, DAA, and Burst, but you can call these out with Danzai/FB Danzai. In Goku, against DAA and Burst, Flipkick FRC > block > punish works as well. If they actually get hit by the Flipkick, they get launched and will die.<br />
<br />
== Fighting A.B.A ==<br />
* '''Don't let A.B.A get into Moroha mode.'''<br />
** A.B.A has two methods of entering Moroha mode: she can land her command grab or consume one of her three blood packs. A few useful notes on those:<br />
*** The command grab is actually only a grab for the first few frames ("Keygrab"), after which it is a blockable pseudo-grab ("Keystab").<br />
*** The blood pack special has 18 frames of startup before A.B.A actually consumes the blood pack and switches modes.<br />
* '''Don't let A.B.A get out of Moroha mode safely, either: get knockdowns and pay close attention to her Moroha Gauge.'''<br />
** A.B.A's Moroha mode is limited to a slowly draining meter above her Tension bar.<br />
** If this meter runs out, A.B.A will go back to Normal Mode, undergoing a 52-frame-long animation during which she can easily be Instant Killed.<br />
*** This animation activates as soon as A.B.A is in a neutral state; if she is performing a move or getting up, it will be delayed until then.<br />
*** A.B.A thus wants to exit Moroha mode with her Keygrab/stab or Bloodpack, which are much safer and heal her (see below).<br />
** If she gets knocked down, she will lose about a third of her Moroha meter.<br />
*** So, naturally, ''pay attention to her meter.'' If you land a knockdown move while A.B.A's Moroha meter is low, you have ample time to activate Instant Kill mode ASAP, then finish the round during her animation.<br />
* '''Expect A.B.A's health bar to melt during Moroha mode, and partially refill going back to normal mode.'''<br />
** During Moroha mode, A.B.A will deal small amounts of damage to herself if she connects any move, blocked or not.<br />
*** This self-inflicted damage will not kill her, but it can very well leave her at a mere 1HP. A perfect opportunity to finish the round!<br />
** Depending on how she shifts back to normal mode, A.B.A may heal:<br />
*** 80% of self-inflicted damage with Keygrab/stab.<br />
*** 120% of self-inflicted damage with Bloodpack.<br />
*** NOTHING if her meter runs out.<br />
<br />
==Navigation==<br />
<center>{{Character Label|GGACR|A.B.A|42px}}</center><br />
{{Overview/navigation}}<br />
{{#lst:GGACR/Navigation}}</div>Sobosswagnerhttps://www.dustloop.com/wiki/index.php?title=GGACR/A.B.A/Strategy&diff=376386GGACR/A.B.A/Strategy2023-02-23T05:07:04Z<p>Sobosswagner: /* 5P rebeat */</p>
<hr />
<div><center>{{Character Label|GGACR|A.B.A|42px}}</center><br />
{{Overview/navigation}}<br />
{{MFlag|expert}}<!-- Matchups need to be filled -->{{MFlag|stub}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
<br style="clear:both;"/><br />
== Learning Resources ==<br />
<big>'''Secret Sauce A.B.A Video ft. Skeletal Minion'''</big><br />
{{#ev:youtube|80rJ_f93OiU|500}}<br />
<big>'''Fuzzy Mixup Combo Guide by QuanGOD'''</big><br />
{{#ev:youtube|Aah3r8Zj7I0|500}}<br />
<big>[http://www.dustloop.com/forums/index.php?/forums/topic/7002-r-aba-complete-guide/ '''Skeletal Minion's A.B.A Guide''']</big><br />
<br />
== General Tactics ==<br />
The following content is ripped from Skeletal Minion's guide linked above.<br />
=== Notable Moves ===<br />
* '''Normals''': {{clr|1|5P}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|6H}}, {{clr|4|2H}} (M), {{clr|3|j.S}}, {{clr|4|j.H}}<br />
* '''Specials''': Bonding / Keygrab ({{clr|4|63214H}}), Injecting & Displacement / Bloodpack ({{clr|1|63214P}}), Eradication / Konzetsu ({{clr|3|j.41236S}}), Judgement / Danzai ({{clr|4|623H}})<br />
* '''Force Breaks''': Judgment / Danzai ({{clr|4|623D}}), Dragging ({{clr|1|236D}}), Avoidance / Bloodball, ({{clr|1|236D}})<br />
<br />
=== Normal Mode (NM) ===<br />
''' A.B.A.’s gameplan is very simple in Normal Mode: get out of it. '''<br />
<br />
How you do this will obviously depend on your opponent’s character, but typically this will involve one of the following options at the start of the round and in other Normal Mode situations throughout the match:<br />
* Evade something with slide > Throw > Keygrab<br />
* Evade something with slide > Combo punish into Rekkas FRC > {{clr|4|5H}} > Keygrab<br />
* FB Slide is 100% invulnerable throughout the entirety of the move, and has zero recovery. So if you have 25%, you can get out of jail free, and if spaced right, you can FB Slide through most things and punish. <br />
* Anti-air > Combo > Keygrab<br />
* Raw Keygrab can be used as an extremely risky yet rewarding counter-poke in NM.<br />
* Rekkas for a slower option with some reach, if they hit use a Bloodpack.<br />
* {{clr|4|j.H}}. If it lands, combo into Keygrab. If it gets blocked, you might be able to tick throw with 5P if you don't get thrown yourself. If people expect the 5P and FD it they will create enough distance to make the throw property of the Keygrab not activate, go directly into Keygrab after the {{clr|4|j.H}} if you think they will FD. <br />
* Gatling into {{clr|5|2D}} > Keygrab<br />
* {{clr|4|5H}} hit or block > Bloodpack<br />
* {{clr|4|5H}} on counterhit > Keygrab<br />
* Bloodball to create space > Bloodpack<br />
* Reversal Mushroom Super (Evidence: Concealment) > Keygrab (after 1st cloud) or Bloodpack (after 3rd cloud)<br />
* Starter (which could be {{clr|2|5K}}, {{clr|3|f.S}}, {{clr|4|j.H}}, etc) > combo into Rekkas FRC > Dash {{clr|4|5H}} > Keygrab<br />
* Razor Kick ({{clr|2|236K}}) to go over lows and bait throws. {{clr|2|236K}} staggers on counterhit, which combos into Keygrab guaranteed. You can also FRC {{clr|2|236K}} to combo on normal hit.<br />
* Wait and see what your opponent does. While NM A.B.A is very slow, she has amazing anti-airs and a great tool to get around pokes that don't hit low to the ground through Dragging ({{clr|1|236P}}).<br />
<br />
An important place where a lot of NM is played is right at the start of each round. Your options here are character specific. Do you start backdashing to create space for a Bloodpack? Raw Bloodpack, anticipating that they’ll back away instead? Raw Keygrab to catch their opening poke? Slide in to go for a throw? There are several choices that can be made here, and there’s never a really “right” answer, but smart play in the first few seconds of each round can be the difference in obtaining Moroha early on to stamp out your opponent or getting pushed into the corner and crushed while in NM because you weren’t able to transform. Some rounds are literally decided in the first few seconds due to this. Play smart here, and when in doubt, go with the safer options (backdash, IAD away, wait and see, etc).<br />
<br />
When you land that Keygrab or Bloodpack, IT’S TIME. Now you can actually fight back, and that’s because you’re in...<br />
<br />
=== Moroha Mode (MM) ===<br />
Now that you’ve made it into Moroha Mode, you can start fighting back.<br />
<br />
* In Moroha, you have the upper hand, and once you get in you can straight up bully your opponent. Please note that it’s not entirely free though: DAAs are a free knockdown, so they must be baited/punished accordingly (or if you’re styling, Danzai on reaction). A.B.A's mistakes can also be punished extremely hard through her Suka Motion.<br />
* While you're in MM, your opponent should fear you, or at least be very wary (and if they aren't, they will be soon.) A.B.A is a character centered entirely around risk and reward. Observe your opponent to gauge the amount of risk you can take, and you'll be rewarded accordingly. <br />
* In neutral, Danzai is a risky yet amazing and highly rewarding option that A.B.A has. The range of Danzai coupled with it's armor makes it an incredible counter-poking tool that combos into a knockdown, allowing A.B.A to begin her offense.<br />
* A.B.A's MM {{clr|4|j.H}} is a ridiculous button that you should abuse whenever possible. Due to the active frames of {{clr|4|j.H}} as well as it's huge hitbox and disjoint, your opponent has to preemptively anti-air you to beat this move before you even start doing it.<br />
* If you’re not in yet, play footsies by utilizing your huge normals, namely {{clr|3|f.S}}. When something connects, A.B.A's amazing corner carry usually guarantees that your opponent has their back to the wall once they get up. <br />
* If your opponent blocks, draw them in with {{clr|4|2H}} and {{clr|4|5H}}, then go to work wrecking their guard gauge. If they start getting pushed too far away, re-vacuum them back in or burn 25% to extend your pressure via {{clr|4|2H}} FRC or Rekka 3 FRC.<br />
* Observe when they’re trying to poke out and frame trap as necessary - A.B.A.’s frame advantage on most normals in Moroha is pretty damn great. <br />
* Mix up your timings by using delayed Rekkas in blockstrings. Rekkas are another one of A.B.A's risky yet highly rewarding tools, as Rekkas are very minus on block but convert into generous amounts of damage and meter on hit. <br />
* Pay close attention to your Moroha gauge. If it dips below 30% then back off to use a Bloodpack or go for a transformation through Keygrab or GM activation. Once your gauge is this low, you risk going into A.B.A's Suka Motion, which many characters can use a guaranteed IK on.<br />
* Do your best to capitalize on the hits you land, and tailor your combos to your needs at the moment. <br />
** I.E: Your Moroha gauge is low? Combo into FB Danzai > Bloodpack > Keygrab to refresh your Moroha gauge. To safely exit MM, Keygrab can be used on it's own at the end of most combos. Alternatively you can try to extend your combo as much as possible to get the meter needed for GM Activation. Pushing for GM can be risky depending on the situation but getting into GM is well worth the risk.<br />
** If their guard bar is flashing, DESTROY.<br />
* If you ended your combo with a Keygrab, then you’re back at step one in Normal mode. Do your best to Bloodpack back into Moroha or try to land another hit to confirm into Keygrab. <br />
* If you're still in Moroha after a combo, depending on how your opponent was knocked down you can run in and time a {{clr|4|2H}} to bait throws and begin your pressure anew, jump and fuzzy your opponent while also safejumping reversals, meaty with an FB Bloodball to set up A.B.A's unblockable Flipkick ({{clr|2|41236K}}), run up and go for throw... it’s up to you.<br />
*'''Knockdowns are extremely important for A.B.A!''' Failing to knock your opponent down means that not only do you lose your amazing oki, but you risk your opponent teching out and mashing. Since A.B.A drains her own health when she lands a hit, your opponent teching at the wrong time could very easily lose you a round.<br />
<br />
After you get a lead in Moroha Mode and want to cement your win, with 50 meter you can transform into...<br />
<br />
=== Goku Moroha (GM) ===<br />
Take all of the attributes that A.B.A gains when she enters Moroha Mode and multiply them by ten. That's Goku Moroha, and it's as incredibly powerful as it sounds. While A.B.A is in Goku Moroha her normals are improved overall, with many becoming faster and more advantageous on block, and ALL of her ground normals become jump cancellable on block or hit. She gains a second airdash, and her speed is greatly improved, allowing her to traverse the entire screen in just a moment. '''Note that all of the strategies listed in the Moroha Mode section apply here as well. You're still in Moroha, just in a much better version.'''<br />
* While you're in GM, use A.B.A's speed to your advantage. When you want to use a normal, dash and then use the normal. The momentum you gain from A.B.A's improved dash will allow you to control huge swaths of the screen with little effort.<br />
* A.B.A's air buttons (namely {{clr|4|j.H}}, {{clr|3|j.S}}, and {{clr|5|j.D}}) become much faster. Whenever A.B.A jumps in GM, she can use {{clr|3|j.S}} twice, or {{clr|3|j.S}} > {{clr|4|j.H}}, all on whiff. Use this to exert more control over the screen.<br />
* Dash > Rekka 1 becomes a nearly fullscreen option which has more range than dash > {{clr|3|f.S}} or dash > {{clr|4|6H}}, yet is riskier due to the extended hurtbox. While risky, this is another great option for controlling the screen.<br />
* Danzai is significantly faster while in GM, and is unpunishable on block without an IB or SB. You can now use it freely, but don't be predictable with it.<br />
* Use {{clr|3|f.S}} > Rekka 1/2/3 FRC on block to lock your opponent down and begin your offense when you get a chance. Mix up which Rekka you FRC to mess with your opponent's timings.<br />
* Many of A.B.A's blockstrings become gapless in GM through placing the right normals in the right spots. Refer to the Blockstrings section for more info.<br />
* Flipkick ({{clr|2|41236K}}) becomes a powerful tool on it's own while in GM. Use it to keep your opponent on their toes, and to condition them to jump or mash on defense more.<br />
* GM A.B.A does incredible damage without any guard bar, and with an even slightly cranked guard bar her combos become near-ToDs on a lot of characters. Watch your health while you do combos to be aware of when you may need to heal or transform.<br />
* Use {{clr|3|2S}} to anti-air a lot while you're in GM. It's GM frame data is ridiculous and so is it's return on counter-hit.<br />
* Remember to keep an eye on your Moroha gauge since it drains much faster while you're in GM. If it's low, any single one of A.B.A's GM combos can combo into Keygrab. If your health is low, then use a Bloodpack to heal and refresh your Moroha gauge. Though, keep in mind that if you refresh your gauge that you won't be in Goku Moroha anymore.<br />
* If you need to Bloodpack out of GM, use Bloodpack FRC.<br />
<br />
==Blockstrings==<br />
<br />
=== Normal Mode (NM) ===<br />
<br />
In Normal Mode, you won't get many opportunities to do blockstrings, and when you do they'll be incredibly short. More often than not your blockstrings will begin with a jump in {{clr|4|j.H}} or {{clr|3|j.S}}, and of course your goal is to land a keygrab.<br />
<br />
* {{clr|4|j.H}} > {{clr|1|5P}} > Keygrab can be used to to a quick and extremely rewarding tick throw. Be aware that if your j.H is blocked too early you will be thrown instead.<br />
* {{clr|4|j.H}} > {{clr|1|5P}} > {{clr|5|2D}} can be used to catch people trying to jump out of your tick throws, and is also a frametrap.<br />
<br />
These are most likely your two best options for blockstrings as they're the closest you'll get to strike / throw mix while in Normal Mode. However, Normal Mode A.B.A has a lot of tricky things she can do. She can reset her pressure off of almost any grounded button due to jump cancels and slide. Buttons > Slide > Throw is a tricky and often unexpected way that Normal Mode A.B.A can open someone up.<br />
<br />
=== Moroha Mode (MM) ===<br />
<br />
While in Moroha Mode your goal is to crank your opponent's guard gauge whenever you get the chance, and to do your best to open your opponents up once it's cranked. You'll mostly be doing this using {{clr|4|5H}} > {{clr|4|2H}} which is an incredible blockstring. Using just these two buttons in succession (or by themselves) can be used to build an oppressive offense. [[File:GGACR ABA Muv-Luv Guide to Moroha Mode Pressure.png|350px|thumb|right|Guide to MM pressure. More readable in a new tab.]]<br />
<br />
* {{clr|4|5H}} on it's own can be used to tick throw if your opponent is close enough once they're pulled in by {{clr|4|5H(2)}}. However, there's a large gap between {{clr|4|5H(2)}} and the throw, so to catch people who try to throw you, or press buttons in response {{clr|4|2H}} can be used. In order to catch people who jump after {{clr|4|5H(2)}}, gatling into {{clr|5|2D}} > Rekkas / Goku Moroha actvation <br />
* If your opponent blocks {{clr|4|2H}}, they'll have to make some sort of decision to get out of your offense if they failed to FD you out. To catch people who hold up back, {{clr|1|2P}} can be used. {{clr|4|2H}} > {{clr|1|2P}} is also a very tight frametrap which can used to beat mashing. Keep in mind that {{clr|4|2H}} > {{clr|1|2P}} will lose to low profile moves such as Sol's {{clr|5|2D}}, so instead {{clr|4|2H}} > delayed Rekkas should be used.<br />
* If your opponent commits to blocking after either {{clr|4|5H}} or {{clr|4|2H}}, you can either run in for a throw or reset your pressure using {{clr|1|2P}} > {{clr|4|5H}} or {{clr|1|5P}} > {{clr|3|c.S}} > {{clr|4|5H}} if you're in range of {{clr|1|2P}}. {{clr|1|2P}} > {{clr|4|5H}} has a large gap in it but leaves your opponent much closer to you while {{clr|1|5P}} > {{clr|3|c.S}} > {{clr|4|5H}} is gapless.<br />
* Another way to open up opponents who like to block is Flipkick (or {{clr|2|41236K}}.) {{clr|4|5H(2)}} or {{clr|4|2H(1)}} are both very good spots to place a Flipkick, and Flipkick is best used when you have 50 meter to cancel it into Goku Moroha activation.<br />
* Once your opponent begins to push you out with FD, you can begin to use Rekka 3 FRC to continue your offense and get your opponent to waste meter in the process.<br />
* After any blocked {{clr|4|5H(2)}}, {{clr|5|5D}} can be used. While your opponent's guard bar is flashing {{clr|5|5D}} can convert into extremely damaging IAD Orbs(2) combos.<br />
* To catch your opponent mashing and make them feel it, any one of A.B.A's grounded attacks can be cancelled into GM Activation. Cancel into Gm Activation while in recovery from another move to purposefully leave a gap where your opponent can press a button.<br />
<br />
Once you have 50 meter and get a knockdown, ({{clr|4|5H(1)}}) > {{clr|4|2H}} > Danzai(1) > Goku Moroha activation becomes an extremely strong blockstring which leaves your opponent's guard gauge one touch away from flashing at minimum. After landing a hit or two in Moroha Mode, cranking the guard gauge like this means that the next hit you land is death for your opponent. GM Activation gives you an extremely strong method of making that happen - the plus frames that GM activation gives you and GM's improved frame data and speed means that you force your opponent to guess for the round after using this blockstring if they have ~60% health or less.<br />
<br />
=== Goku Moroha (GM) ===<br />
<br />
While in Goku Moroha (or GM) A.B.A's gatling limits are removed, allowing you to chain any button into any other button (and in the case of 2S, into itself.) Keep in mind that while you have many more options once in GM, the general ideas listed for offense while in Moroha Mode still apply.<br />
<br />
* Any button other than {{clr|1|5P}} or {{clr|1|2P}} into {{clr|4|5H}} becomes a true blockstring.<br />
* Buttons can now be cancelled into 5P, which allows buttons such as {{clr|5|2D}}, {{clr|4|6H}} or even {{clr|3|f.S(1)}} to be plus on block. By using the increased speed that GM gives A.B.A, this allows you to apply strike / throw mix at a greater range than normally expected. 5P whiff cancels are also just one way that you can reset your pressure while in GM.<br />
* Through GM's nonexistent gatling limits, {{clr|4|5H}} > {{clr|4|2H}} can become a true blockstring by doing a string such as {{clr|4|5H}} > {{clr|5|2D}} > {{clr|4|2H}}. A blockstring like this pushes you out a bit further than usual, but the lack of gaps makes it incredibly strong.<br />
* While in Moroha Mode, A.B.A's {{clr|4|2H}} has a very large special cancel window. While in GM this window is extended to her normals, allowing a string such as {{clr|4|2H}} > {{clr|5|2D}} to have as small as a one frame gap, allowing A.B.A to do some incredible frametraps. This is even more prominent if {{clr|4|2H(2)}} whiffs, as you can press a button on reaction to {{clr|4|2H(2)}} whiffing to continue your offense.<br />
* In GM, every single one of A.B.A's Rekkas gets an FRC point. Using these FRC points is great way to continue applying pressure, but be sure to mix up which Rekka you FRC to mess with your opponent's timings.<br />
* Once you get pushed out, Butt ({{clr|4|214H}}) becomes another great way to reset pressure. While there will always be a gap when cancelling into Butt, at the right ranges it becomes a frame trap tight enough to catch prejump frames. At this distance and a little beyond, iad j.H becomes a true blockstring and an extremely potent pressure reset.<br />
<br />
==== 5P rebeat ====<br />
<br />
As mentioned in the above section, in Goku Moroha A.B.A gains the ability to reverse gatling, or {{keyword|rebeat}}, all of her normals barring her {{clr|5|5D}}. While this has applications up close in creating blockstrings that are otherwise impossible such as {{clr|4|2H}}->{{clr|3|c.S}}, it also has a variety of applications from further out, namely rebeating into {{clr|1|5P}} off of far range normals, and whiff cancelling that {{clr|1|5P}} into another normal in order to continue her pressure. The advantage on block gained from rebeating to {{clr|1|5P}} is dependent on the normals {{keyword|attack level}} rather than an individual normals recovery or frame data otherwise. Think of this as A.B.A’s Goku exclusive Mist Finer Cancel, if you will. <br />
{| class="wikitable" style="text-align:center; width:500px;"<br />
|-<br />
! Attack Level <br />
! Normals<br />
! 5PW Advantage<br />
|- <br />
| Level 1<br />
| {{clr|1|2P}}, {{clr|1|5P}}<br />
| -1<br />
|- <br />
| Level 2<br />
| {{clr|2|5K}}, {{clr|2|2K}}<br />
| +1<br />
|-<br />
| Level 3<br />
| {{clr|1|6P}}. {{clr|4|5H(2)}}<br />
| +3<br />
|-<br />
| Level 4<br />
| {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}<br />
| +6<br />
|-<br />
| Level 5<br />
| {{clr|4|5H(1)}}, {{clr|5|2D}}, {{clr|4|2H}}, {{clr|4|6H}}<br />
| +8<br />
<br />
|}<br />
<br />
==Anti airing==<br />
<br />
Anti airing is incredibly important for all characters in Guilty Gear and fighting games as a whole and ABAs anti airs are both incredibly rewarding and importantly, change depending on what you’re anti airing, what position on screen you’re on, where they’re landing and what form she’s in. This section will be broken down into anti airs for all 3 of her primary forms, though the buttons she use rarely change, the situations they’re used in often do<br />
<br />
=== Normal Mode (NM) ===<br />
<br />
* {{MMC|chara=A.B.A|input = 5P|label = 5P}}: Your fastest anti air and fastest normal in general. 3 frames with upper body invincibility starting from frame 2 and throughout the active frames, 5P is fast to start up and fast to recover. Very low risk anti air that with good reactions can be very high reward. Gatling into 2S, JC into an air combo to end with air keygrab for a combo into Moroha mode. Very stubby however, and is more suited to anti airs above ABA rather than horizontal anti airs<br />
* {{MMC|chara=A.B.A|input = 6P|label = 6P}}: slower than 5P but trades speed and gatling options for generously more upper body invincibility. Take note that the upper body invincibility wears out the frame before it hits, so it can be prone to trading when timed incorrectly. Its only gatlings are 2S but can work on either hit. Jump cancel only works on second hit so its often best to simply gatling 2S<br />
* {{MMC|chara=A.B.A|input = 2S|label = 2S}}: ABAs best normal mode anti air. Faster than 6P but lacking upper body invincibility, though the lack of hurtboxes on her hand mean that it's very prone to outright beating many jump-ins. On normal hit can be followed up with a jump cancel into a combo to air keygrab, and on counter hit gives ABA ample time to follow up with either OTG keystab or can cancel into slide for a followup combo depending on the height. On trade with most jump normals you can simply follow up with OTG keystab for a quick moroha transformation<br />
* {{MMC|chara=A.B.A|input = 2H|label = 2H}}: Niche and predictive, but 2Hs disjointed hitboxes on both hits can anti air predictable jump ins or airdashes done low to the ground. Take note that it's both slower than 2S and lacks any upper body invincibility. Not a necessary button to learn to anti air with, but if others are being baited out it can always be good to present an option the opponent may be unprepared for<br />
* {{MMC|chara=A.B.A|input = 6H|label = 6H}}: The Hail Mary normal. Slow but incredibly rewarding due to the stun modifier, especially on counter hit. Mostly used to tag predictable airdashes but not something to rely on. On counter hit cancel to bloodpack to get a followup combo that will stun any low stun resist character. Use wisely and scarcely.<br />
* {{MMC|chara=A.B.A|input = Air throw|label = Air throw}}: Universal. Average air throw range. Best OSed with j.P. When done low to the ground or from any height vs certain characters can be followed up with OTG keystab<br />
* {{MMC|chara=A.B.A|input = j.P|label = j.P}}: fast and very disjointed around her hand. Your best air-to-air in normal mode. Gatlings to both itself and j.S for confirms into air keygrab<br />
<br />
=== Moroha Mode (MM) ===<br />
<br />
* {{MMC|chara=A.B.A|input = 5P|label = 5P}}: Your fastest anti air and fastest normal in general. 3 frames with upper body invincibility starting from frame 2 and throughout the active frames, 5P is fast to start up and fast to recover. Very low risk anti air that with good reactions can be very high reward. On air hit gatlings to c.S give ABA high damaging, low risk anti air combos that put characters into a tech trap nightmare that forces them to deal with her anti airs all over again<br />
* {{MMC|chara=A.B.A|input = 6P[m]|label = 6P}}: Most identical to her normal mode variant but with slightly altered hitboxes due to the key changing shape. The jump cancel and gatling properties are largely unchanged, though combos to 2S are much more consistent due to the latters larger hitboxes. It does gain a gatling to 6H but this is mostly used on grounded block to reset or end pressure<br />
* {{MMC|chara=A.B.A|input = 2S[m]|label = 2S}}: The God anti air. This move alone propels ABAs anti airs from merely good to well above average. Slower than normal mode 2S but with much bigger hitboxes to compensate. A few things to take note of however. Its slow at 12 frames startup and is largely a vertical anti air. Best used for opponents trying to land on top of you or cross you up. It also has a fair amount of recovery, so take care to make sure they either get hit or air block this attack. On regular hit canceling into jump or superjump into an air string ending with orbs will put them right back into ABAs anti air game. This move especially shines on counter hit though, where it floats the opponent for over half a second and gives you ample time to decide what combo to follow up with. 2S counter hit into dash up c.S->2S->412H anywhere but the other corner will often instantly put them back in the corner. An important skill to learn is confirming regular or counter hit with this move as an anti air, and can often mean the difference between killing them in 2 combos or killing them in 3. <br />
* {{MMC|chara=A.B.A|input = 623H|label = 623H}}: Unsurprisingly, Danzai can anti air extremely well. Best suited to predictive anti airs due to the slow startup and losing out to multi hit jump ins or even air gatlings. Largely covers in front of her and will eat things like Riot Stamp, Bandit Bringer, and other predictable, reactable moves that put the opponent airborne. Does come with high scaling so best to keep followup combos short<br />
* {{MMC|chara=A.B.A|input = 623D|label = 623D}}: Largely the same as the non force break version, but the infinite armor means it will beat out any jump in that isn’t canceled into an air super of some kind. Ground bounces higher so has different followups than the meterless, though with the same high scaling<br />
* {{MMC|chara=A.B.A|input = 6321463214S|label = Goku Moroha}}: Technically ABAs only fully invincible anti air, Goku Moroha activation is heavily disjointed and very rewarding to anti air with, but comes with a few caveats. It must be done predictively due to its slow startup (1 frame slower than Moroha Danzai), it loses invincibility 2 frames before it hits so it can trade with jump ins, though this is almost always favorable due to the extensive untech time that only gets longer on counter hit, and as always it requires both a bloodpack and 50 meter. On hit follow up with whatever you want to follow up with, or just set up some nasty oki<br />
* {{MMC|chara=A.B.A|input = Air throw|label = Air throw}}: Universal. Average air throw range. Best OSed with either j.P or done raw with j.H<br />
* {{MMC|chara=A.B.A|input = j.P|label = j.P}}: Fast and very disjointed around her hand. Your fastest air-to-air in moroha but can be somewhat awkward to combo off of depending on range. Gatlings to j.S for hit confirms can be quite damaging but unless done very low to the ground won’t lead to knockdowns<br />
<br />
=== Goku Moroha Mode (GMM) ===<br />
<br />
* {{MMC|chara=A.B.A|input = 5P[gm]|label = 5P}}: Your fastest anti air and fastest normal in general. 3 frames with upper body invincibility starting from frame 2 and throughout the active frames, 5P is fast to start up and fast to recover. Very low risk anti air that with good reactions can be very high reward. Due to the reduced startup of {{MMC|chara=A.B.A|input = 2S[gm]|label = Goku 2S}}, 5P->2S becomes a natural combo on air hit, and can be converted into huge damage and corner carry <br />
* {{MMC|chara=A.B.A|input = 6P[gm]|label = 6P}}: 3 frames faster startup than the moroha version and the ability to gatling into any and all normals on any hit, as well as being jump cancelable on both hits gives this normal significantly more followup options than before. <br />
* {{MMC|chara=A.B.A|input = 2S[gm]|label = 2S}}: The God anti air becomes even better somehow. Now only a frame slower than normal mode 2S with its recovery shaved in half and the ability to self gatling, this move goes from crazy good to outright criminal. Because of {{MMC|chara=A.B.A|input = 421H[gm]|label = butts}} jump cancel in Goku the conversions off this from anywhere on screen become incredibly powerful. Counter hit 2S in Goku Moroha with even a moderate amount of risc is very liable to outright kill the opponent with the right routing. Give them a good reason to never leave the ground when you have Goku activated<br />
* {{MMC|chara=A.B.A|input = 623H[gm]|label = 623H}}: With a third less startup identical to Moroha 2S, Danzai goes from a predictive anti air to a very potent reactive one in Goku. The ground bounce height stays the same, meaning conversions out of it aren’t too different beyond adjusting for her normals all becoming faster and the jump cancel on butt giving her more freeform routing. This move can also be FRCed right as the first hit connects in order to bypass the harsh scaling of the 2nd hit, giving you an unscaled combo starter at the cost of 25 tension<br />
* {{MMC|chara=A.B.A|input = 623D[gm]|label = 623D}}: With the same startup as meterless Danzai, hyper armor and a much higher launch, Force Break Danzai is a formidable anti air for 25 tension. The launch on this move is high enough that it can be difficult to properly convert off of it at times. The hyper armor on this move means it eats anything short of an air super for breakfast and will deter anyone from jumping at you when used properly. It shares the same FRC point as meterless Danzai, meaning for 50 meter you can access an unscaled hyper armor starter, or if the attack whiffs keep yourself completely safe and free to attempt an anti air again<br />
* {{MMC|chara=A.B.A|input = Air throw|label = Air throw}}: Universal. Average air throw range. Best OSed with either j.P or done raw with j.H<br />
* {{MMC|chara=A.B.A|input = j.P[gm]|label = j.P}}: A frame faster than the other forms ties this for the fastest j.P in the game with Order-Sol and Justice. Gatling to j.S or j.H for air to air conversions at your leisure<br />
* {{MMC|chara=A.B.A|input = j.D[gm]|label = j.D}}: While it doesn’t see much use in other forms due to its slow startup, Goku j.D is a fantastic air to air due to its phenomenal speed and counter hit properties, as well as the ability to cancel into {{MMC|chara=A.B.A|input = j.41236S[gm]|label = Orb}} FRC in order to stay safe or advantaged on block<br />
<br />
==Okizeme==<br />
<br />
- Which oki is best for which KDs can vary widely depending on the player's preferred combo routes, setups, and the character matchup. This covers a few common scenarios and some general concepts.<br />
<br />
* Ground slide: it may depend on distance, but delay dash jump (669) is usually a good option. You can safe jump most DPs with a well timed 669 into deep meaty j.S, OS certain options, and fuzzy your opponent on block. <br />
** If your opponent doesn't have a reversal or a low profile move, you can also opt for meaty Orbs oki which is best in corner since Orbs(2) can connect once you're deep enough in their hurtbox. Orbs loses to DP and mistiming it can get you thrown or worse, but landing it low enough makes it plus, you can FRC it for gimmicks or mixup, and if it hits (or especially if it CHs) the damage is extra juicy. <br />
** The j.S fuzzy is: deep j.S > dj.S > j.H > Combo, OR deep j.S > land > low. If you're quick enough, you can react to the hitstop of the j.S being blocked and fuzzy on reaction. <br />
** Another note about the j.S fuzzy: which type of jump and the timing can differ depending on character and dash jump momentum. Ex: you might need to 669 j.S > 9S, or you might need to 669 j.S > 8S. Play around in training mode to get a feel for it.<br />
** There are a few OS's that you can do with deep j.S oki. Some examples: against Kliff, deep j.S, then input 4H during blockstun. If they dodged, you'll land and throw (all chars can do this specific OS on Kliff, but it's good to know). Another general example would be deep j.S, then input 44 during blockstun. If the j.S whiff due to, say, certain single hit DPs, you'll backdash and be able to punsih. You could even do deep j.S, then input Danzai during blockstun. Experiment to see which of your options work best versus your opponent's<br />
<br />
* After Keygrab knockdown: against most characters, this leaves you at perfect spacing for a meaty f.S or 2D, or a non-dash meaty j.S for fuzzy. <br />
** In NM, you might be able to Slide back in, early j.H, or even 236K (staggers on CH for freely Keygrab, but can be unsafe if blocked and not FRC'd). <br />
** In MM, Meaty 2D works great as a DP bait here: if spaced far enough away, stuff like Vapor Thrust or even VV (2D needs to be at max range) will whiff, and you can punish hard. Just beware of DP followups as they can stall and mess up your punish timing. Watch for this and adjust accordingly.<br />
<br />
* The unblockable setup: After scoring a KD that leaves you at approx max 2D range, throw out FB Bloodball > dash > Flipkick. If they block the Flipkick, they get staggered and you can follow up with meter (50%/BP to cancel into Goku if in MM. No meter needed for conversion if already in Goku). This loses to DPs, DAA, and Burst, but you can call these out with Danzai/FB Danzai. In Goku, against DAA and Burst, Flipkick FRC > block > punish works as well. If they actually get hit by the Flipkick, they get launched and will die.<br />
<br />
== Fighting A.B.A ==<br />
* '''Don't let A.B.A get into Moroha mode.'''<br />
** A.B.A has two methods of entering Moroha mode: she can land her command grab or consume one of her three blood packs. A few useful notes on those:<br />
*** The command grab is actually only a grab for the first few frames ("Keygrab"), after which it is a blockable pseudo-grab ("Keystab").<br />
*** The blood pack special has 18 frames of startup before A.B.A actually consumes the blood pack and switches modes.<br />
* '''Don't let A.B.A get out of Moroha mode safely, either: get knockdowns and pay close attention to her Moroha Gauge.'''<br />
** A.B.A's Moroha mode is limited to a slowly draining meter above her Tension bar.<br />
** If this meter runs out, A.B.A will go back to Normal Mode, undergoing a 52-frame-long animation during which she can easily be Instant Killed.<br />
*** This animation activates as soon as A.B.A is in a neutral state; if she is performing a move or getting up, it will be delayed until then.<br />
*** A.B.A thus wants to exit Moroha mode with her Keygrab/stab or Bloodpack, which are much safer and heal her (see below).<br />
** If she gets knocked down, she will lose about a third of her Moroha meter.<br />
*** So, naturally, ''pay attention to her meter.'' If you land a knockdown move while A.B.A's Moroha meter is low, you have ample time to activate Instant Kill mode ASAP, then finish the round during her animation.<br />
* '''Expect A.B.A's health bar to melt during Moroha mode, and partially refill going back to normal mode.'''<br />
** During Moroha mode, A.B.A will deal small amounts of damage to herself if she connects any move, blocked or not.<br />
*** This self-inflicted damage will not kill her, but it can very well leave her at a mere 1HP. A perfect opportunity to finish the round!<br />
** Depending on how she shifts back to normal mode, A.B.A may heal:<br />
*** 80% of self-inflicted damage with Keygrab/stab.<br />
*** 120% of self-inflicted damage with Bloodpack.<br />
*** NOTHING if her meter runs out.<br />
<br />
==Navigation==<br />
<center>{{Character Label|GGACR|A.B.A|42px}}</center><br />
{{Overview/navigation}}<br />
{{#lst:GGACR/Navigation}}</div>Sobosswagnerhttps://www.dustloop.com/wiki/index.php?title=GGACR/A.B.A/Strategy&diff=376385GGACR/A.B.A/Strategy2023-02-23T05:05:15Z<p>Sobosswagner: /* Goku Moroha (GM) */ Made the 5P rebeat segment a subsection in Goku Morohas Blockstring section</p>
<hr />
<div><center>{{Character Label|GGACR|A.B.A|42px}}</center><br />
{{Overview/navigation}}<br />
{{MFlag|expert}}<!-- Matchups need to be filled -->{{MFlag|stub}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
<br style="clear:both;"/><br />
== Learning Resources ==<br />
<big>'''Secret Sauce A.B.A Video ft. Skeletal Minion'''</big><br />
{{#ev:youtube|80rJ_f93OiU|500}}<br />
<big>'''Fuzzy Mixup Combo Guide by QuanGOD'''</big><br />
{{#ev:youtube|Aah3r8Zj7I0|500}}<br />
<big>[http://www.dustloop.com/forums/index.php?/forums/topic/7002-r-aba-complete-guide/ '''Skeletal Minion's A.B.A Guide''']</big><br />
<br />
== General Tactics ==<br />
The following content is ripped from Skeletal Minion's guide linked above.<br />
=== Notable Moves ===<br />
* '''Normals''': {{clr|1|5P}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|6H}}, {{clr|4|2H}} (M), {{clr|3|j.S}}, {{clr|4|j.H}}<br />
* '''Specials''': Bonding / Keygrab ({{clr|4|63214H}}), Injecting & Displacement / Bloodpack ({{clr|1|63214P}}), Eradication / Konzetsu ({{clr|3|j.41236S}}), Judgement / Danzai ({{clr|4|623H}})<br />
* '''Force Breaks''': Judgment / Danzai ({{clr|4|623D}}), Dragging ({{clr|1|236D}}), Avoidance / Bloodball, ({{clr|1|236D}})<br />
<br />
=== Normal Mode (NM) ===<br />
''' A.B.A.’s gameplan is very simple in Normal Mode: get out of it. '''<br />
<br />
How you do this will obviously depend on your opponent’s character, but typically this will involve one of the following options at the start of the round and in other Normal Mode situations throughout the match:<br />
* Evade something with slide > Throw > Keygrab<br />
* Evade something with slide > Combo punish into Rekkas FRC > {{clr|4|5H}} > Keygrab<br />
* FB Slide is 100% invulnerable throughout the entirety of the move, and has zero recovery. So if you have 25%, you can get out of jail free, and if spaced right, you can FB Slide through most things and punish. <br />
* Anti-air > Combo > Keygrab<br />
* Raw Keygrab can be used as an extremely risky yet rewarding counter-poke in NM.<br />
* Rekkas for a slower option with some reach, if they hit use a Bloodpack.<br />
* {{clr|4|j.H}}. If it lands, combo into Keygrab. If it gets blocked, you might be able to tick throw with 5P if you don't get thrown yourself. If people expect the 5P and FD it they will create enough distance to make the throw property of the Keygrab not activate, go directly into Keygrab after the {{clr|4|j.H}} if you think they will FD. <br />
* Gatling into {{clr|5|2D}} > Keygrab<br />
* {{clr|4|5H}} hit or block > Bloodpack<br />
* {{clr|4|5H}} on counterhit > Keygrab<br />
* Bloodball to create space > Bloodpack<br />
* Reversal Mushroom Super (Evidence: Concealment) > Keygrab (after 1st cloud) or Bloodpack (after 3rd cloud)<br />
* Starter (which could be {{clr|2|5K}}, {{clr|3|f.S}}, {{clr|4|j.H}}, etc) > combo into Rekkas FRC > Dash {{clr|4|5H}} > Keygrab<br />
* Razor Kick ({{clr|2|236K}}) to go over lows and bait throws. {{clr|2|236K}} staggers on counterhit, which combos into Keygrab guaranteed. You can also FRC {{clr|2|236K}} to combo on normal hit.<br />
* Wait and see what your opponent does. While NM A.B.A is very slow, she has amazing anti-airs and a great tool to get around pokes that don't hit low to the ground through Dragging ({{clr|1|236P}}).<br />
<br />
An important place where a lot of NM is played is right at the start of each round. Your options here are character specific. Do you start backdashing to create space for a Bloodpack? Raw Bloodpack, anticipating that they’ll back away instead? Raw Keygrab to catch their opening poke? Slide in to go for a throw? There are several choices that can be made here, and there’s never a really “right” answer, but smart play in the first few seconds of each round can be the difference in obtaining Moroha early on to stamp out your opponent or getting pushed into the corner and crushed while in NM because you weren’t able to transform. Some rounds are literally decided in the first few seconds due to this. Play smart here, and when in doubt, go with the safer options (backdash, IAD away, wait and see, etc).<br />
<br />
When you land that Keygrab or Bloodpack, IT’S TIME. Now you can actually fight back, and that’s because you’re in...<br />
<br />
=== Moroha Mode (MM) ===<br />
Now that you’ve made it into Moroha Mode, you can start fighting back.<br />
<br />
* In Moroha, you have the upper hand, and once you get in you can straight up bully your opponent. Please note that it’s not entirely free though: DAAs are a free knockdown, so they must be baited/punished accordingly (or if you’re styling, Danzai on reaction). A.B.A's mistakes can also be punished extremely hard through her Suka Motion.<br />
* While you're in MM, your opponent should fear you, or at least be very wary (and if they aren't, they will be soon.) A.B.A is a character centered entirely around risk and reward. Observe your opponent to gauge the amount of risk you can take, and you'll be rewarded accordingly. <br />
* In neutral, Danzai is a risky yet amazing and highly rewarding option that A.B.A has. The range of Danzai coupled with it's armor makes it an incredible counter-poking tool that combos into a knockdown, allowing A.B.A to begin her offense.<br />
* A.B.A's MM {{clr|4|j.H}} is a ridiculous button that you should abuse whenever possible. Due to the active frames of {{clr|4|j.H}} as well as it's huge hitbox and disjoint, your opponent has to preemptively anti-air you to beat this move before you even start doing it.<br />
* If you’re not in yet, play footsies by utilizing your huge normals, namely {{clr|3|f.S}}. When something connects, A.B.A's amazing corner carry usually guarantees that your opponent has their back to the wall once they get up. <br />
* If your opponent blocks, draw them in with {{clr|4|2H}} and {{clr|4|5H}}, then go to work wrecking their guard gauge. If they start getting pushed too far away, re-vacuum them back in or burn 25% to extend your pressure via {{clr|4|2H}} FRC or Rekka 3 FRC.<br />
* Observe when they’re trying to poke out and frame trap as necessary - A.B.A.’s frame advantage on most normals in Moroha is pretty damn great. <br />
* Mix up your timings by using delayed Rekkas in blockstrings. Rekkas are another one of A.B.A's risky yet highly rewarding tools, as Rekkas are very minus on block but convert into generous amounts of damage and meter on hit. <br />
* Pay close attention to your Moroha gauge. If it dips below 30% then back off to use a Bloodpack or go for a transformation through Keygrab or GM activation. Once your gauge is this low, you risk going into A.B.A's Suka Motion, which many characters can use a guaranteed IK on.<br />
* Do your best to capitalize on the hits you land, and tailor your combos to your needs at the moment. <br />
** I.E: Your Moroha gauge is low? Combo into FB Danzai > Bloodpack > Keygrab to refresh your Moroha gauge. To safely exit MM, Keygrab can be used on it's own at the end of most combos. Alternatively you can try to extend your combo as much as possible to get the meter needed for GM Activation. Pushing for GM can be risky depending on the situation but getting into GM is well worth the risk.<br />
** If their guard bar is flashing, DESTROY.<br />
* If you ended your combo with a Keygrab, then you’re back at step one in Normal mode. Do your best to Bloodpack back into Moroha or try to land another hit to confirm into Keygrab. <br />
* If you're still in Moroha after a combo, depending on how your opponent was knocked down you can run in and time a {{clr|4|2H}} to bait throws and begin your pressure anew, jump and fuzzy your opponent while also safejumping reversals, meaty with an FB Bloodball to set up A.B.A's unblockable Flipkick ({{clr|2|41236K}}), run up and go for throw... it’s up to you.<br />
*'''Knockdowns are extremely important for A.B.A!''' Failing to knock your opponent down means that not only do you lose your amazing oki, but you risk your opponent teching out and mashing. Since A.B.A drains her own health when she lands a hit, your opponent teching at the wrong time could very easily lose you a round.<br />
<br />
After you get a lead in Moroha Mode and want to cement your win, with 50 meter you can transform into...<br />
<br />
=== Goku Moroha (GM) ===<br />
Take all of the attributes that A.B.A gains when she enters Moroha Mode and multiply them by ten. That's Goku Moroha, and it's as incredibly powerful as it sounds. While A.B.A is in Goku Moroha her normals are improved overall, with many becoming faster and more advantageous on block, and ALL of her ground normals become jump cancellable on block or hit. She gains a second airdash, and her speed is greatly improved, allowing her to traverse the entire screen in just a moment. '''Note that all of the strategies listed in the Moroha Mode section apply here as well. You're still in Moroha, just in a much better version.'''<br />
* While you're in GM, use A.B.A's speed to your advantage. When you want to use a normal, dash and then use the normal. The momentum you gain from A.B.A's improved dash will allow you to control huge swaths of the screen with little effort.<br />
* A.B.A's air buttons (namely {{clr|4|j.H}}, {{clr|3|j.S}}, and {{clr|5|j.D}}) become much faster. Whenever A.B.A jumps in GM, she can use {{clr|3|j.S}} twice, or {{clr|3|j.S}} > {{clr|4|j.H}}, all on whiff. Use this to exert more control over the screen.<br />
* Dash > Rekka 1 becomes a nearly fullscreen option which has more range than dash > {{clr|3|f.S}} or dash > {{clr|4|6H}}, yet is riskier due to the extended hurtbox. While risky, this is another great option for controlling the screen.<br />
* Danzai is significantly faster while in GM, and is unpunishable on block without an IB or SB. You can now use it freely, but don't be predictable with it.<br />
* Use {{clr|3|f.S}} > Rekka 1/2/3 FRC on block to lock your opponent down and begin your offense when you get a chance. Mix up which Rekka you FRC to mess with your opponent's timings.<br />
* Many of A.B.A's blockstrings become gapless in GM through placing the right normals in the right spots. Refer to the Blockstrings section for more info.<br />
* Flipkick ({{clr|2|41236K}}) becomes a powerful tool on it's own while in GM. Use it to keep your opponent on their toes, and to condition them to jump or mash on defense more.<br />
* GM A.B.A does incredible damage without any guard bar, and with an even slightly cranked guard bar her combos become near-ToDs on a lot of characters. Watch your health while you do combos to be aware of when you may need to heal or transform.<br />
* Use {{clr|3|2S}} to anti-air a lot while you're in GM. It's GM frame data is ridiculous and so is it's return on counter-hit.<br />
* Remember to keep an eye on your Moroha gauge since it drains much faster while you're in GM. If it's low, any single one of A.B.A's GM combos can combo into Keygrab. If your health is low, then use a Bloodpack to heal and refresh your Moroha gauge. Though, keep in mind that if you refresh your gauge that you won't be in Goku Moroha anymore.<br />
* If you need to Bloodpack out of GM, use Bloodpack FRC.<br />
<br />
==Blockstrings==<br />
<br />
=== Normal Mode (NM) ===<br />
<br />
In Normal Mode, you won't get many opportunities to do blockstrings, and when you do they'll be incredibly short. More often than not your blockstrings will begin with a jump in {{clr|4|j.H}} or {{clr|3|j.S}}, and of course your goal is to land a keygrab.<br />
<br />
* {{clr|4|j.H}} > {{clr|1|5P}} > Keygrab can be used to to a quick and extremely rewarding tick throw. Be aware that if your j.H is blocked too early you will be thrown instead.<br />
* {{clr|4|j.H}} > {{clr|1|5P}} > {{clr|5|2D}} can be used to catch people trying to jump out of your tick throws, and is also a frametrap.<br />
<br />
These are most likely your two best options for blockstrings as they're the closest you'll get to strike / throw mix while in Normal Mode. However, Normal Mode A.B.A has a lot of tricky things she can do. She can reset her pressure off of almost any grounded button due to jump cancels and slide. Buttons > Slide > Throw is a tricky and often unexpected way that Normal Mode A.B.A can open someone up.<br />
<br />
=== Moroha Mode (MM) ===<br />
<br />
While in Moroha Mode your goal is to crank your opponent's guard gauge whenever you get the chance, and to do your best to open your opponents up once it's cranked. You'll mostly be doing this using {{clr|4|5H}} > {{clr|4|2H}} which is an incredible blockstring. Using just these two buttons in succession (or by themselves) can be used to build an oppressive offense. [[File:GGACR ABA Muv-Luv Guide to Moroha Mode Pressure.png|350px|thumb|right|Guide to MM pressure. More readable in a new tab.]]<br />
<br />
* {{clr|4|5H}} on it's own can be used to tick throw if your opponent is close enough once they're pulled in by {{clr|4|5H(2)}}. However, there's a large gap between {{clr|4|5H(2)}} and the throw, so to catch people who try to throw you, or press buttons in response {{clr|4|2H}} can be used. In order to catch people who jump after {{clr|4|5H(2)}}, gatling into {{clr|5|2D}} > Rekkas / Goku Moroha actvation <br />
* If your opponent blocks {{clr|4|2H}}, they'll have to make some sort of decision to get out of your offense if they failed to FD you out. To catch people who hold up back, {{clr|1|2P}} can be used. {{clr|4|2H}} > {{clr|1|2P}} is also a very tight frametrap which can used to beat mashing. Keep in mind that {{clr|4|2H}} > {{clr|1|2P}} will lose to low profile moves such as Sol's {{clr|5|2D}}, so instead {{clr|4|2H}} > delayed Rekkas should be used.<br />
* If your opponent commits to blocking after either {{clr|4|5H}} or {{clr|4|2H}}, you can either run in for a throw or reset your pressure using {{clr|1|2P}} > {{clr|4|5H}} or {{clr|1|5P}} > {{clr|3|c.S}} > {{clr|4|5H}} if you're in range of {{clr|1|2P}}. {{clr|1|2P}} > {{clr|4|5H}} has a large gap in it but leaves your opponent much closer to you while {{clr|1|5P}} > {{clr|3|c.S}} > {{clr|4|5H}} is gapless.<br />
* Another way to open up opponents who like to block is Flipkick (or {{clr|2|41236K}}.) {{clr|4|5H(2)}} or {{clr|4|2H(1)}} are both very good spots to place a Flipkick, and Flipkick is best used when you have 50 meter to cancel it into Goku Moroha activation.<br />
* Once your opponent begins to push you out with FD, you can begin to use Rekka 3 FRC to continue your offense and get your opponent to waste meter in the process.<br />
* After any blocked {{clr|4|5H(2)}}, {{clr|5|5D}} can be used. While your opponent's guard bar is flashing {{clr|5|5D}} can convert into extremely damaging IAD Orbs(2) combos.<br />
* To catch your opponent mashing and make them feel it, any one of A.B.A's grounded attacks can be cancelled into GM Activation. Cancel into Gm Activation while in recovery from another move to purposefully leave a gap where your opponent can press a button.<br />
<br />
Once you have 50 meter and get a knockdown, ({{clr|4|5H(1)}}) > {{clr|4|2H}} > Danzai(1) > Goku Moroha activation becomes an extremely strong blockstring which leaves your opponent's guard gauge one touch away from flashing at minimum. After landing a hit or two in Moroha Mode, cranking the guard gauge like this means that the next hit you land is death for your opponent. GM Activation gives you an extremely strong method of making that happen - the plus frames that GM activation gives you and GM's improved frame data and speed means that you force your opponent to guess for the round after using this blockstring if they have ~60% health or less.<br />
<br />
=== Goku Moroha (GM) ===<br />
<br />
While in Goku Moroha (or GM) A.B.A's gatling limits are removed, allowing you to chain any button into any other button (and in the case of 2S, into itself.) Keep in mind that while you have many more options once in GM, the general ideas listed for offense while in Moroha Mode still apply.<br />
<br />
* Any button other than {{clr|1|5P}} or {{clr|1|2P}} into {{clr|4|5H}} becomes a true blockstring.<br />
* Buttons can now be cancelled into 5P, which allows buttons such as {{clr|5|2D}}, {{clr|4|6H}} or even {{clr|3|f.S(1)}} to be plus on block. By using the increased speed that GM gives A.B.A, this allows you to apply strike / throw mix at a greater range than normally expected. 5P whiff cancels are also just one way that you can reset your pressure while in GM.<br />
* Through GM's nonexistent gatling limits, {{clr|4|5H}} > {{clr|4|2H}} can become a true blockstring by doing a string such as {{clr|4|5H}} > {{clr|5|2D}} > {{clr|4|2H}}. A blockstring like this pushes you out a bit further than usual, but the lack of gaps makes it incredibly strong.<br />
* While in Moroha Mode, A.B.A's {{clr|4|2H}} has a very large special cancel window. While in GM this window is extended to her normals, allowing a string such as {{clr|4|2H}} > {{clr|5|2D}} to have as small as a one frame gap, allowing A.B.A to do some incredible frametraps. This is even more prominent if {{clr|4|2H(2)}} whiffs, as you can press a button on reaction to {{clr|4|2H(2)}} whiffing to continue your offense.<br />
* In GM, every single one of A.B.A's Rekkas gets an FRC point. Using these FRC points is great way to continue applying pressure, but be sure to mix up which Rekka you FRC to mess with your opponent's timings.<br />
* Once you get pushed out, Butt ({{clr|4|214H}}) becomes another great way to reset pressure. While there will always be a gap when cancelling into Butt, at the right ranges it becomes a frame trap tight enough to catch prejump frames. At this distance and a little beyond, iad j.H becomes a true blockstring and an extremely potent pressure reset.<br />
<br />
==== 5P rebeat ====<br />
<br />
As mentioned in the above section, in Goku Moroha A.B.A gains the ability to reverse gatling, or {{keyword|rebeat}}, all of her normals barring her 5D. While this has applications up close in creating blockstrings that are otherwise impossible such as {{clr|4|2H}}->{{clr|3|c.S}}, it also has a variety of applications from further out, namely rebeating into {{clr|1|5P}} off of far range normals, and whiff cancelling that {{clr|1|5P}} into another normal in order to continue her pressure. The advantage on block gained from rebeating to {{clr|1|5P}} is dependent on the normals {{keyword|attack level}} rather than an individual normals recovery or frame data otherwise. Think of this as A.B.A’s Goku exclusive Mist Finer Cancel, if you will. <br />
{| class="wikitable" style="text-align:center; width:500px;"<br />
|-<br />
! Attack Level <br />
! Normals<br />
! 5PW Advantage<br />
|- <br />
| Level 1<br />
| {{clr|1|2P}}, {{clr|1|5P}}<br />
| -1<br />
|- <br />
| Level 2<br />
| {{clr|2|5K}}, {{clr|2|2K}}<br />
| +1<br />
|-<br />
| Level 3<br />
| {{clr|1|6P}}. {{clr|4|5H(2)}}<br />
| +3<br />
|-<br />
| Level 4<br />
| {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}<br />
| +6<br />
|-<br />
| Level 5<br />
| {{clr|4|5H(1)}}, {{clr|5|2D}}, {{clr|4|2H}}, {{clr|4|6H}}<br />
| +8<br />
<br />
|}<br />
<br />
==Anti airing==<br />
<br />
Anti airing is incredibly important for all characters in Guilty Gear and fighting games as a whole and ABAs anti airs are both incredibly rewarding and importantly, change depending on what you’re anti airing, what position on screen you’re on, where they’re landing and what form she’s in. This section will be broken down into anti airs for all 3 of her primary forms, though the buttons she use rarely change, the situations they’re used in often do<br />
<br />
=== Normal Mode (NM) ===<br />
<br />
* {{MMC|chara=A.B.A|input = 5P|label = 5P}}: Your fastest anti air and fastest normal in general. 3 frames with upper body invincibility starting from frame 2 and throughout the active frames, 5P is fast to start up and fast to recover. Very low risk anti air that with good reactions can be very high reward. Gatling into 2S, JC into an air combo to end with air keygrab for a combo into Moroha mode. Very stubby however, and is more suited to anti airs above ABA rather than horizontal anti airs<br />
* {{MMC|chara=A.B.A|input = 6P|label = 6P}}: slower than 5P but trades speed and gatling options for generously more upper body invincibility. Take note that the upper body invincibility wears out the frame before it hits, so it can be prone to trading when timed incorrectly. Its only gatlings are 2S but can work on either hit. Jump cancel only works on second hit so its often best to simply gatling 2S<br />
* {{MMC|chara=A.B.A|input = 2S|label = 2S}}: ABAs best normal mode anti air. Faster than 6P but lacking upper body invincibility, though the lack of hurtboxes on her hand mean that it's very prone to outright beating many jump-ins. On normal hit can be followed up with a jump cancel into a combo to air keygrab, and on counter hit gives ABA ample time to follow up with either OTG keystab or can cancel into slide for a followup combo depending on the height. On trade with most jump normals you can simply follow up with OTG keystab for a quick moroha transformation<br />
* {{MMC|chara=A.B.A|input = 2H|label = 2H}}: Niche and predictive, but 2Hs disjointed hitboxes on both hits can anti air predictable jump ins or airdashes done low to the ground. Take note that it's both slower than 2S and lacks any upper body invincibility. Not a necessary button to learn to anti air with, but if others are being baited out it can always be good to present an option the opponent may be unprepared for<br />
* {{MMC|chara=A.B.A|input = 6H|label = 6H}}: The Hail Mary normal. Slow but incredibly rewarding due to the stun modifier, especially on counter hit. Mostly used to tag predictable airdashes but not something to rely on. On counter hit cancel to bloodpack to get a followup combo that will stun any low stun resist character. Use wisely and scarcely.<br />
* {{MMC|chara=A.B.A|input = Air throw|label = Air throw}}: Universal. Average air throw range. Best OSed with j.P. When done low to the ground or from any height vs certain characters can be followed up with OTG keystab<br />
* {{MMC|chara=A.B.A|input = j.P|label = j.P}}: fast and very disjointed around her hand. Your best air-to-air in normal mode. Gatlings to both itself and j.S for confirms into air keygrab<br />
<br />
=== Moroha Mode (MM) ===<br />
<br />
* {{MMC|chara=A.B.A|input = 5P|label = 5P}}: Your fastest anti air and fastest normal in general. 3 frames with upper body invincibility starting from frame 2 and throughout the active frames, 5P is fast to start up and fast to recover. Very low risk anti air that with good reactions can be very high reward. On air hit gatlings to c.S give ABA high damaging, low risk anti air combos that put characters into a tech trap nightmare that forces them to deal with her anti airs all over again<br />
* {{MMC|chara=A.B.A|input = 6P[m]|label = 6P}}: Most identical to her normal mode variant but with slightly altered hitboxes due to the key changing shape. The jump cancel and gatling properties are largely unchanged, though combos to 2S are much more consistent due to the latters larger hitboxes. It does gain a gatling to 6H but this is mostly used on grounded block to reset or end pressure<br />
* {{MMC|chara=A.B.A|input = 2S[m]|label = 2S}}: The God anti air. This move alone propels ABAs anti airs from merely good to well above average. Slower than normal mode 2S but with much bigger hitboxes to compensate. A few things to take note of however. Its slow at 12 frames startup and is largely a vertical anti air. Best used for opponents trying to land on top of you or cross you up. It also has a fair amount of recovery, so take care to make sure they either get hit or air block this attack. On regular hit canceling into jump or superjump into an air string ending with orbs will put them right back into ABAs anti air game. This move especially shines on counter hit though, where it floats the opponent for over half a second and gives you ample time to decide what combo to follow up with. 2S counter hit into dash up c.S->2S->412H anywhere but the other corner will often instantly put them back in the corner. An important skill to learn is confirming regular or counter hit with this move as an anti air, and can often mean the difference between killing them in 2 combos or killing them in 3. <br />
* {{MMC|chara=A.B.A|input = 623H|label = 623H}}: Unsurprisingly, Danzai can anti air extremely well. Best suited to predictive anti airs due to the slow startup and losing out to multi hit jump ins or even air gatlings. Largely covers in front of her and will eat things like Riot Stamp, Bandit Bringer, and other predictable, reactable moves that put the opponent airborne. Does come with high scaling so best to keep followup combos short<br />
* {{MMC|chara=A.B.A|input = 623D|label = 623D}}: Largely the same as the non force break version, but the infinite armor means it will beat out any jump in that isn’t canceled into an air super of some kind. Ground bounces higher so has different followups than the meterless, though with the same high scaling<br />
* {{MMC|chara=A.B.A|input = 6321463214S|label = Goku Moroha}}: Technically ABAs only fully invincible anti air, Goku Moroha activation is heavily disjointed and very rewarding to anti air with, but comes with a few caveats. It must be done predictively due to its slow startup (1 frame slower than Moroha Danzai), it loses invincibility 2 frames before it hits so it can trade with jump ins, though this is almost always favorable due to the extensive untech time that only gets longer on counter hit, and as always it requires both a bloodpack and 50 meter. On hit follow up with whatever you want to follow up with, or just set up some nasty oki<br />
* {{MMC|chara=A.B.A|input = Air throw|label = Air throw}}: Universal. Average air throw range. Best OSed with either j.P or done raw with j.H<br />
* {{MMC|chara=A.B.A|input = j.P|label = j.P}}: Fast and very disjointed around her hand. Your fastest air-to-air in moroha but can be somewhat awkward to combo off of depending on range. Gatlings to j.S for hit confirms can be quite damaging but unless done very low to the ground won’t lead to knockdowns<br />
<br />
=== Goku Moroha Mode (GMM) ===<br />
<br />
* {{MMC|chara=A.B.A|input = 5P[gm]|label = 5P}}: Your fastest anti air and fastest normal in general. 3 frames with upper body invincibility starting from frame 2 and throughout the active frames, 5P is fast to start up and fast to recover. Very low risk anti air that with good reactions can be very high reward. Due to the reduced startup of {{MMC|chara=A.B.A|input = 2S[gm]|label = Goku 2S}}, 5P->2S becomes a natural combo on air hit, and can be converted into huge damage and corner carry <br />
* {{MMC|chara=A.B.A|input = 6P[gm]|label = 6P}}: 3 frames faster startup than the moroha version and the ability to gatling into any and all normals on any hit, as well as being jump cancelable on both hits gives this normal significantly more followup options than before. <br />
* {{MMC|chara=A.B.A|input = 2S[gm]|label = 2S}}: The God anti air becomes even better somehow. Now only a frame slower than normal mode 2S with its recovery shaved in half and the ability to self gatling, this move goes from crazy good to outright criminal. Because of {{MMC|chara=A.B.A|input = 421H[gm]|label = butts}} jump cancel in Goku the conversions off this from anywhere on screen become incredibly powerful. Counter hit 2S in Goku Moroha with even a moderate amount of risc is very liable to outright kill the opponent with the right routing. Give them a good reason to never leave the ground when you have Goku activated<br />
* {{MMC|chara=A.B.A|input = 623H[gm]|label = 623H}}: With a third less startup identical to Moroha 2S, Danzai goes from a predictive anti air to a very potent reactive one in Goku. The ground bounce height stays the same, meaning conversions out of it aren’t too different beyond adjusting for her normals all becoming faster and the jump cancel on butt giving her more freeform routing. This move can also be FRCed right as the first hit connects in order to bypass the harsh scaling of the 2nd hit, giving you an unscaled combo starter at the cost of 25 tension<br />
* {{MMC|chara=A.B.A|input = 623D[gm]|label = 623D}}: With the same startup as meterless Danzai, hyper armor and a much higher launch, Force Break Danzai is a formidable anti air for 25 tension. The launch on this move is high enough that it can be difficult to properly convert off of it at times. The hyper armor on this move means it eats anything short of an air super for breakfast and will deter anyone from jumping at you when used properly. It shares the same FRC point as meterless Danzai, meaning for 50 meter you can access an unscaled hyper armor starter, or if the attack whiffs keep yourself completely safe and free to attempt an anti air again<br />
* {{MMC|chara=A.B.A|input = Air throw|label = Air throw}}: Universal. Average air throw range. Best OSed with either j.P or done raw with j.H<br />
* {{MMC|chara=A.B.A|input = j.P[gm]|label = j.P}}: A frame faster than the other forms ties this for the fastest j.P in the game with Order-Sol and Justice. Gatling to j.S or j.H for air to air conversions at your leisure<br />
* {{MMC|chara=A.B.A|input = j.D[gm]|label = j.D}}: While it doesn’t see much use in other forms due to its slow startup, Goku j.D is a fantastic air to air due to its phenomenal speed and counter hit properties, as well as the ability to cancel into {{MMC|chara=A.B.A|input = j.41236S[gm]|label = Orb}} FRC in order to stay safe or advantaged on block<br />
<br />
==Okizeme==<br />
<br />
- Which oki is best for which KDs can vary widely depending on the player's preferred combo routes, setups, and the character matchup. This covers a few common scenarios and some general concepts.<br />
<br />
* Ground slide: it may depend on distance, but delay dash jump (669) is usually a good option. You can safe jump most DPs with a well timed 669 into deep meaty j.S, OS certain options, and fuzzy your opponent on block. <br />
** If your opponent doesn't have a reversal or a low profile move, you can also opt for meaty Orbs oki which is best in corner since Orbs(2) can connect once you're deep enough in their hurtbox. Orbs loses to DP and mistiming it can get you thrown or worse, but landing it low enough makes it plus, you can FRC it for gimmicks or mixup, and if it hits (or especially if it CHs) the damage is extra juicy. <br />
** The j.S fuzzy is: deep j.S > dj.S > j.H > Combo, OR deep j.S > land > low. If you're quick enough, you can react to the hitstop of the j.S being blocked and fuzzy on reaction. <br />
** Another note about the j.S fuzzy: which type of jump and the timing can differ depending on character and dash jump momentum. Ex: you might need to 669 j.S > 9S, or you might need to 669 j.S > 8S. Play around in training mode to get a feel for it.<br />
** There are a few OS's that you can do with deep j.S oki. Some examples: against Kliff, deep j.S, then input 4H during blockstun. If they dodged, you'll land and throw (all chars can do this specific OS on Kliff, but it's good to know). Another general example would be deep j.S, then input 44 during blockstun. If the j.S whiff due to, say, certain single hit DPs, you'll backdash and be able to punsih. You could even do deep j.S, then input Danzai during blockstun. Experiment to see which of your options work best versus your opponent's<br />
<br />
* After Keygrab knockdown: against most characters, this leaves you at perfect spacing for a meaty f.S or 2D, or a non-dash meaty j.S for fuzzy. <br />
** In NM, you might be able to Slide back in, early j.H, or even 236K (staggers on CH for freely Keygrab, but can be unsafe if blocked and not FRC'd). <br />
** In MM, Meaty 2D works great as a DP bait here: if spaced far enough away, stuff like Vapor Thrust or even VV (2D needs to be at max range) will whiff, and you can punish hard. Just beware of DP followups as they can stall and mess up your punish timing. Watch for this and adjust accordingly.<br />
<br />
* The unblockable setup: After scoring a KD that leaves you at approx max 2D range, throw out FB Bloodball > dash > Flipkick. If they block the Flipkick, they get staggered and you can follow up with meter (50%/BP to cancel into Goku if in MM. No meter needed for conversion if already in Goku). This loses to DPs, DAA, and Burst, but you can call these out with Danzai/FB Danzai. In Goku, against DAA and Burst, Flipkick FRC > block > punish works as well. If they actually get hit by the Flipkick, they get launched and will die.<br />
<br />
== Fighting A.B.A ==<br />
* '''Don't let A.B.A get into Moroha mode.'''<br />
** A.B.A has two methods of entering Moroha mode: she can land her command grab or consume one of her three blood packs. A few useful notes on those:<br />
*** The command grab is actually only a grab for the first few frames ("Keygrab"), after which it is a blockable pseudo-grab ("Keystab").<br />
*** The blood pack special has 18 frames of startup before A.B.A actually consumes the blood pack and switches modes.<br />
* '''Don't let A.B.A get out of Moroha mode safely, either: get knockdowns and pay close attention to her Moroha Gauge.'''<br />
** A.B.A's Moroha mode is limited to a slowly draining meter above her Tension bar.<br />
** If this meter runs out, A.B.A will go back to Normal Mode, undergoing a 52-frame-long animation during which she can easily be Instant Killed.<br />
*** This animation activates as soon as A.B.A is in a neutral state; if she is performing a move or getting up, it will be delayed until then.<br />
*** A.B.A thus wants to exit Moroha mode with her Keygrab/stab or Bloodpack, which are much safer and heal her (see below).<br />
** If she gets knocked down, she will lose about a third of her Moroha meter.<br />
*** So, naturally, ''pay attention to her meter.'' If you land a knockdown move while A.B.A's Moroha meter is low, you have ample time to activate Instant Kill mode ASAP, then finish the round during her animation.<br />
* '''Expect A.B.A's health bar to melt during Moroha mode, and partially refill going back to normal mode.'''<br />
** During Moroha mode, A.B.A will deal small amounts of damage to herself if she connects any move, blocked or not.<br />
*** This self-inflicted damage will not kill her, but it can very well leave her at a mere 1HP. A perfect opportunity to finish the round!<br />
** Depending on how she shifts back to normal mode, A.B.A may heal:<br />
*** 80% of self-inflicted damage with Keygrab/stab.<br />
*** 120% of self-inflicted damage with Bloodpack.<br />
*** NOTHING if her meter runs out.<br />
<br />
==Navigation==<br />
<center>{{Character Label|GGACR|A.B.A|42px}}</center><br />
{{Overview/navigation}}<br />
{{#lst:GGACR/Navigation}}</div>Sobosswagnerhttps://www.dustloop.com/wiki/index.php?title=GGACR/A.B.A&diff=375088GGACR/A.B.A2023-02-16T05:55:24Z<p>Sobosswagner: /* Blunder */ fixed display. Brackets were missing which made it display incorrectly</p>
<hr />
<div>==Overview==<br />
{{Overview/navigation|okizeme=yes}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content= 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 {{MMC|input=236P|label=Dragging}}. By landing her command throw/hitgrab {{MMC|input=63214H|label=Bonding}}, or spending resources to perform {{MMC|input=63214P|label=Injecting}}, 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, {{MMC|input=6321463214S|label=Altercation}}, 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.<br />
<br />
This comes at a cost, however. In Moroha and Goku Moroha mode, A.B.A's attacks will drain her own health whenever make contact with an opponent, whether that's a hit or block. She also has an active meter which will slowly drain towards empty, and will lose about 30% every time she is knocked down and goes into a wakeup animation. When the meter empties, she forcefully reverts back into NM with {{MMC|input=Suka Motion}}, a lengthy stance that makes her susceptible to eating a full combo or 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.<br />
<br />
A.B.A is best for players who love to balance risk against reward. Learn to love her double-edged playstyle. <br />
}}<br />
{{GGACR/Infobox}}<br />
{{ProsAndCons<br />
|intro= puts a strong emphasis on risk/reward by managing her slow, yet versatile, "Normal" Mode and her two incredibly oppressive, but life draining, "Moroha" and "Goku Moroha" Modes.<br />
|pros=<br />
* '''Strong Anti-airs:''' A.B.A has access to powerful anti-airs in all 3 forms that can all lead to great damage, corner carry and knockdowns on hit, as well as cover a variety of aerial approach options that can force opponents to approach more carefully or simply stay grounded<br />
* '''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.<br />
* '''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.<br />
* '''Tanky:''' Despite her health drain mechanic in her installs, A.B.A's high defense modifier and stun resist allows her to survive longer than average. Additionally her ability to self heal when exiting Moroha with {{MMC|input=63214P[m]|label=Bloodpack}}, {{MMC|input=63214H|label=Keygrab}}, or when activating {{MMC|input=6321463214S|label=Goku Moroha}} can help to alleviate much of the health lost during her installs<br />
* '''Snowball Potential:''' Even in Normal Mode {{MMC|input=236D|label=FB Dragging}} 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. <br />
|cons=<br />
* '''Normal Mode:''' ABA begins every round in Normal Mode, which has somewhat awkward normals, as well as generally poor and committal mobility. ABA often needs to RPS at the start of every round in order to gain access to her stronger tools in Moroha mode<br />
* '''Health drain:''' During both Moroha and Goku Moroha, ABA will constantly take self inflicted damage as she hits the opponent, which can only be healed back by using Bloodpacks, Keygrab or Goku Moroha. Poor management of her health can often lead to sudden deaths by abare<br />
* '''Limited Unique Resource:''' ABA uses her bloodpacks to enter and exit Moroha Mode safely, as well as to enter Goku Moroha, and mismanagement of these can leave her stuck in Normal Mode, or in a disadvantageous position in Moroha Mode with no means of safely escaping it<br />
* '''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.<br />
}}<br />
</div><br />
<br />
==Unique Mechanics==<br />
==={{InvisibleText|Mode Switch}}===<br />
{{card|width=4<br />
|header=Mode Switch<br />
|content=A.B.A starts every round in her Normal mode.<br />
A.B.A can switch to her Moroha mode by either successfully hitting the opponent with Bonding (keygrab) or by using Injecting (bloodpack). While in Moroha mode, all of A.B.A's normals (notably S and H) and specials are significantly changed for the better, but she must manage a constantly depleting unique meter, and she will inflict self damage upon hitting the opponent or making them block. Also, with 50 meter, A.B.A also has access to a heavily-improved version of this mode called Goku Moroha mode.<br />
}}<br />
=={{InvisibleText|Blood Packs}}==<br />
{{card|width=4<br />
|header=Blood Packs [[File:GGACR_ABA_BloodPack.png|24px]]<br />
|content=A.B.A starts each round with a limited resource known as Blood Packs.<br />
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.<br />
}}<br />
=={{InvisibleText|Starter Guide}}==<br />
{{StarterBlurb}}<br />
=={{InvisibleText|Moroha Mode Movement Stat Changes}}==<br />
{{card|width=4<br />
|header=Moroha Mode Movement Stat Changes<br />
|content=<br />
Below is a basic overview of movement stats which change during each of A.B.A's modes. For a full list of movement values, check the [[GGACR/A.B.A/Frame Data#Movement Stats|full frame data page]].<br />
{{#cargo_query:tables=ggacrCharacters<br />
|fields=name=Mode,CONCAT(backdashDuration, "F \(1~", backdashInvulnerability, "F Strike Invuln\)")=Backdash,numberOfAirDashes=Air Dashes,initialDashSpeed=Initial Dash Speed,jumpVXForwards=Forwards Jump Speed,airDashForwardsSpeed=Forwards Air Dash Speed<br />
|where=name in ("A.B.A", "A.B.A (Moroha)", "A.B.A (Goku Moroha)")<br />
|format=table<br />
|order by=Air Dashes, Mode<br />
}}<br />
}}<br />
{{FrameChartKey}}<br />
<br />
==Normal Moves==<br />
<div class="movelist-toggles sticky"><br />
<div id="movelist-toggle-1" class="movelist-toggle-button">[[File:GGACR_ABA_Normal_Icon.png|link=|32x32px]] &nbsp; Normal</div><br />
<div id="movelist-toggle-2" class="movelist-toggle-button">[[File:GGACR_ABA_Moroha_Icon.png|link=]] &nbsp; Moroha</div><br />
<div id="movelist-toggle-3" class="movelist-toggle-button">[[File:GGACR_ABA_Goku_Moroha_Icon.png|link=]] &nbsp; Goku Moroha</div><br />
</div><br />
<div id="movelist-1" class="movelist"><br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGACR Move Card<br />
|input=5P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 2<br />
|recovery = 7<br />
}}<br />
While {{clr|1|5P}} isn't much of a traditional FG jab, it sees good use as a reactionary anti-air/counter-poke, with three frames of head invulnerability. Its speed also helps ABA convert falling {{clr|4|j.H}} at any height into {{clr|5|2D}} > keygrab.<br />
<br />
On block, however, this is where the move really shines, as you have the option to mix them up with a proximity throw keygrab or with a frame trap, using either {{clr|2|5K}}, {{clr|5|2D}} or {{clr|4|6H}}, to prevent jump-outs.<br />
<br />
Whiffs on crouching Faust, Zappa, Kliff, Millia, and Anji (only when in hitstun)<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGACR Move Card<br />
|input=5K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 5<br />
|recovery = 6<br />
}}<br />
A go-to poke, balancing speed and range amongst Normal Mode's overall slow moveset. Being able to self-cancel on hit and staying plus on block very much helps.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|2|5K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGACR Move Card<br />
|input=c.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 3<br />
|recovery = 12<br />
}}<br />
Proximity normal. Rather important for combos leading to keygrab or rekkas.<br />
<br />
Interestingly enough, you can do a reverse gatling cancel on block into {{clr|1|2P}} to remain more plus.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|2P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGACR Move Card<br />
|input=f.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 3<br />
|recovery = 14<br />
}}<br />
Standing low with acceptable speed. Will catch opponents off guard due to how far forward it moves, which makes a great frame trap after {{clr|3|c.S}}.<br />
<br />
Being safe on block means you can try to go for big frame traps like {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, or even an IAD {{clr|4|j.H}} pressure reset.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGACR Move Card<br />
|input=5H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 7<br />
|recovery = 27<br />
}}<br />
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.<br />
<br />
On hit, you can combo into keygrab or rekkas > bloodpack to enter MM. On block, thanks to its great pushback, you can cancel into bloodpack or whiff cancel {{clr|5|2D}} to reset back to neutral. You can also cancel into slide and remain fairly safe as a gimmicky way to stay close to the opponent.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===<br />
{{GGACR Move Card<br />
|input=5D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 25<br />
|active = 4<br />
|recovery = 15<br />
}}<br />
Despite its decent nature, you probably won't use this much since you'll mostly be on the defensive in Normal Mode. If you land it, you should do a short air combo into Keygrab.<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGACR Move Card<br />
|input=6P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 8<br />
|recovery = 10<br />
|offset = 3<br />
|inactive = 5<br />
}}<br />
A relatively fast two-hitting {{clr|1|6P}}. Serves its purpose well enough as a situational AA. You can only combo this into 2S though, aside from jump and special cancels.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|3|2S}}<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGACR Move Card<br />
|input=6H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 18<br />
|active = 9<br />
|recovery = 25<br />
}}<br />
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.<br />
<br />
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 <br />
{{clr|2|236K}} to remain somewhat safer. Don't whiff this.<br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGACR Move Card<br />
|input=2P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 2<br />
|recovery = 6<br />
}}<br />
2F slower than {{clr|1|5P}}, but more far-reaching and plus on block. Standard crouching jab.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGACR Move Card<br />
|input=2K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 4<br />
|recovery = 10<br />
}}<br />
A low poke with OK range. Leads to either rekkas or {{clr|5|2D}} > Keygrab on hit.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|3|c.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGACR Move Card<br />
|input=2S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 6<br />
|recovery = 13<br />
}}<br />
Fantastic hitboxes makes this move a great anti-air that leads to a short air combo ending with keygrab. Moves ABA slightly forward.<br />
<br />
Essentially an air KD on CH, so you often can combo into keygrab from trades.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGACR Move Card<br />
|input=2H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 15<br />
|recovery = 10<br />
|offset = 8<br />
|inactive = 3<br />
}}<br />
1st hit launches the opponent, which leads to easy combos ending with keygrab. Although {{clr|4|2H}} is slow, its hitboxes are rather disjointed, which can stuff things unexpectedly and might win against jump-ins and moves behind her, or trade with them favorably.<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGACR Move Card<br />
|input=2D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 3<br />
|recovery = 15<br />
}}<br />
Pretty typical. You'll usually end ground strings with this into keygrab.<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGACR Move Card<br />
|input=j.P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 14<br />
}}<br />
Excellent fast A2A with a good disjointed hitbox. You can do neutral/forward jump > {{clr|1|j.P}} as rather safe roundstart option. On hit, you can confirm into (JC) {{clr|1|j.P}} > keygrab.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGACR Move Card<br />
|input=j.K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 8<br />
|recovery = 12<br />
}}<br />
Hits directly above ABA, so this attack functions well as a rising anti-air. As it can launch grounded opponents with fairly generous untechable frames, you use this to convert stray IAD strings (i.e. IAD {{clr|3|j.S}} {{clr|1|j.P}} {{clr|2|j.K}}) into a short air combo ending with keygrab. <br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGACR Move Card<br />
|input=j.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 8<br />
|recovery = 11<br />
}}<br />
Pretty safe to just throw this around in neutral. Works well in most situations due to its speed and good hitbox.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|4|j.H}}<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGACR Move Card<br />
|input=j.H<br />
|description=<br />
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.<br />
<br />
Generally safe enough on standing block that you can cancel it to {{clr|1|5P}} to extend your pressure. If IB'd though, you can be punished by DPs or throws, though you can gamble with keygrab as a frametrap. High risk - high reward.<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGACR Move Card<br />
|input=j.D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 16<br />
|active = 4<br />
|recovery = 13<br />
|specialRecovery = 5<br />
}}<br />
Nice horizontal range, but very slow. Works mainly as a preemptive AA. On CH, provided you're close enough to the opponent, you might be able to get a keygrab. Otherwise, just use a bloodpack after hits.<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GGACR Move Card<br />
|input=Ground Throw<br />
|description=<br />
Tosses them away into a knockdown. Your best option after landing a grab is often to (dash) keygrab. Can wallbounce if you're near the corner.<br />
<br />
{{clr|4|6H}} sends the opponent backward while {{clr|4|4H}} sends them forward. Best OSed with either {{clr|2|5K}} or {{clr|3|c.S}} unless keeping the corner is necessary<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGACR Move Card<br />
|input=Air Throw<br />
|description=<br />
Standard airthrow. (Dash) keygrab is possible if you airthrow them close to the ground, for a burst safe mode switch.<br />
}}<br />
<br />
===<big>Dead Angle Attack</big>===<br />
{{GGACR Move Card<br />
|input=DAA<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 7<br />
|recovery = 29<br />
}}<br />
ABA's Dead angle is faster than most dead angles and comes with significantly more invulnerability and knocks down the opponent. However, it's usually a much better use of meter if you can IB > FB slide (see below) their pressure/oki, especially when your back is against the corner.<br />
<br />
On regular hit, you can keygrab out of the knockdown. Oddly enough, this is not possible on CH.<br />
}}<br />
<br />
===<big>Blue Burst</big>===<br />
{{GGACR_Move_Card<br />
|input=D+X<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 6<br />
|recovery = 24<br />
|specialRecovery = 3<br />
}}<br />
A.B.A has a unique Blue Burst. Unlike other characters, her Burst has 2F less startup and 3F shorter recovery. <br />
}}<br />
<br />
==Special Moves==<br />
===<big>Deletion</big>===<br />
{{InputBadge|{{clr|3|236S}}}}<br />
{{GGACR Move Card<br />
|input=236S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 2<br />
|recovery = 17<br />
}}<br />
The start of ABA's rekkas. One of the better hitboxes in NM. Works great as a knockdown tool in case {{clr|5|2D}} > keygrab isn't possible.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Ruin</big>===<br />
{{InputBadge|{{clr|3|236S}} > {{clr|3|46S}}}}<br />
{{GGACR Move Card<br />
|input=236S > 46S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 3<br />
|recovery = 19<br />
}}<br />
2nd part of the rekkas. Staggers on hit, but it’s rather wimpy in Normal Mode and requires an RC to get any sort of advantage. You can also frame trap with this, but can easily be disrespected by almost all reversal options, or just backdash.<br />
}}<br />
<br />
===<big>Condemnation</big>===<br />
{{InputBadge|{{clr|3|46S}} > {{clr|3|63214S}}}}<br />
{{GGACR Move Card<br />
|input=236S > 46S > 63214S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 3<br />
|recovery = 31<br />
|frcStart = 14<br />
|frcEnd = 15<br />
}}<br />
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].<br />
<br />
In the corner, provided ABA's close enough to the opponent, you can do continue the combo meterlessly by linking with {{clr|3|c.S}}/{{clr|3|f.S}}/{{clr|3|2S}} > keygrab, or {{clr|2|2K}} {{clr|3|c.S}} > keygrab (on mids/heavies only), though both of this are rather tight.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Bonding</big>===<br />
{{InputBadge|{{clr|4|63214H}} (Air OK)}}<br />
{{GGACR Move Card<br />
|input=63214H,j.63214H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 12<br />
|recovery = 30<br />
}}<br />
Keygrab. The most important move in your arsenal. <br />
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.<br />
<br />
This move acts as both a command throw and a strike. If from anywhere from frames 4-9, the opponent is in a throwable state and the move is in range, it will grab them. Afterwards, it will turn into a strike for the remainder of its active frames, meaning that the move can also be combo'd into. If the strike is blocked, however, it becomes very unsafe.<br />
}}<br />
<br />
===<big>Dragging</big>===<br />
{{InputBadge|{{clr|1|236P}}}}<br />
{{GGACR Move Card<br />
|input=236P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 28<br />
|frcStart = 11<br />
|frcEnd = 13<br />
}}<br />
Vitally useful. Being an evasive slide, A.B.A. becomes '''very''' low-profile when executing this move, making it great for sliding under projectiles or anticipated pokes for a throw > Keygrab. You can even slide under stuff like {{clr|1|2P}}s or Robo-Ky’s knee bazooka! Just beware of lows/being thrown before the slide is over.<br />
<br />
Has an FRC point just as A.B.A. tucks herself inward, which can be used as a last resort to cancel the slide if baited, or to bait your opponent into attempting a punish. At times, slide can also be a gimmicky movement option, especially after {{clr|4|5H}} on CH/block or {{clr|4|6H}} on hit.<br />
}}<br />
<br />
===<big>Retribution</big>===<br />
{{InputBadge|{{clr|2|236K}}\{{clr|3|46S}} > {{clr|2|236K}}}}<br />
{{GGACR Move Card<br />
|input=236K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 22<br />
|active = 3<br />
|recovery = 20<br />
|frcStart = 28<br />
|frcEnd = 30<br />
}}<br />
A far reaching overhead. Throw and feet invincible mid kick, making for a good meaty. Slightly unsafe on hit/block, though it has a rather late FRC point, so you can use it to confirm into {{clr|2|5K}}/{{clr|3|c.S}} > xxx > keygrab. Staggers on CH for quite a while, giving you a free keygrab. Can also be used in place of the 3rd Rekka ({{clr|3|63214S}}).<br />
}}<br />
<br />
===<big>Avoidance</big>===<br />
{{InputBadge|{{clr|4|236H}}}}<br />
{{GGACR Move Card<br />
|input=236H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 35<br />
|isProjectile = true<br />
|recovery = 6<br />
|frcStart = 23<br />
|frcEnd = 24<br />
}}<br />
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.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Injecting</big>===<br />
{{InputBadge|{{clr|1|63214P}}}}<br />
{{GGACR Move Card<br />
|input=63214P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 38<br />
}}<br />
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.<br />
<br />
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.<br />
}}<br />
<br />
==Force Breaks==<br />
===<big>FB Dragging</big>===<br />
{{InputBadge|{{clr|5|236D}}}}<br />
{{GGACR Move Card<br />
|input=236D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 26<br />
|frcStart = 9<br />
|frcEnd = 23<br />
}}<br />
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.<br />
<br />
It will evade oki, including meaty setups. It will slide through moves and supers, even stuff like Raou’s Bellows Malice, for easy Keygrabs. It has a huge FRC point, which is highly useful in certain situations since you can FRC to choose which side of the opponent A.B.A will appear on, or to buffer into a surprise Keygrab. A 25% "reversal" option never looked so good.<br />
*Doesn't work out of dash normally, but can be done with a Negative Edge {{clr|5|D}} held during dash startup then let go during it's cancel frames, giving you stronger control of positioning in situations such as going through Justice N.B. sets from further away and Testament Zeinest/HITOMI setups designed to catch normal FB Dragging distance.<br />
}}<br />
<br />
==Overdrives==<br />
===<big>Evidence: Concealment</big>===<br />
{{InputBadge|{{clr|4|632146H}}}}<br />
{{GGACR Move Card<br />
|input=632146H,632146H > 236H,632146H > 236H > 236H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 19<br />
|active = 6<br />
|recovery = 34<br />
|frcStart = 19<br />
|frcEnd = 22<br />
}}<br />
Normal mode exclusive. Despite not having full invul all the way through startup, it can kind of work as a reversal, sometimes.<br />
<br />
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.<br />
----<br />
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.<br />
}}<br />
<br />
===<big>Evidence: Destruction</big>===<br />
{{InputBadge|{{clr|1|j.632146P}}}}<br />
{{GGACR Move Card<br />
|input=j.632146P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = <br />
|active = <br />
|recovery = <br />
}}<br />
Highly situational air super, with some startup invuln. You can use this as an expensive air-to-air to kill low health opponents, as it will beat almost any air normal and a lot of anti airs, though it will trade sometimes. You can also use this to end air combos with it if it'll kill, or extend ground ones via TK'ing after {{clr|3|f.S}}. <br />
}}<br />
<br />
<!--------------------- MOROHA MODE ---------------------------------><br />
</div><br />
<div id="movelist-2" class="movelist"><br />
In Moroha mode, ABA's attacks receive slight to moderate damage boosts, along with different, greatly improved {{clr|3|S}}, {{clr|4|H}}, and {{clr|5|D}} normals.<br />
<br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGACR Move Card<br />
|input=5P[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 2<br />
|recovery = 7<br />
}}<br />
While {{clr|1|5P}} isn't much of a traditional FG jab, it sees good use as a reactionary anti-air/counter-poke, with three frames of head invulnerability. Its speed also helps ABA convert falling {{clr|4|j.H}} at any height into MM {{clr|3|c.S}} > {{clr|4|2H}} > etc, or {{clr|3|f.S}} > rekkas.<br />
<br />
On block, you can mix the opponent up with tick throws, or extend your pressure into {{clr|4|2H}} to remain plus.<br />
<br />
Whiffs on crouching Faust, Zappa, Kliff, Millia, and Anji (only when in hitstun)<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGACR Move Card<br />
|input=5K[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 5<br />
|recovery = 6<br />
}}<br />
Not bad of a poke, but there are better options in Moroha mode, so this move is mostly situational. Being plus on block is still great though.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|6P}}, {{clr|2|5K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGACR Move Card<br />
|input=c.S[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 3<br />
|recovery = 14<br />
}}<br />
A great pressure starter/extender that cranks up their guardbar rather well. In Moroha mode, this normal gains a monstrous hitbox along with foot invuln during startup and active frames, while being just 2f slower than NM {{clr|3|c.S}}. Cancel this into {{clr|3|f.S}}, {{clr|4|5H}}, or {{clr|4|2H}} to continue your pressure.<br />
<br />
As it's 0 on block, you can also try to frametrap with her gatling options or with specials, or even Goku Moroha activation ({{clr|3|6321463214S}}).<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGACR Move Card<br />
|input=f.S[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 2<br />
|inactive2 = 2<br />
|active3 = 2<br />
|recovery = 16<br />
}}<br />
With its amazing range and disjointed hitboxes, Moroha {{clr|3|f.S}} is a staple for your neutral, and is also a beefy poke to start your pressure game.<br />
<br />
As it hits twice, you can throw this out to stuff hyper armored moves or familiars that eat hits (Little Eddie, Zappa's Dog, Dizzy's Fish), which nicely leads to {{clr|4|5H}} or rekkas. No longer hits low unlike in Normal mode.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGACR Move Card<br />
|input=5H[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 5<br />
|inactive2 = 6<br />
|active3 = 2<br />
|recovery = 12<br />
}}<br />
Even though it's 2f slower than NM {{clr|4|5H}}, this move hits twice, builds a ridiculous amount of guard bar on block, and vacuums on the second hit, which is also an important part in your Moroha refresh combos (xxx > {{clr|4|5H}} with both hits > 1st rekka > 2nd rekka > double keygrab). On crouching opponents, you can also combo this into {{clr|4|6H}} for optimal damage and meter gain.<br />
<br />
Due to its lenient cancel window, you can also frame trap with Moroha ABA's various gatling options: either {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|2D}}, or even rekkas, allowing you to keep the opponent close and get their guard bar flashing in about a second. An excellent pressure tool that is somehow 0 on block.<br />
<br />
There is a gap between {{clr|4|5H}} 2nd hit and the first hit of {{clr|4|2H}} on block that can be reversaled through, but is unthrowable on normal block. 3 frame normals such as Sol and Order-Sols {{clr|2|5K}} or A.B.As {{clr|1|5P}} will beat this. 4 frame normals will trade with the second hit but will leave A.B.A at enough advantage for her to be able to combo dash {{clr|3|c.S}}. {{clr|4|5H}} 1st hit to {{clr|4|2H}} is gapless unless IBed<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|3|2S}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===<br />
{{GGACR Move Card<br />
|input=5D[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 24<br />
|active = 4<br />
|recovery = 15<br />
}}<br />
A frame faster than the Normal mode version and fairly safe for a {{clr|5|5D}} at only -5. On normal hit can lead into impossible dust combos, but very useful against an opponent with flashing risc due to the automatic counter hit properties. On counter hit gives you any combo you want since its completely untechable. Not particularly noteworthy but important to keep your opponent from getting too comfortable just down-backing<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGACR Move Card<br />
|input=6P[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 6<br />
|recovery = 17<br />
}}<br />
In Moroha mode, its hitbox is a little altered since Paracelsus' head changes shape, but functions the same as NM's. On block, you can now cancel it to {{clr|4|6H}} to reset or end pressure.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|3|2S}}, {{clr|4|6H}}<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGACR Move Card<br />
|input=6H[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 14<br />
|recovery = 30<br />
}}<br />
No longer a slow CH stun fishing move in Moroha, {{clr|4|6H}} now hits twice, gains jump cancels, sports exceptional range, cranks the guardbar nicely, and hurts a lot more. The fact that you can jump cancel this means that on block, you get to do some gimmicky pressure resets via {{clr|4|6H}} (1) > IAD {{clr|4|j.H}}. Alternatively, you can just do {{clr|3|236S}} to end pressure more safely.<br />
<br />
On its own, this move mostly sees use against people trying to backdash her oki on wakeup in the corner, or those trying to low profile {{clr|3|f.S}} or {{clr|4|5H}} from far away. If you managed to land a hit from max range, rekkas or butt ({{clr|4|421H}}, air hit only) are your only meterless options.<br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGACR Move Card<br />
|input=2P[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 2<br />
|recovery = 6<br />
}}<br />
Mostly identical to NM version, though thanks to the speed boost ABA gains in Moroha, you can dash in and use this to pressure the opponent or just tick throw them.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGACR Move Card<br />
|input=2K[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 4<br />
|recovery = 10<br />
}}<br />
Aside from a slight damage boost, this move is virtually the same as the NM version. Useful for opening the opponent up during mixups.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGACR Move Card<br />
|input=2S[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 6<br />
|recovery = 18<br />
}}<br />
A fantastic anti-air. Despite being 50% slower than NM {{clr|3|2S}}, it makes up for having ludicrous hitboxes and range. When done preemptively, this will hard punish most jump-ins. Great reward on CH. On block , you get a gimmicky high/low mixup with {{clr|5|5D}} and {{clr|5|2D}}, but going for {{clr|5|2D}} into rekkas is usually preferred.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGACR Move Card<br />
|input=2H[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 14<br />
|recovery = 6<br />
|frcStart = 20<br />
|frcEnd = 22<br />
}}<br />
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.<br />
<br />
Being slightly airborne before going active means ABA is throw-invuln during this window, so you can use this as a nice meaty button. To top it off, MM {{clr|4|2H}} also has an FRC point just as the axe touches the ground for the 2nd hit, which is excellent for applying baits or pressure. Insane.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|3|2S}}<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGACR Move Card<br />
|input=2D[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 2<br />
|recovery = 23<br />
}}<br />
In Morohaville, {{clr|5|2D}}'s range grows from standard to absurd. Near the corner, you can confirm into rekka loops (except on Axl, Baiken, Bridget, Millia, and May). At max range, you can use it to bait reversals, and include a hitstop OS with rekkas. It will convert on hit, but you'll be safe on whiff, as long as you space it properly.<br />
<br />
Notably, on CH or against light characters, you can combo this into GM activation, leading to a nice damaging combo with knockdown and oki.<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGACR Move Card<br />
|input=j.P[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 14<br />
}}<br />
Mostly identical to NM version, but you can now chain it on block to the improved MM {{clr|4|j.H}} to keep pressuring the opponent from air to ground.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGACR Move Card<br />
|input=j.K[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 8<br />
|recovery = 12<br />
}}<br />
Being 1f faster in Moroha mode means this move works rather nicely as a rising air-to-air now, even though {{clr|3|2S}} still yields far better rewards on CH. You will mostly use this move in tandem with her fuzzy high/low mixup along with {{clr|3|j.S}}.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGACR Move Card<br />
|input=j.S[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 5<br />
|recovery = 12<br />
}}<br />
Excellent air-to-air. Slightly slower in comparison to NM {{clr|3|j.S}}, but has much better range, damage, and attack level. Crucial for her fuzzy high/low mixups.<br />
<br />
Your standard setup for fuzzies is [{{clr|3|j.S}} > d{{clr|3|j.S}} > falling {{clr|4|j.H}} > land] into more combos. These lead to BIG damage, upwards of 300+ depending on guard bar and available tension. Since it combos to {{clr|1|j.P}} or {{clr|2|j.K}}, you can fuzzy guard by doing [{{clr|3|j.S}} > {{clr|2|j.K}}] or [{{clr|3|j.S}} > {{clr|1|j.P}}]. The latter isn't as useful since the hitstun on {{clr|1|j.P}} is subpar, but the reward from {{clr|3|j.S}} > {{clr|2|j.K}} is superb. Knock an opponent down in the corner do [running {{clr|3|j.S}} > {{clr|2|j.K}} > d{{clr|3|j.S}} > {{clr|4|j.H}}]. Done properly, this is airtight, and if the opponent blocks low at any point, they're getting fuzzied. Other options include land > throw after the fuzzy, or do more {{clr|1|j.P}}s.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGACR Move Card<br />
|input=j.H[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 6<br />
|recovery = 20<br />
}}<br />
ABA's notorious air normal. Aside from gaining huge hitboxes in Moroha, {{clr|4|j.H}} also tucks her hurtbox upwards, making it great not just for air-to-air interactions, but also for jump-ins, especially crossups. The built-in OS with airthrow doesn't do your opponents any favors either, so don't hesitate throwing this out in neutral.<br />
<br />
On CH, you can easily confirm it into a short KD combo or ludicrous damage, despite its prorate. On normal hit/block from IAD height, you can link it to {{clr|1|5P}}, which easily leads to your ground strings. People hate this move.<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGACR Move Card<br />
|input=j.D[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 4<br />
|recovery = 13<br />
|specialRecovery = 5<br />
}}<br />
Faster and more far-reaching than NM version, so {{clr|5|j.D}} can occasionally be used as a CH fishing move in neutral, as you have higher rewards in Moroha. This move is also a key ingredient in A.B.A.’s Orb loop. Otherwise, there are better air-to-air options.<br />
}}<br />
<br />
===<big>Universal Mechanics</big>===<br />
----<br />
===<big>Ground Throw</big>===<br />
{{GGACR Move Card<br />
|input=Ground Throw[m]<br />
|description=<br />
Moroha and Goku Moroha version slams into a ground bounce on hit. Standard range, but easily leads into a lot of damage, especially with a raised Guard Bar. Tick throw with any fast normals ({{clr|1|5P}}, {{clr|1|2P}}, {{clr|2|2K}}) or after vacuuming them in with {{clr|4|5H}}. A crucial part of A.B.A's offensive gameplan.<br />
<br />
{{clr|4|6H}} sends the opponent backward while {{clr|4|4H}} sends them forward. Can be OSed with {{clr|2|5K}} or {{clr|3|c.S}}, but even {{clr|4|5H}} and {{clr|4|6H}} are surprisingly good at catching jump-outs and backdashes, though are much slower.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGACR Move Card<br />
|input=Air Throw[m]<br />
|description=<br />
Identical to NM version. As usual, (dash) keygrab is possible if you airthrow them close to the ground, for a burst safe mode switch.<br />
}}<br />
<br />
===<big>Dead Angle Attack</big>===<br />
{{GGACR Move Card<br />
|input=DAA[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 2<br />
|inactive2 = 2<br />
|active3 = 2<br />
|recovery = 20<br />
}}<br />
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.<br />
}}<br />
<br />
===<big>Special Moves</big>===<br />
----<br />
===<big>Deletion</big>===<br />
{{InputBadge|{{clr|3|236S}}}}<br />
{{GGACR Move Card<br />
|input=236S[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 2<br />
|recovery = 17<br />
}}<br />
The start of ABA's rekkas. Having better hitboxes and startup, along with the forward momentum boost before its active frames, Moroha {{clr|3|236S}} is a rather nice poke you often can throw out in neutral that's difficult to low profile. It's unsafe, but its long range and decent pushback make it safe-ish from afar.<br />
}}<br />
<br />
===<big>Ruin</big>===<br />
{{InputBadge|{{clr|3|236S}} > {{clr|3|46S}}}}<br />
{{GGACR Move Card<br />
|input=236S > 46S[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 3<br />
|recovery = 19<br />
}}<br />
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.<br />
<br />
You can also immediately cancel it to GM activation {{clr|3|6321463214S}}, with 50 meter. Notably, you can do a short combo [xxx > 2nd rekka > keygrab x2] to refresh her Moroha gauge, thanks to its stagger effect on ground hit.<br />
}}<br />
<br />
===<big>Condemnation</big>===<br />
{{InputBadge|{{clr|3|46S}} > {{clr|3|63214S}}}}<br />
{{GGACR Move Card<br />
|input=236S > 46S > 63214S[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 3<br />
|recovery = 28<br />
|frcStart = 14<br />
|frcEnd = 15<br />
}}<br />
The last part of her rekkas. In Moroha, it gain even more groundslide time, which allows you to do rekka loops [xx > {{clr|5|2D}} > 1st rekka > 2nd rekka > delayed 3rd rekka] x 2/3. Still pretty unsafe on block, but the opponent still has to respect it due to its FRC point, as well as the fact you can activate GM as late as possible. <br />
}}<br />
<br />
===<big>Bonding</big>===<br />
{{InputBadge|{{clr|4|63214H}} (Air OK)}}<br />
{{GGACR Move Card<br />
|input=63214H[m],j.63214H[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 12<br />
|recovery = 30<br />
}}<br />
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.<br />
<br />
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.<br />
*On block, can cancel to {{MMC|input=6321463214S|label=Altercation}}, or be RC'd.<br />
}}<br />
<br />
===<big>Engorgement</big>===<br />
{{InputBadge|{{clr|4|421H}}}}<br />
{{GGACR Move Card<br />
|input=421H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 21<br />
|active = 11<br />
|recovery = 14<br />
}}<br />
Headbutt, aka butt. ABA hops forward along with Paracelsus. Works well as a combo ender, and is a staple of Butt loops. Its long active time can make it safe when it makes contact late, but otherwise it doesn't see much use in neutral. With meter, you can RC on hit or block to double jump or airdash afterwards.<br />
}}<br />
<br />
===<big>Judgment</big>===<br />
{{InputBadge|{{clr|4|623H}}}}<br />
{{GGACR Move Card<br />
|input=623H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 18<br />
|active = 6<br />
|inactive2 = 20<br />
|active3 = 3<br />
|recovery = 25<br />
}}<br />
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!<br />
<br />
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.<br />
<br />
As Danzai is a special move, it is also cancellable to GM activation (with 50 meter), making it a particularly dangerous offensive option.<br />
}}<br />
<br />
===<big>Displacement</big>===<br />
{{InputBadge|{{clr|1|63214P}}}}<br />
{{GGACR Move Card<br />
|input=63214P[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 40<br />
|frcStart = 10<br />
|frcEnd = 13<br />
}}<br />
Bloodpack exit. Spends one pack to return to Normal Mode and restore 120% of self-inflicted damage. Has an FRC point to make recovery less punishable.<br />
}}<br />
<br />
===<big>Blunder</big>===<br />
{{InputBadge|{{clr|2|41236K}}\{{clr|3|46S}} > {{clr|2|236K}}}}<br />
{{GGACR Move Card<br />
|input=41236K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 28<br />
|active = 1<br />
|recovery = 29<br />
}}<br />
Flipkick. Throw/low invincible overhead/pseudo-unblockable (can be air blocked) which ground bounces on hit and staggers the opponent on standing block. Most commonly used in tandem with {{MMC|input=236D[m]|label=FB Bloodball}} for an expensive but very powerful unblockable setup into {{MMC|input=6321463214S|label=Goku Moroha}}<br />
}}<br />
<br />
===<big>Eradication</big>===<br />
{{InputBadge|{{clr|3|j.41236S}}}}<br />
{{GGACR Move Card<br />
|input=j.41236S<br />
|description=<br />
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.<br />
<br />
You can also use this move low to the ground as a meaty to bait wake-up throw attempts. Moreover, it's possible for both orbs to touch the opponent on oki situations, which will hurt a LOT on hit, though this is usually not reversal safe. Has an FRC point to remain safe, though, just as A.B.A. begins to tuck her outstretched leg back in, right when the orbs become active. Dash jump at downed opponent > orbs (FRC) on top of them > {{clr|2|2K}}, {{clr|5|5D}}, etc. to begin pressure.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Suka Motion</big>===<br />
{{InputBadge|Moroha Gauge reaches 0}}<br />
{{GGACR Move Card<br />
|input=Suka Motion<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 52<br />
}}<br />
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.<br />
<br />
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:<br />
# Is in the middle of an attack animation<br />
# Follows regular Moroha's gatling rules (you will not be able to do gatlings that are only possible in Goku Moroha)<br />
# 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)<br />
<br />
If your Moroha gauge runs out mid-combo/blockstring, you can end it quickly with keygrab, bloodpack exit, or activate GM to recover safely.<br />
}}<br />
<br />
===<big>Force Breaks</big>===<br />
----<br />
===<big>FB Avoidance</big>===<br />
{{InputBadge|{{clr|5|236D}}}}<br />
{{GGACR Move Card<br />
|input=236D[m]<br />
|description=<br />
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. <br><br />
<br />
The multihit part of the projectile has a weird property where the gap will always be the same, ignoring hitstop when it hits. This means against Jam's parry and SB the projectile will still lock them in hitstop preventing them from even using a reversal option. <br />
}}<br />
<br />
===<big>FB Judgment</big>===<br />
{{InputBadge|{{clr|5|623D}}}}<br />
{{GGACR Move Card<br />
|input=623D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 18<br />
|active = 6<br />
|inactive2 = 20<br />
|active3 = 3<br />
|recovery = 25<br />
}}<br />
FB Danzai launches higher on hit and gets hyper armor for the upswing till Christmas, plowing through pretty much anything as long as you still have life left. Obscene.<br />
}}<br />
<br />
===<big>Overdrives</big>===<br />
----<br />
===<big>Evidence: Destruction</big>===<br />
{{InputBadge|{{clr|1|j.632146P}}}}<br />
{{GGACR Move Card<br />
|input=j.632146P[m],j.632146P > 214K<br />
|description=<br />
No longer hits overhead, but now allows you to follow up with additional hits by inputting {{clr|2|j.214K}} for some extra damage. Its usage is identical to NM version, though, and there's an even better super you can do in Moroha mode for which you should really save up meter.<br />
----<br />
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.<br />
}}<br />
<br />
===<big>Altercation</big>===<br />
{{InputBadge|{{clr|3|6321463214S}}}}<br />
{{GGACR Move Card<br />
|input=6321463214S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 3<br />
|recovery = 13<br />
}}<br />
Your win condition. Provided you have one bloodpack and enough meter, ABA performs an aggressive mode switch attack with hitboxes completely surrounding her, then switches her to '''Goku Moroha''' mode, replenishing her Moroha gauge and turning it blue in the process. It's invulnerable from frames 1-15, staggers on ground hit, wallbounces or knocks down on air hit, and cannot be interrupted. You can cancel into this super from '''anything''' grounded (normals/specials, except {{MMC|input=421H|label=Engorgement}}), rendering Moroha ABA a constant threat whenever she has 50 meter.<br />
<br />
In this state, ABA gains a tremendous speed boost for both her movement and her attacks, double airdash, jump cancels for most of her normals, extra FRC points for many of her specials along with wider FRC windows, and extra properties for some of her moves. But most importantly, her gatling limitations are removed, as she can now cancel any normal into anything, as well as reverse cancel them (i.e. {{clr|1|6P}} > {{clr|4|5H}} > {{clr|1|6P}} > {{clr|4|5H}} > etc). Let them know fear.<br />
<br />
Do note that in GM, ABA also inflicts more self-damage on hit/block, so make sure to not overextend in pressure.<br />
}}<br />
<br />
<!--------------------- GOKU MOROHA MODE ---------------------------------><br />
</div><br />
<div id="movelist-3" class="movelist"><br />
<br />
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.<br />
<br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGACR Move Card<br />
|input=5P[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 2<br />
|recovery = 6<br />
}}<br />
{{clr|1|5P}} reaches its full potential in Goku Moroha mode thanks to its unrestricted gatling routes, allowing you to whiff cancel this move from virtually any other normal on block to remain completely safe. For instance, you can do xx > {{clr|3|f.S}} > {{clr|1|5P}} > whiff cancel {{clr|3|f.S}} > {{clr|1|5P}} > whiff cancel etc, which is an airtight blockstring if done correctly. On block, you can mix the opponent up with tick throws, or extend your pressure into {{clr|3|S}} or {{clr|4|H}} normals for frame traps/remaining plus.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal, including itself)<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGACR Move Card<br />
|input=5K[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 5<br />
|recovery = 4<br />
}}<br />
With the general GM gatling and speed buffs, this move becomes far more useful as a pressure extender and a safe-ish frame trap that can be DAA/burst-safe, while still being plus on block.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal, including itself)<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGACR Move Card<br />
|input=c.S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 3<br />
|recovery = 9<br />
}}<br />
Multipurpose normal. Good for throw OSes at 7 frames, amazing for pressure due to being +5 on block, jump cancels for IAD pressure, gatlings to lows with {{clr|2|2K}} and {{clr|5|2D}} and overheads with {{MMC|chara=A.B.A|input = 41236K[gm]|label = flipkick}} and {{clr|5|5D}}. Great for reverse gatlings to create burst safe routing from any hit and provide stability without sacrificing damage. From further out some gatlings may go into {{MMC|chara=A.B.A|input = f.S[gm]|label = f.S}} so be prepared to adjust combos on the fly in case of that. Can occasionally be used as a proximity anti-air due to its speed but is occasionally prone to trading due to a larger upward hurtbox than {{MMC|chara=A.B.A|input = 2S[gm]|label = 2S}}. Trades are usually in your favor but shouldn't be overly relied upon<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGACR Move Card<br />
|input=f.S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 2<br />
|inactive2 = 2<br />
|active3 = 2<br />
|recovery = 12<br />
}}<br />
A 7F-startup normal that is completely disjointed for the first hit, is +3 on its own, and ALSO jump-cancellable, this move retains all of what makes MM {{clr|3|f.S}} good, combined with all the juicy GM buffs ABA receives. Your party starter.<br />
<br />
On hit/block, it leads nicely to {{clr|4|5H}}, which you can reverse chain back into {{clr|3|f.S}} again, or go for a pressure reset with {{clr|1|5P}} whiff cancels.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal except {{clr|3|c.S}})<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGACR Move Card<br />
|input=5H[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 4<br />
|inactive2 = 4<br />
|active3 = 2<br />
|recovery = 11<br />
}}<br />
While still a tad slow at 11 frames, Goku Moroha {{clr|4|5H}} is still a fantastic and multipurpose normal. Still serves its purpose well as a poke and counterpoke, particularly due to its ability to {{keyword|rebeat}} into {{clr|1|5P}} on block to create huge frame advantage from far away, or if it counterhits avoid the 2nd hit undoing your stagger and allowing you to dash up and continue your combo. Also gains natural frame advantage on block due to the marginally shorter recovery<br />
<br />
There is a gap between {{clr|4|5H}} 2nd hit and the first hit of {{clr|4|2H}} on block that can be reversaled through, but is unthrowable on normal block. 3 frame normals such as Sol and Order-Sols {{clr|2|5K}} or A.B.As {{clr|1|5P}} will beat this. 4 frame normals will trade with the second hit but will leave A.B.A at enough advantage for her to be able to combo dash {{clr|3|c.S}}. {{clr|4|5H}} 1st hit to {{clr|4|2H}} is gapless unless IBed<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===<br />
{{GGACR Move Card<br />
|input=5D[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 22<br />
|active = 4<br />
|recovery = 15<br />
}}<br />
Another two frames shaved off the startup puts Goku {{clr|5|5D}} at the second fastest dust in the game after {{Character Label|GGACR|Sol}} Dragon Install 5D. Still decently safe, leads to impossible dust on normal hit, and extremely good when used on an opponent with high risc to cash out on damage. Even unoptimized 5D combos with high risc are liable to do an excess of 50%. Faster than her other overhead in Goku but a bit more situational. Still good to keep your opponent from trying to block everything<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGACR Move Card<br />
|input=6P[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 2<br />
|active2 = 3<br />
|recovery = 12<br />
}}<br />
In Moroha mode, its hitbox is a little altered since Paracelsus' head changes shape, but functions the same as NM's. On block, you can now cancel it to {{clr|4|6H}} to reset or end pressure.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGACR Move Card<br />
|input=6H[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 7<br />
|active2 = 7<br />
|recovery = 24<br />
}}<br />
No longer a slow CH stun fishing move in Moroha, {{clr|4|6H}} now hits twice, gains jump cancels, sports exceptional range, cranks the guardbar nicely, and hurts a lot more. The fact that you can jump cancel this means that on block, you get to do some gimmicky pressure resets via {{clr|4|6H}} (1) > IAD {{clr|4|j.H}}. Alternatively, you can just do {{clr|3|236S}} to end pressure more safely.<br />
<br />
On its own, this move mostly sees use against people trying to backdash her oki on wakeup in the corner, or those trying to low profile {{clr|3|f.S}} or {{clr|4|5H}} from far away. If you managed to land a hit from max range, rekkas or butt ({{clr|4|421H}}, air hit only) are your only meterless options.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGACR Move Card<br />
|input=2P[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 2<br />
|recovery = 6<br />
}}<br />
Mostly identical to NM version, though thanks to the speed boost ABA gains in Moroha, you can dash in and use this to pressure the opponent or just tick throw them.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal, including itself)<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGACR Move Card<br />
|input=2K[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 10<br />
}}<br />
Aside from a slight damage boost, this move is virtually the same as the NM version. Useful for opening the opponent up during mixups.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGACR Move Card<br />
|input=2S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 6<br />
|recovery = 9<br />
}}<br />
Goku 2S loses 3 frames of startup and half its recovery compared to {{MMC|chara=A.B.A|input = 2S[m]|label = Moroha 2S}} putting this at just a frame slower than {{MMC|chara=A.B.A|input = 2S|label = Normal 2S}}, and with significantly less risk associated with whiffing this move. It also gains a self gatling, though this is rarely used compared to its special cancels and reverse gatlings into all of her other normals<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal, including itself)<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGACR Move Card<br />
|input=2H[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 3<br />
|active2= 11<br />
|recovery = 6<br />
|frcStart = 20<br />
|frcEnd = 22<br />
}}<br />
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.<br />
<br />
Being slightly airborne before going active means ABA is throw-invuln during this window, so you can use this as a nice meaty button. To top it off, MM {{clr|4|2H}} also has an FRC point just as the axe touches the ground for the 2nd hit, which is excellent for applying baits or pressure. Insane.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGACR Move Card<br />
|input=2D[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 2<br />
|recovery = 23<br />
}}<br />
In Morohaville, {{clr|5|2D}}'s range grows from standard to absurd. Near the corner, you can confirm into rekka loops (except on Axl, Baiken, Bridget, Millia, and May). At max range, you can use it to bait reversals, and include a hitstop OS with rekkas. It will convert on hit, but you'll be safe on whiff, as long as you space it properly. In Goku can start pressure from halfscreen with 5P whiff rebeat pressure in order to give yourself better frame advantage on block. Against certain characters (Potemkin, Robo-Ky, Anji, Testament and Johnny) 2D->whiff 5P->f.S is a link that allows you to confirm into rekkas from max range on hit and is + enough on block for f.S to be a true blockstring<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGACR Move Card<br />
|input=j.P[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 4<br />
|recovery = 4<br />
}}<br />
1 frame faster than the NM or MM version puts this at the fastest air-to-air in the game tied with Order-Sol, Justice, Jam and Millia<br />
*Speed makes it impossible to IB>Throw when self gatlinged<br />
*Very disjointed. Difficult to contest due to the speed and hitbox<br />
*Very strong as a guts crush due to the self gatling. Good for closing out rounds<br />
*Gatlings to every air normal she has for easy air-to-air confirms<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal, including itself)<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGACR Move Card<br />
|input=j.K[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 8<br />
|recovery = 12<br />
}}<br />
Being 1f faster in Moroha mode means this move works rather nicely as a rising air-to-air now, even though {{clr|3|2S}} still yields far better rewards on CH. You will mostly use this move in tandem with her fuzzy high/low mixup along with {{clr|3|j.S}}.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal, including itself)<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGACR Move Card<br />
|input=j.S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 4<br />
|recovery = 2<br />
}}<br />
Excellent air-to-air. Slightly slower in comparison to NM {{clr|3|j.S}}, but has much better range, damage, and attack level. Crucial for her fuzzy high/low mixups.<br />
<br />
Your standard setup for fuzzies is [{{clr|3|j.S}} > d{{clr|3|j.S}} > falling {{clr|4|j.H}} > land] into more combos. These lead to BIG damage, upwards of 300+ depending on guard bar and available tension. Since it combos to {{clr|1|j.P}} or {{clr|2|j.K}}, you can fuzzy guard by doing [{{clr|3|j.S}} > {{clr|2|j.K}}] or [{{clr|3|j.S}} > {{clr|1|j.P}}]. The latter isn't as useful since the hitstun on {{clr|1|j.P}} is subpar, but the reward from {{clr|3|j.S}} > {{clr|2|j.K}} is superb. Knock an opponent down in the corner do [running {{clr|3|j.S}} > {{clr|2|j.K}} > d{{clr|3|j.S}} > {{clr|4|j.H}}]. Done properly, this is airtight, and if the opponent blocks low at any point, they're getting fuzzied. Other options include land > throw after the fuzzy, or do more {{clr|1|j.P}}s.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGACR Move Card<br />
|input=j.H[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 6<br />
|recovery = 20<br />
}}<br />
ABA's notorious air normal. Aside from gaining huge hitboxes in Moroha, {{clr|4|j.H}} also tucks her hurtbox upwards, making it great not just for air-to-air interactions, but also for jump-ins, especially crossups. The built-in OS with airthrow doesn't do your opponents any favors either, so don't hesitate throwing this out in neutral.<br />
<br />
On CH, you can easily confirm it into a short KD combo or ludicrous damage, despite its prorate. On normal hit/block from IAD height, you can link it to {{clr|1|5P}}, which easily leads to your ground strings. People hate this move.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGACR Move Card<br />
|input=j.D[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 4<br />
|recovery = 10<br />
|specialRecovery = 5<br />
}}<br />
Significantly faster than the other versions of j.D at 7 frames makes this a very nice air-to-air addition for ABA that's significantly rewarding on counter hit due to the wallbounce. Bear in mind that unlike her other air normals this cannot reverse gatling to other jump normals, but a cancel into {{MMC|chara=A.B.A|input = j.41236S[gm]|label = Orb}} with the FRC will generally keep you safe if your opponent blocks this<br />
}}<br />
<br />
===<big>Universal Mechanics</big>===<br />
----<br />
===<big>Ground Throw</big>===<br />
{{GGACR Move Card<br />
|input=Ground Throw[m]<br />
|description=<br />
Moroha and Goku Moroha version slams into a ground bounce on hit. Standard range, but easily leads into a lot of damage, especially with a raised Guard Bar. Tick throw with any fast normals ({{clr|1|5P}}, {{clr|1|2P}}, {{clr|2|2K}}) or after vacuuming them in with {{clr|4|5H}}. <br />
<br />
{{clr|4|6H}} sends the opponent backward while {{clr|4|4H}} sends them forward. Best OSed with either {{clr|2|5K}} or {{clr|3|c.S}} unless keeping the corner is necessary<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGACR Move Card<br />
|input=Air Throw[m]<br />
|description=<br />
Identical to NM version. As usual, (dash) keygrab is possible if you airthrow them close to the ground, for a burst safe mode switch.<br />
}}<br />
<br />
===<big>Dead Angle Attack</big>===<br />
{{GGACR Move Card<br />
|input=DAA[m]<br />
|description=<br />
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.<br />
}}<br />
<br />
===<big>Special Moves</big>===<br />
----<br />
===<big>Deletion</big>===<br />
{{InputBadge|{{clr|3|236S}}}}<br />
{{GGACR Move Card<br />
|input=236S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 2<br />
|recovery = 17<br />
|frcStart = 10<br />
|frcEnd = 13<br />
}}<br />
The start of ABA's rekkas. Having better hitboxes and startup, along with the forward momentum boost before its active frames, Moroha {{clr|3|236S}} is a rather nice poke you often can throw out in neutral that's difficult to low profile. It's unsafe, but its long range and decent pushback make it safe-ish from afar.<br />
}}<br />
<br />
===<big>Ruin</big>===<br />
{{InputBadge|{{clr|3|236S}} > {{clr|3|46S}}}}<br />
{{GGACR Move Card<br />
|input=236S > 46S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 3<br />
|recovery = 19<br />
|frcStart = 5<br />
|frcEnd = 8<br />
}}<br />
Largely identical to the Moroha version aside from the FRC point added just before the attack hits which can be used to OS whiffs or extend juggles and ground combos that would otherwise be difficult or impossible to extend. Less used due to her better combo options in Goku but still a vital part of Rekka loops in the corner, and can still refresh moroha due to the stagger effect on the 2nd hit allowing a combo into {{MMC|chara=A.B.A|input = 63214H|label = Keygrab}}<br />
}}<br />
<br />
===<big>Condemnation</big>===<br />
{{InputBadge|{{clr|3|46S}} > {{clr|3|63214S}}}}<br />
{{GGACR Move Card<br />
|input=236S > 46S > 63214S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 3<br />
|recovery = 23<br />
|frcStart = 14<br />
|frcEnd = 17<br />
}}<br />
Gains even more groundslide time in Goku Moroha, allowing for up to 4(!) reps of Rekka loops in the corner against most characters that Rekka loops work on. The FRC point is also wider and it has less recovery in general, but is still rather unsafe on block. Generally less favored than butt loops due to lower damage but still builds a lot of meter for A.B.A and gives her conversions from a lot of ranges<br />
}}<br />
<br />
===<big>Bonding</big>===<br />
{{InputBadge|{{clr|4|63214H}} (Air OK)}}<br />
{{GGACR Move Card<br />
|input=63214H[m],j.63214H[m]<br />
|description=<br />
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.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Engorgement</big>===<br />
{{InputBadge|{{clr|4|421H}}}}<br />
{{GGACR Move Card<br />
|input=421H[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 20<br />
|active = 11<br />
|recovery = 10<br />
}}<br />
Essential combo tool in Goku Moroha, leads to many of your max damage routes due to the jump cancel this move gains during Goku Moroha. Doing this move into 412369S will give you an auto-timed TK {{MMC|chara=A.B.A|input = j.41236S[gm]|label = Orb}} that will land both hits on most characters and gives easy extensions due to the widened FRC on Goku Orbs. Also useful for meterless extensions midscreen with the jump cancel, and gives you access to enormous damage and conversions that otherwise wouldn't be possible<br />
}}<br />
<br />
===<big>Judgment</big>===<br />
{{InputBadge|{{clr|4|623H}}}}<br />
{{GGACR Move Card<br />
|input=623H[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 4<br />
|inactive2 = 14<br />
|active3 = 2<br />
|recovery = 21<br />
|frcStart = 12<br />
|frcEnd = 14<br />
}}<br />
Danzai becomes even better in Goku Moroha, as it becomes a whopping 6 frames faster, with a shorter gap between the hits and less recovery, making it better for anti-airing, defense and generally just pestering your opponent with enormous armored hitboxes. Best of all, in Goku it gains an FRC point just as the first hit connects, which can make your opponent guess as to whether you'll let it rip or FRC it on block to get free plus frames to continue your pressure with, as well as allowing you to bypass the 2nd hits heavy forced proration for the cost of 25 meter. The FRC can also be done on whiff, potentially saving you from a whiffed danzai<br />
}}<br />
<br />
===<big>Displacement</big>===<br />
{{InputBadge|{{clr|1|63214P}}}}<br />
{{GGACR Move Card<br />
|input=63214P[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 40<br />
|frcStart = 10<br />
|frcEnd = 13<br />
}}<br />
Bloodpack exit. Spends one pack to return to Normal Mode and restore 120% of self-inflicted damage. Has an FRC point to make recovery less punishable.<br />
}}<br />
<br />
===<big>Blunder</big>===<br />
{{InputBadge|{{clr|2|41236K}}\{{clr|3|46S}} > {{clr|2|236K}}}}<br />
{{GGACR Move Card<br />
|input=41236K[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 28<br />
|active = 1<br />
|recovery = 19<br />
|frcStart = 28<br />
|frcEnd = 30<br />
}}<br />
Flipkick. Throw/low invincible overhead/pseudo-unblockable (can be air blocked) which ground bounces on hit and staggers the opponent on standing block. Has significantly less recovery than regular flipkick making combos out of it on both hit and block much more standard. Gains an FRC point in Goku point which can be used to safely bait things that would normally beat her unblockable setups like a {{keyword|Dead Angle}}, backdash, certain {{keyword|dragon punch}}es or low profile moves like {{MMC|chara=Sol Badguy|input=214S|label=Grand Viper}}<br />
}}<br />
<br />
===<big>Eradication</big>===<br />
{{InputBadge|{{clr|3|j.41236S}}}}<br />
{{GGACR Move Card<br />
|input=j.41236S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 6<br />
|active2 = 5<br />
|specialRecovery = 12<br />
|frcStart = 15<br />
|frcEnd = 18<br />
}}<br />
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.<br />
<br />
You can also use this move low to the ground as a meaty to bait wake-up throw attempts. Moreover, it's possible for both orbs to touch the opponent on oki situations, which will hurt a LOT on hit, though this is usually not reversal safe. Has an FRC point to remain safe, though, just as A.B.A. begins to tuck her outstretched leg back in, right when the orbs become active. Dash jump at downed opponent > orbs (FRC) on top of them > {{clr|2|2K}}, {{clr|5|5D}}, etc. to begin pressure.<br />
}}<br />
<br />
===<big>Suka Motion</big>===<br />
{{InputBadge|Moroha Gauge reaches 0}}<br />
{{GGACR Move Card<br />
|input=Suka Motion<br />
|description=<br />
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.<br />
<br />
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:<br />
# Is in the middle of an attack animation<br />
# Follows regular Moroha's gatling rules (you will not be able to do gatlings that are only possible in Goku Moroha)<br />
# 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)<br />
<br />
If your Moroha gauge runs out mid-combo/blockstring, you can end it quickly with keygrab or bloodpack exit to recover safely.<br />
}}<br />
<br />
===<big>Force Breaks</big>===<br />
----<br />
===<big>FB Avoidance</big>===<br />
{{InputBadge|{{clr|5|236D}}}}<br />
{{GGACR Move Card<br />
|input=236D[m]<br />
|description=<br />
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.<br><br />
<br />
The multihit part of the projectile has a weird property where the gap will always be the same, ignoring hitstop when it hits. This means that against Jam's parry and SB the projectile will still lock them in hitstop preventing them from even using a reversal option. <br />
}}<br />
<br />
===<big>FB Judgment</big>===<br />
{{InputBadge|{{clr|5|623D}}}}<br />
{{GGACR Move Card<br />
|input=623D[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 4<br />
|inactive2 = 14<br />
|active3 = 2<br />
|recovery = 21<br />
|frcStart = 12<br />
|frcEnd = 14<br />
}}<br />
Everything good about regular FB Danzai becomes better in Goku due to the faster startup allowing you to more easily blow through and punish things. Coupled with the FRC point that's identical to meterless Goku Danzai gives ABA a disgustingly powerful callout tool at the cost of 50 meter, that on block is completely safe and on hit gives her an unscaled launcher. Everything you could want in a special and then some<br />
}}<br />
<br />
===<big>Overdrives</big>===<br />
----<br />
===<big>Evidence: Destruction</big>===<br />
{{InputBadge|{{clr|1|j.632146P}}}}<br />
{{GGACR Move Card<br />
|input=j.632146P[m],j.632146P > 214K<br />
|description=<br />
No longer hits overhead, but now allows you to follow up with additional hits by inputting {{clr|2|j.214K}} for some extra damage. Its usage is identical to NM version, though, and there's an even better super you can do in Moroha mode for which you should really save up meter.<br />
----<br />
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.<br />
}}<br />
<!--------------------- END DON'T MESS WITH ME ---------------------------------><br />
</div><br />
<br />
==Instant Kill==<br />
===<big>Darkness of Ignorance</big>===<br />
{{InputBadge|During IK Mode: {{clr|4|236236H}}}}<br />
{{GGACR Move Card<br />
|input=236236H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 36<br />
|active = 5<br />
|recovery = 40<br />
}}<br />
Standard IK. Rather useful after CH NM {{clr|4|6H}} punish attempts.<br />
}}<br />
<br />
==Colors==<br />
{{GGACRColors|Character=A.B.A}}<br />
<br />
==Navigation==<br />
{{notice|To edit frame data, edit values in [[GGACR/A.B.A/Data]].}}<br />
{{#lst:GGACR/Navigation}}<br />
[[Category:Guilty Gear XX Accent Core + R]]<br />
[[Category:A.B.A]]<br />
[[Category:Unga]]</div>Sobosswagnerhttps://www.dustloop.com/wiki/index.php?title=GGACR/A.B.A&diff=375063GGACR/A.B.A2023-02-16T02:18:05Z<p>Sobosswagner: /* Blunder */ Redid description</p>
<hr />
<div>==Overview==<br />
{{Overview/navigation|okizeme=yes}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content= 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 {{MMC|input=236P|label=Dragging}}. By landing her command throw/hitgrab {{MMC|input=63214H|label=Bonding}}, or spending resources to perform {{MMC|input=63214P|label=Injecting}}, 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, {{MMC|input=6321463214S|label=Altercation}}, 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.<br />
<br />
This comes at a cost, however. In Moroha and Goku Moroha mode, A.B.A's attacks will drain her own health whenever make contact with an opponent, whether that's a hit or block. She also has an active meter which will slowly drain towards empty, and will lose about 30% every time she is knocked down and goes into a wakeup animation. When the meter empties, she forcefully reverts back into NM with {{MMC|input=Suka Motion}}, a lengthy stance that makes her susceptible to eating a full combo or 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.<br />
<br />
A.B.A is best for players who love to balance risk against reward. Learn to love her double-edged playstyle. <br />
}}<br />
{{GGACR/Infobox}}<br />
{{ProsAndCons<br />
|intro= puts a strong emphasis on risk/reward by managing her slow, yet versatile, "Normal" Mode and her two incredibly oppressive, but life draining, "Moroha" and "Goku Moroha" Modes.<br />
|pros=<br />
* '''Strong Anti-airs:''' A.B.A has access to powerful anti-airs in all 3 forms that can all lead to great damage, corner carry and knockdowns on hit, as well as cover a variety of aerial approach options that can force opponents to approach more carefully or simply stay grounded<br />
* '''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.<br />
* '''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.<br />
* '''Tanky:''' Despite her health drain mechanic in her installs, A.B.A's high defense modifier and stun resist allows her to survive longer than average. Additionally her ability to self heal when exiting Moroha with {{MMC|input=63214P[m]|label=Bloodpack}}, {{MMC|input=63214H|label=Keygrab}}, or when activating {{MMC|input=6321463214S|label=Goku Moroha}} can help to alleviate much of the health lost during her installs<br />
* '''Snowball Potential:''' Even in Normal Mode {{MMC|input=236D|label=FB Dragging}} 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. <br />
|cons=<br />
* '''Normal Mode:''' ABA begins every round in Normal Mode, which has somewhat awkward normals, as well as generally poor and committal mobility. ABA often needs to RPS at the start of every round in order to gain access to her stronger tools in Moroha mode<br />
* '''Health drain:''' During both Moroha and Goku Moroha, ABA will constantly take self inflicted damage as she hits the opponent, which can only be healed back by using Bloodpacks, Keygrab or Goku Moroha. Poor management of her health can often lead to sudden deaths by abare<br />
* '''Limited Unique Resource:''' ABA uses her bloodpacks to enter and exit Moroha Mode safely, as well as to enter Goku Moroha, and mismanagement of these can leave her stuck in Normal Mode, or in a disadvantageous position in Moroha Mode with no means of safely escaping it<br />
* '''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.<br />
}}<br />
</div><br />
<br />
==Unique Mechanics==<br />
==={{InvisibleText|Mode Switch}}===<br />
{{card|width=4<br />
|header=Mode Switch<br />
|content=A.B.A starts every round in her Normal mode.<br />
A.B.A can switch to her Moroha mode by either successfully hitting the opponent with Bonding (keygrab) or by using Injecting (bloodpack). While in Moroha mode, all of A.B.A's normals (notably S and H) and specials are significantly changed for the better, but she must manage a constantly depleting unique meter, and she will inflict self damage upon hitting the opponent or making them block. Also, with 50 meter, A.B.A also has access to a heavily-improved version of this mode called Goku Moroha mode.<br />
}}<br />
=={{InvisibleText|Blood Packs}}==<br />
{{card|width=4<br />
|header=Blood Packs [[File:GGACR_ABA_BloodPack.png|24px]]<br />
|content=A.B.A starts each round with a limited resource known as Blood Packs.<br />
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.<br />
}}<br />
=={{InvisibleText|Starter Guide}}==<br />
{{StarterBlurb}}<br />
=={{InvisibleText|Moroha Mode Movement Stat Changes}}==<br />
{{card|width=4<br />
|header=Moroha Mode Movement Stat Changes<br />
|content=<br />
Below is a basic overview of movement stats which change during each of A.B.A's modes. For a full list of movement values, check the [[GGACR/A.B.A/Frame Data#Movement Stats|full frame data page]].<br />
{{#cargo_query:tables=ggacrCharacters<br />
|fields=name=Mode,CONCAT(backdashDuration, "F \(1~", backdashInvulnerability, "F Strike Invuln\)")=Backdash,numberOfAirDashes=Air Dashes,initialDashSpeed=Initial Dash Speed,jumpVXForwards=Forwards Jump Speed,airDashForwardsSpeed=Forwards Air Dash Speed<br />
|where=name in ("A.B.A", "A.B.A (Moroha)", "A.B.A (Goku Moroha)")<br />
|format=table<br />
|order by=Air Dashes, Mode<br />
}}<br />
}}<br />
{{FrameChartKey}}<br />
<br />
==Normal Moves==<br />
<div class="movelist-toggles sticky"><br />
<div id="movelist-toggle-1" class="movelist-toggle-button">[[File:GGACR_ABA_Normal_Icon.png|link=|32x32px]] &nbsp; Normal</div><br />
<div id="movelist-toggle-2" class="movelist-toggle-button">[[File:GGACR_ABA_Moroha_Icon.png|link=]] &nbsp; Moroha</div><br />
<div id="movelist-toggle-3" class="movelist-toggle-button">[[File:GGACR_ABA_Goku_Moroha_Icon.png|link=]] &nbsp; Goku Moroha</div><br />
</div><br />
<div id="movelist-1" class="movelist"><br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGACR Move Card<br />
|input=5P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 2<br />
|recovery = 7<br />
}}<br />
While {{clr|1|5P}} isn't much of a traditional FG jab, it sees good use as a reactionary anti-air/counter-poke, with three frames of head invulnerability. Its speed also helps ABA convert falling {{clr|4|j.H}} at any height into {{clr|5|2D}} > keygrab.<br />
<br />
On block, however, this is where the move really shines, as you have the option to mix them up with a proximity throw keygrab or with a frame trap, using either {{clr|2|5K}}, {{clr|5|2D}} or {{clr|4|6H}}, to prevent jump-outs.<br />
<br />
Whiffs on crouching Faust, Zappa, Kliff, Millia, and Anji (only when in hitstun)<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGACR Move Card<br />
|input=5K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 5<br />
|recovery = 6<br />
}}<br />
A go-to poke, balancing speed and range amongst Normal Mode's overall slow moveset. Being able to self-cancel on hit and staying plus on block very much helps.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|2|5K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGACR Move Card<br />
|input=c.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 3<br />
|recovery = 12<br />
}}<br />
Proximity normal. Rather important for combos leading to keygrab or rekkas.<br />
<br />
Interestingly enough, you can do a reverse gatling cancel on block into {{clr|1|2P}} to remain more plus.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|2P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGACR Move Card<br />
|input=f.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 3<br />
|recovery = 14<br />
}}<br />
Standing low with acceptable speed. Will catch opponents off guard due to how far forward it moves, which makes a great frame trap after {{clr|3|c.S}}.<br />
<br />
Being safe on block means you can try to go for big frame traps like {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, or even an IAD {{clr|4|j.H}} pressure reset.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGACR Move Card<br />
|input=5H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 7<br />
|recovery = 27<br />
}}<br />
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.<br />
<br />
On hit, you can combo into keygrab or rekkas > bloodpack to enter MM. On block, thanks to its great pushback, you can cancel into bloodpack or whiff cancel {{clr|5|2D}} to reset back to neutral. You can also cancel into slide and remain fairly safe as a gimmicky way to stay close to the opponent.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===<br />
{{GGACR Move Card<br />
|input=5D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 25<br />
|active = 4<br />
|recovery = 15<br />
}}<br />
Despite its decent nature, you probably won't use this much since you'll mostly be on the defensive in Normal Mode. If you land it, you should do a short air combo into Keygrab.<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGACR Move Card<br />
|input=6P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 8<br />
|recovery = 10<br />
|offset = 3<br />
|inactive = 5<br />
}}<br />
A relatively fast two-hitting {{clr|1|6P}}. Serves its purpose well enough as a situational AA. You can only combo this into 2S though, aside from jump and special cancels.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|3|2S}}<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGACR Move Card<br />
|input=6H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 18<br />
|active = 9<br />
|recovery = 25<br />
}}<br />
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.<br />
<br />
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 <br />
{{clr|2|236K}} to remain somewhat safer. Don't whiff this.<br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGACR Move Card<br />
|input=2P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 2<br />
|recovery = 6<br />
}}<br />
2F slower than {{clr|1|5P}}, but more far-reaching and plus on block. Standard crouching jab.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGACR Move Card<br />
|input=2K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 4<br />
|recovery = 10<br />
}}<br />
A low poke with OK range. Leads to either rekkas or {{clr|5|2D}} > Keygrab on hit.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|3|c.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGACR Move Card<br />
|input=2S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 6<br />
|recovery = 13<br />
}}<br />
Fantastic hitboxes makes this move a great anti-air that leads to a short air combo ending with keygrab. Moves ABA slightly forward.<br />
<br />
Essentially an air KD on CH, so you often can combo into keygrab from trades.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGACR Move Card<br />
|input=2H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 15<br />
|recovery = 10<br />
|offset = 8<br />
|inactive = 3<br />
}}<br />
1st hit launches the opponent, which leads to easy combos ending with keygrab. Although {{clr|4|2H}} is slow, its hitboxes are rather disjointed, which can stuff things unexpectedly and might win against jump-ins and moves behind her, or trade with them favorably.<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGACR Move Card<br />
|input=2D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 3<br />
|recovery = 15<br />
}}<br />
Pretty typical. You'll usually end ground strings with this into keygrab.<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGACR Move Card<br />
|input=j.P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 14<br />
}}<br />
Excellent fast A2A with a good disjointed hitbox. You can do neutral/forward jump > {{clr|1|j.P}} as rather safe roundstart option. On hit, you can confirm into (JC) {{clr|1|j.P}} > keygrab.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGACR Move Card<br />
|input=j.K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 8<br />
|recovery = 12<br />
}}<br />
Hits directly above ABA, so this attack functions well as a rising anti-air. As it can launch grounded opponents with fairly generous untechable frames, you use this to convert stray IAD strings (i.e. IAD {{clr|3|j.S}} {{clr|1|j.P}} {{clr|2|j.K}}) into a short air combo ending with keygrab. <br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGACR Move Card<br />
|input=j.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 8<br />
|recovery = 11<br />
}}<br />
Pretty safe to just throw this around in neutral. Works well in most situations due to its speed and good hitbox.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|4|j.H}}<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGACR Move Card<br />
|input=j.H<br />
|description=<br />
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.<br />
<br />
Generally safe enough on standing block that you can cancel it to {{clr|1|5P}} to extend your pressure. If IB'd though, you can be punished by DPs or throws, though you can gamble with keygrab as a frametrap. High risk - high reward.<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGACR Move Card<br />
|input=j.D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 16<br />
|active = 4<br />
|recovery = 13<br />
|specialRecovery = 5<br />
}}<br />
Nice horizontal range, but very slow. Works mainly as a preemptive AA. On CH, provided you're close enough to the opponent, you might be able to get a keygrab. Otherwise, just use a bloodpack after hits.<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GGACR Move Card<br />
|input=Ground Throw<br />
|description=<br />
Tosses them away into a knockdown. Your best option after landing a grab is often to (dash) keygrab. Can wallbounce if you're near the corner.<br />
<br />
{{clr|4|6H}} sends the opponent backward while {{clr|4|4H}} sends them forward. Best OSed with either {{clr|2|5K}} or {{clr|3|c.S}} unless keeping the corner is necessary<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGACR Move Card<br />
|input=Air Throw<br />
|description=<br />
Standard airthrow. (Dash) keygrab is possible if you airthrow them close to the ground, for a burst safe mode switch.<br />
}}<br />
<br />
===<big>Dead Angle Attack</big>===<br />
{{GGACR Move Card<br />
|input=DAA<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 7<br />
|recovery = 29<br />
}}<br />
ABA's Dead angle is faster than most dead angles and comes with significantly more invulnerability and knocks down the opponent. However, it's usually a much better use of meter if you can IB > FB slide (see below) their pressure/oki, especially when your back is against the corner.<br />
<br />
On regular hit, you can keygrab out of the knockdown. Oddly enough, this is not possible on CH.<br />
}}<br />
<br />
===<big>Blue Burst</big>===<br />
{{GGACR_Move_Card<br />
|input=D+X<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 6<br />
|recovery = 24<br />
|specialRecovery = 3<br />
}}<br />
A.B.A has a unique Blue Burst. Unlike other characters, her Burst has 2F less startup and 3F shorter recovery. <br />
}}<br />
<br />
==Special Moves==<br />
===<big>Deletion</big>===<br />
{{InputBadge|{{clr|3|236S}}}}<br />
{{GGACR Move Card<br />
|input=236S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 2<br />
|recovery = 17<br />
}}<br />
The start of ABA's rekkas. One of the better hitboxes in NM. Works great as a knockdown tool in case {{clr|5|2D}} > keygrab isn't possible.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Ruin</big>===<br />
{{InputBadge|{{clr|3|236S}} > {{clr|3|46S}}}}<br />
{{GGACR Move Card<br />
|input=236S > 46S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 3<br />
|recovery = 19<br />
}}<br />
2nd part of the rekkas. Staggers on hit, but it’s rather wimpy in Normal Mode and requires an RC to get any sort of advantage. You can also frame trap with this, but can easily be disrespected by almost all reversal options, or just backdash.<br />
}}<br />
<br />
===<big>Condemnation</big>===<br />
{{InputBadge|{{clr|3|46S}} > {{clr|3|63214S}}}}<br />
{{GGACR Move Card<br />
|input=236S > 46S > 63214S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 3<br />
|recovery = 31<br />
|frcStart = 14<br />
|frcEnd = 15<br />
}}<br />
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].<br />
<br />
In the corner, provided ABA's close enough to the opponent, you can do continue the combo meterlessly by linking with {{clr|3|c.S}}/{{clr|3|f.S}}/{{clr|3|2S}} > keygrab, or {{clr|2|2K}} {{clr|3|c.S}} > keygrab (on mids/heavies only), though both of this are rather tight.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Bonding</big>===<br />
{{InputBadge|{{clr|4|63214H}} (Air OK)}}<br />
{{GGACR Move Card<br />
|input=63214H,j.63214H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 12<br />
|recovery = 30<br />
}}<br />
Keygrab. The most important move in your arsenal. <br />
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.<br />
<br />
This move acts as both a command throw and a strike. If from anywhere from frames 4-9, the opponent is in a throwable state and the move is in range, it will grab them. Afterwards, it will turn into a strike for the remainder of its active frames, meaning that the move can also be combo'd into. If the strike is blocked, however, it becomes very unsafe.<br />
}}<br />
<br />
===<big>Dragging</big>===<br />
{{InputBadge|{{clr|1|236P}}}}<br />
{{GGACR Move Card<br />
|input=236P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 28<br />
|frcStart = 11<br />
|frcEnd = 13<br />
}}<br />
Vitally useful. Being an evasive slide, A.B.A. becomes '''very''' low-profile when executing this move, making it great for sliding under projectiles or anticipated pokes for a throw > Keygrab. You can even slide under stuff like {{clr|1|2P}}s or Robo-Ky’s knee bazooka! Just beware of lows/being thrown before the slide is over.<br />
<br />
Has an FRC point just as A.B.A. tucks herself inward, which can be used as a last resort to cancel the slide if baited, or to bait your opponent into attempting a punish. At times, slide can also be a gimmicky movement option, especially after {{clr|4|5H}} on CH/block or {{clr|4|6H}} on hit.<br />
}}<br />
<br />
===<big>Retribution</big>===<br />
{{InputBadge|{{clr|2|236K}}\{{clr|3|46S}} > {{clr|2|236K}}}}<br />
{{GGACR Move Card<br />
|input=236K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 22<br />
|active = 3<br />
|recovery = 20<br />
|frcStart = 28<br />
|frcEnd = 30<br />
}}<br />
A far reaching overhead. Throw and feet invincible mid kick, making for a good meaty. Slightly unsafe on hit/block, though it has a rather late FRC point, so you can use it to confirm into {{clr|2|5K}}/{{clr|3|c.S}} > xxx > keygrab. Staggers on CH for quite a while, giving you a free keygrab. Can also be used in place of the 3rd Rekka ({{clr|3|63214S}}).<br />
}}<br />
<br />
===<big>Avoidance</big>===<br />
{{InputBadge|{{clr|4|236H}}}}<br />
{{GGACR Move Card<br />
|input=236H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 35<br />
|isProjectile = true<br />
|recovery = 6<br />
|frcStart = 23<br />
|frcEnd = 24<br />
}}<br />
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.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Injecting</big>===<br />
{{InputBadge|{{clr|1|63214P}}}}<br />
{{GGACR Move Card<br />
|input=63214P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 38<br />
}}<br />
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.<br />
<br />
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.<br />
}}<br />
<br />
==Force Breaks==<br />
===<big>FB Dragging</big>===<br />
{{InputBadge|{{clr|5|236D}}}}<br />
{{GGACR Move Card<br />
|input=236D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 26<br />
|frcStart = 9<br />
|frcEnd = 23<br />
}}<br />
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.<br />
<br />
It will evade oki, including meaty setups. It will slide through moves and supers, even stuff like Raou’s Bellows Malice, for easy Keygrabs. It has a huge FRC point, which is highly useful in certain situations since you can FRC to choose which side of the opponent A.B.A will appear on, or to buffer into a surprise Keygrab. A 25% "reversal" option never looked so good.<br />
*Doesn't work out of dash normally, but can be done with a Negative Edge {{clr|5|D}} held during dash startup then let go during it's cancel frames, giving you stronger control of positioning in situations such as going through Justice N.B. sets from further away and Testament Zeinest/HITOMI setups designed to catch normal FB Dragging distance.<br />
}}<br />
<br />
==Overdrives==<br />
===<big>Evidence: Concealment</big>===<br />
{{InputBadge|{{clr|4|632146H}}}}<br />
{{GGACR Move Card<br />
|input=632146H,632146H > 236H,632146H > 236H > 236H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 19<br />
|active = 6<br />
|recovery = 34<br />
|frcStart = 19<br />
|frcEnd = 22<br />
}}<br />
Normal mode exclusive. Despite not having full invul all the way through startup, it can kind of work as a reversal, sometimes.<br />
<br />
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.<br />
----<br />
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.<br />
}}<br />
<br />
===<big>Evidence: Destruction</big>===<br />
{{InputBadge|{{clr|1|j.632146P}}}}<br />
{{GGACR Move Card<br />
|input=j.632146P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = <br />
|active = <br />
|recovery = <br />
}}<br />
Highly situational air super, with some startup invuln. You can use this as an expensive air-to-air to kill low health opponents, as it will beat almost any air normal and a lot of anti airs, though it will trade sometimes. You can also use this to end air combos with it if it'll kill, or extend ground ones via TK'ing after {{clr|3|f.S}}. <br />
}}<br />
<br />
<!--------------------- MOROHA MODE ---------------------------------><br />
</div><br />
<div id="movelist-2" class="movelist"><br />
In Moroha mode, ABA's attacks receive slight to moderate damage boosts, along with different, greatly improved {{clr|3|S}}, {{clr|4|H}}, and {{clr|5|D}} normals.<br />
<br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGACR Move Card<br />
|input=5P[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 2<br />
|recovery = 7<br />
}}<br />
While {{clr|1|5P}} isn't much of a traditional FG jab, it sees good use as a reactionary anti-air/counter-poke, with three frames of head invulnerability. Its speed also helps ABA convert falling {{clr|4|j.H}} at any height into MM {{clr|3|c.S}} > {{clr|4|2H}} > etc, or {{clr|3|f.S}} > rekkas.<br />
<br />
On block, you can mix the opponent up with tick throws, or extend your pressure into {{clr|4|2H}} to remain plus.<br />
<br />
Whiffs on crouching Faust, Zappa, Kliff, Millia, and Anji (only when in hitstun)<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGACR Move Card<br />
|input=5K[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 5<br />
|recovery = 6<br />
}}<br />
Not bad of a poke, but there are better options in Moroha mode, so this move is mostly situational. Being plus on block is still great though.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|6P}}, {{clr|2|5K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGACR Move Card<br />
|input=c.S[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 3<br />
|recovery = 14<br />
}}<br />
A great pressure starter/extender that cranks up their guardbar rather well. In Moroha mode, this normal gains a monstrous hitbox along with foot invuln during startup and active frames, while being just 2f slower than NM {{clr|3|c.S}}. Cancel this into {{clr|3|f.S}}, {{clr|4|5H}}, or {{clr|4|2H}} to continue your pressure.<br />
<br />
As it's 0 on block, you can also try to frametrap with her gatling options or with specials, or even Goku Moroha activation ({{clr|3|6321463214S}}).<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGACR Move Card<br />
|input=f.S[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 2<br />
|inactive2 = 2<br />
|active3 = 2<br />
|recovery = 16<br />
}}<br />
With its amazing range and disjointed hitboxes, Moroha {{clr|3|f.S}} is a staple for your neutral, and is also a beefy poke to start your pressure game.<br />
<br />
As it hits twice, you can throw this out to stuff hyper armored moves or familiars that eat hits (Little Eddie, Zappa's Dog, Dizzy's Fish), which nicely leads to {{clr|4|5H}} or rekkas. No longer hits low unlike in Normal mode.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGACR Move Card<br />
|input=5H[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 5<br />
|inactive2 = 6<br />
|active3 = 2<br />
|recovery = 12<br />
}}<br />
Even though it's 2f slower than NM {{clr|4|5H}}, this move hits twice, builds a ridiculous amount of guard bar on block, and vacuums on the second hit, which is also an important part in your Moroha refresh combos (xxx > {{clr|4|5H}} with both hits > 1st rekka > 2nd rekka > double keygrab). On crouching opponents, you can also combo this into {{clr|4|6H}} for optimal damage and meter gain.<br />
<br />
Due to its lenient cancel window, you can also frame trap with Moroha ABA's various gatling options: either {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|2D}}, or even rekkas, allowing you to keep the opponent close and get their guard bar flashing in about a second. An excellent pressure tool that is somehow 0 on block.<br />
<br />
There is a gap between {{clr|4|5H}} 2nd hit and the first hit of {{clr|4|2H}} on block that can be reversaled through, but is unthrowable on normal block. 3 frame normals such as Sol and Order-Sols {{clr|2|5K}} or A.B.As {{clr|1|5P}} will beat this. 4 frame normals will trade with the second hit but will leave A.B.A at enough advantage for her to be able to combo dash {{clr|3|c.S}}. {{clr|4|5H}} 1st hit to {{clr|4|2H}} is gapless unless IBed<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|3|2S}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===<br />
{{GGACR Move Card<br />
|input=5D[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 24<br />
|active = 4<br />
|recovery = 15<br />
}}<br />
A frame faster than the Normal mode version and fairly safe for a {{clr|5|5D}} at only -5. On normal hit can lead into impossible dust combos, but very useful against an opponent with flashing risc due to the automatic counter hit properties. On counter hit gives you any combo you want since its completely untechable. Not particularly noteworthy but important to keep your opponent from getting too comfortable just down-backing<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGACR Move Card<br />
|input=6P[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 6<br />
|recovery = 17<br />
}}<br />
In Moroha mode, its hitbox is a little altered since Paracelsus' head changes shape, but functions the same as NM's. On block, you can now cancel it to {{clr|4|6H}} to reset or end pressure.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|3|2S}}, {{clr|4|6H}}<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGACR Move Card<br />
|input=6H[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 14<br />
|recovery = 30<br />
}}<br />
No longer a slow CH stun fishing move in Moroha, {{clr|4|6H}} now hits twice, gains jump cancels, sports exceptional range, cranks the guardbar nicely, and hurts a lot more. The fact that you can jump cancel this means that on block, you get to do some gimmicky pressure resets via {{clr|4|6H}} (1) > IAD {{clr|4|j.H}}. Alternatively, you can just do {{clr|3|236S}} to end pressure more safely.<br />
<br />
On its own, this move mostly sees use against people trying to backdash her oki on wakeup in the corner, or those trying to low profile {{clr|3|f.S}} or {{clr|4|5H}} from far away. If you managed to land a hit from max range, rekkas or butt ({{clr|4|421H}}, air hit only) are your only meterless options.<br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGACR Move Card<br />
|input=2P[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 2<br />
|recovery = 6<br />
}}<br />
Mostly identical to NM version, though thanks to the speed boost ABA gains in Moroha, you can dash in and use this to pressure the opponent or just tick throw them.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGACR Move Card<br />
|input=2K[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 4<br />
|recovery = 10<br />
}}<br />
Aside from a slight damage boost, this move is virtually the same as the NM version. Useful for opening the opponent up during mixups.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGACR Move Card<br />
|input=2S[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 6<br />
|recovery = 18<br />
}}<br />
A fantastic anti-air. Despite being 50% slower than NM {{clr|3|2S}}, it makes up for having ludicrous hitboxes and range. When done preemptively, this will hard punish most jump-ins. Great reward on CH. On block , you get a gimmicky high/low mixup with {{clr|5|5D}} and {{clr|5|2D}}, but going for {{clr|5|2D}} into rekkas is usually preferred.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGACR Move Card<br />
|input=2H[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 14<br />
|recovery = 6<br />
|frcStart = 20<br />
|frcEnd = 22<br />
}}<br />
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.<br />
<br />
Being slightly airborne before going active means ABA is throw-invuln during this window, so you can use this as a nice meaty button. To top it off, MM {{clr|4|2H}} also has an FRC point just as the axe touches the ground for the 2nd hit, which is excellent for applying baits or pressure. Insane.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|3|2S}}<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGACR Move Card<br />
|input=2D[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 2<br />
|recovery = 23<br />
}}<br />
In Morohaville, {{clr|5|2D}}'s range grows from standard to absurd. Near the corner, you can confirm into rekka loops (except on Axl, Baiken, Bridget, Millia, and May). At max range, you can use it to bait reversals, and include a hitstop OS with rekkas. It will convert on hit, but you'll be safe on whiff, as long as you space it properly.<br />
<br />
Notably, on CH or against light characters, you can combo this into GM activation, leading to a nice damaging combo with knockdown and oki.<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGACR Move Card<br />
|input=j.P[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 14<br />
}}<br />
Mostly identical to NM version, but you can now chain it on block to the improved MM {{clr|4|j.H}} to keep pressuring the opponent from air to ground.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGACR Move Card<br />
|input=j.K[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 8<br />
|recovery = 12<br />
}}<br />
Being 1f faster in Moroha mode means this move works rather nicely as a rising air-to-air now, even though {{clr|3|2S}} still yields far better rewards on CH. You will mostly use this move in tandem with her fuzzy high/low mixup along with {{clr|3|j.S}}.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGACR Move Card<br />
|input=j.S[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 5<br />
|recovery = 12<br />
}}<br />
Excellent air-to-air. Slightly slower in comparison to NM {{clr|3|j.S}}, but has much better range, damage, and attack level. Crucial for her fuzzy high/low mixups.<br />
<br />
Your standard setup for fuzzies is [{{clr|3|j.S}} > d{{clr|3|j.S}} > falling {{clr|4|j.H}} > land] into more combos. These lead to BIG damage, upwards of 300+ depending on guard bar and available tension. Since it combos to {{clr|1|j.P}} or {{clr|2|j.K}}, you can fuzzy guard by doing [{{clr|3|j.S}} > {{clr|2|j.K}}] or [{{clr|3|j.S}} > {{clr|1|j.P}}]. The latter isn't as useful since the hitstun on {{clr|1|j.P}} is subpar, but the reward from {{clr|3|j.S}} > {{clr|2|j.K}} is superb. Knock an opponent down in the corner do [running {{clr|3|j.S}} > {{clr|2|j.K}} > d{{clr|3|j.S}} > {{clr|4|j.H}}]. Done properly, this is airtight, and if the opponent blocks low at any point, they're getting fuzzied. Other options include land > throw after the fuzzy, or do more {{clr|1|j.P}}s.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGACR Move Card<br />
|input=j.H[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 6<br />
|recovery = 20<br />
}}<br />
ABA's notorious air normal. Aside from gaining huge hitboxes in Moroha, {{clr|4|j.H}} also tucks her hurtbox upwards, making it great not just for air-to-air interactions, but also for jump-ins, especially crossups. The built-in OS with airthrow doesn't do your opponents any favors either, so don't hesitate throwing this out in neutral.<br />
<br />
On CH, you can easily confirm it into a short KD combo or ludicrous damage, despite its prorate. On normal hit/block from IAD height, you can link it to {{clr|1|5P}}, which easily leads to your ground strings. People hate this move.<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGACR Move Card<br />
|input=j.D[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 4<br />
|recovery = 13<br />
|specialRecovery = 5<br />
}}<br />
Faster and more far-reaching than NM version, so {{clr|5|j.D}} can occasionally be used as a CH fishing move in neutral, as you have higher rewards in Moroha. This move is also a key ingredient in A.B.A.’s Orb loop. Otherwise, there are better air-to-air options.<br />
}}<br />
<br />
===<big>Universal Mechanics</big>===<br />
----<br />
===<big>Ground Throw</big>===<br />
{{GGACR Move Card<br />
|input=Ground Throw[m]<br />
|description=<br />
Moroha and Goku Moroha version slams into a ground bounce on hit. Standard range, but easily leads into a lot of damage, especially with a raised Guard Bar. Tick throw with any fast normals ({{clr|1|5P}}, {{clr|1|2P}}, {{clr|2|2K}}) or after vacuuming them in with {{clr|4|5H}}. A crucial part of A.B.A's offensive gameplan.<br />
<br />
{{clr|4|6H}} sends the opponent backward while {{clr|4|4H}} sends them forward. Can be OSed with {{clr|2|5K}} or {{clr|3|c.S}}, but even {{clr|4|5H}} and {{clr|4|6H}} are surprisingly good at catching jump-outs and backdashes, though are much slower.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGACR Move Card<br />
|input=Air Throw[m]<br />
|description=<br />
Identical to NM version. As usual, (dash) keygrab is possible if you airthrow them close to the ground, for a burst safe mode switch.<br />
}}<br />
<br />
===<big>Dead Angle Attack</big>===<br />
{{GGACR Move Card<br />
|input=DAA[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 2<br />
|inactive2 = 2<br />
|active3 = 2<br />
|recovery = 20<br />
}}<br />
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.<br />
}}<br />
<br />
===<big>Special Moves</big>===<br />
----<br />
===<big>Deletion</big>===<br />
{{InputBadge|{{clr|3|236S}}}}<br />
{{GGACR Move Card<br />
|input=236S[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 2<br />
|recovery = 17<br />
}}<br />
The start of ABA's rekkas. Having better hitboxes and startup, along with the forward momentum boost before its active frames, Moroha {{clr|3|236S}} is a rather nice poke you often can throw out in neutral that's difficult to low profile. It's unsafe, but its long range and decent pushback make it safe-ish from afar.<br />
}}<br />
<br />
===<big>Ruin</big>===<br />
{{InputBadge|{{clr|3|236S}} > {{clr|3|46S}}}}<br />
{{GGACR Move Card<br />
|input=236S > 46S[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 3<br />
|recovery = 19<br />
}}<br />
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.<br />
<br />
You can also immediately cancel it to GM activation {{clr|3|6321463214S}}, with 50 meter. Notably, you can do a short combo [xxx > 2nd rekka > keygrab x2] to refresh her Moroha gauge, thanks to its stagger effect on ground hit.<br />
}}<br />
<br />
===<big>Condemnation</big>===<br />
{{InputBadge|{{clr|3|46S}} > {{clr|3|63214S}}}}<br />
{{GGACR Move Card<br />
|input=236S > 46S > 63214S[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 3<br />
|recovery = 28<br />
|frcStart = 14<br />
|frcEnd = 15<br />
}}<br />
The last part of her rekkas. In Moroha, it gain even more groundslide time, which allows you to do rekka loops [xx > {{clr|5|2D}} > 1st rekka > 2nd rekka > delayed 3rd rekka] x 2/3. Still pretty unsafe on block, but the opponent still has to respect it due to its FRC point, as well as the fact you can activate GM as late as possible. <br />
}}<br />
<br />
===<big>Bonding</big>===<br />
{{InputBadge|{{clr|4|63214H}} (Air OK)}}<br />
{{GGACR Move Card<br />
|input=63214H[m],j.63214H[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 12<br />
|recovery = 30<br />
}}<br />
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.<br />
<br />
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.<br />
*On block, can cancel to {{MMC|input=6321463214S|label=Altercation}}, or be RC'd.<br />
}}<br />
<br />
===<big>Engorgement</big>===<br />
{{InputBadge|{{clr|4|421H}}}}<br />
{{GGACR Move Card<br />
|input=421H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 21<br />
|active = 11<br />
|recovery = 14<br />
}}<br />
Headbutt, aka butt. ABA hops forward along with Paracelsus. Works well as a combo ender, and is a staple of Butt loops. Its long active time can make it safe when it makes contact late, but otherwise it doesn't see much use in neutral. With meter, you can RC on hit or block to double jump or airdash afterwards.<br />
}}<br />
<br />
===<big>Judgment</big>===<br />
{{InputBadge|{{clr|4|623H}}}}<br />
{{GGACR Move Card<br />
|input=623H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 18<br />
|active = 6<br />
|inactive2 = 20<br />
|active3 = 3<br />
|recovery = 25<br />
}}<br />
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!<br />
<br />
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.<br />
<br />
As Danzai is a special move, it is also cancellable to GM activation (with 50 meter), making it a particularly dangerous offensive option.<br />
}}<br />
<br />
===<big>Displacement</big>===<br />
{{InputBadge|{{clr|1|63214P}}}}<br />
{{GGACR Move Card<br />
|input=63214P[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 40<br />
|frcStart = 10<br />
|frcEnd = 13<br />
}}<br />
Bloodpack exit. Spends one pack to return to Normal Mode and restore 120% of self-inflicted damage. Has an FRC point to make recovery less punishable.<br />
}}<br />
<br />
===<big>Blunder</big>===<br />
{{InputBadge|{{clr|2|41236K}}\{{clr|3|46S}} > {{clr|2|236K}}}}<br />
{{GGACR Move Card<br />
|input=41236K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 28<br />
|active = 1<br />
|recovery = 29<br />
}}<br />
Flipkick. Throw/low invincible overhead/pseudo-unblockable (can be air blocked) which ground bounces on hit and staggers the opponent on standing block. Most commonly used in tandem with {{MMC|input=236D[m]|label=FB Bloodball}} for an expensive but very powerful unblockable setup into {{MMC|input=6321463214S|label=Goku Moroha}}<br />
<br />
===<big>Eradication</big>===<br />
{{InputBadge|{{clr|3|j.41236S}}}}<br />
{{GGACR Move Card<br />
|input=j.41236S<br />
|description=<br />
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.<br />
<br />
You can also use this move low to the ground as a meaty to bait wake-up throw attempts. Moreover, it's possible for both orbs to touch the opponent on oki situations, which will hurt a LOT on hit, though this is usually not reversal safe. Has an FRC point to remain safe, though, just as A.B.A. begins to tuck her outstretched leg back in, right when the orbs become active. Dash jump at downed opponent > orbs (FRC) on top of them > {{clr|2|2K}}, {{clr|5|5D}}, etc. to begin pressure.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Suka Motion</big>===<br />
{{InputBadge|Moroha Gauge reaches 0}}<br />
{{GGACR Move Card<br />
|input=Suka Motion<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 52<br />
}}<br />
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.<br />
<br />
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:<br />
# Is in the middle of an attack animation<br />
# Follows regular Moroha's gatling rules (you will not be able to do gatlings that are only possible in Goku Moroha)<br />
# 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)<br />
<br />
If your Moroha gauge runs out mid-combo/blockstring, you can end it quickly with keygrab, bloodpack exit, or activate GM to recover safely.<br />
}}<br />
<br />
===<big>Force Breaks</big>===<br />
----<br />
===<big>FB Avoidance</big>===<br />
{{InputBadge|{{clr|5|236D}}}}<br />
{{GGACR Move Card<br />
|input=236D[m]<br />
|description=<br />
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. <br><br />
<br />
The multihit part of the projectile has a weird property where the gap will always be the same, ignoring hitstop when it hits. This means against Jam's parry and SB the projectile will still lock them in hitstop preventing them from even using a reversal option. <br />
}}<br />
<br />
===<big>FB Judgment</big>===<br />
{{InputBadge|{{clr|5|623D}}}}<br />
{{GGACR Move Card<br />
|input=623D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 18<br />
|active = 6<br />
|inactive2 = 20<br />
|active3 = 3<br />
|recovery = 25<br />
}}<br />
FB Danzai launches higher on hit and gets hyper armor for the upswing till Christmas, plowing through pretty much anything as long as you still have life left. Obscene.<br />
}}<br />
<br />
===<big>Overdrives</big>===<br />
----<br />
===<big>Evidence: Destruction</big>===<br />
{{InputBadge|{{clr|1|j.632146P}}}}<br />
{{GGACR Move Card<br />
|input=j.632146P[m],j.632146P > 214K<br />
|description=<br />
No longer hits overhead, but now allows you to follow up with additional hits by inputting {{clr|2|j.214K}} for some extra damage. Its usage is identical to NM version, though, and there's an even better super you can do in Moroha mode for which you should really save up meter.<br />
----<br />
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.<br />
}}<br />
<br />
===<big>Altercation</big>===<br />
{{InputBadge|{{clr|3|6321463214S}}}}<br />
{{GGACR Move Card<br />
|input=6321463214S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 3<br />
|recovery = 13<br />
}}<br />
Your win condition. Provided you have one bloodpack and enough meter, ABA performs an aggressive mode switch attack with hitboxes completely surrounding her, then switches her to '''Goku Moroha''' mode, replenishing her Moroha gauge and turning it blue in the process. It's invulnerable from frames 1-15, staggers on ground hit, wallbounces or knocks down on air hit, and cannot be interrupted. You can cancel into this super from '''anything''' grounded (normals/specials, except {{MMC|input=421H|label=Engorgement}}), rendering Moroha ABA a constant threat whenever she has 50 meter.<br />
<br />
In this state, ABA gains a tremendous speed boost for both her movement and her attacks, double airdash, jump cancels for most of her normals, extra FRC points for many of her specials along with wider FRC windows, and extra properties for some of her moves. But most importantly, her gatling limitations are removed, as she can now cancel any normal into anything, as well as reverse cancel them (i.e. {{clr|1|6P}} > {{clr|4|5H}} > {{clr|1|6P}} > {{clr|4|5H}} > etc). Let them know fear.<br />
<br />
Do note that in GM, ABA also inflicts more self-damage on hit/block, so make sure to not overextend in pressure.<br />
}}<br />
<br />
<!--------------------- GOKU MOROHA MODE ---------------------------------><br />
</div><br />
<div id="movelist-3" class="movelist"><br />
<br />
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.<br />
<br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGACR Move Card<br />
|input=5P[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 2<br />
|recovery = 6<br />
}}<br />
{{clr|1|5P}} reaches its full potential in Goku Moroha mode thanks to its unrestricted gatling routes, allowing you to whiff cancel this move from virtually any other normal on block to remain completely safe. For instance, you can do xx > {{clr|3|f.S}} > {{clr|1|5P}} > whiff cancel {{clr|3|f.S}} > {{clr|1|5P}} > whiff cancel etc, which is an airtight blockstring if done correctly. On block, you can mix the opponent up with tick throws, or extend your pressure into {{clr|3|S}} or {{clr|4|H}} normals for frame traps/remaining plus.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal, including itself)<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGACR Move Card<br />
|input=5K[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 5<br />
|recovery = 4<br />
}}<br />
With the general GM gatling and speed buffs, this move becomes far more useful as a pressure extender and a safe-ish frame trap that can be DAA/burst-safe, while still being plus on block.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal, including itself)<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGACR Move Card<br />
|input=c.S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 3<br />
|recovery = 9<br />
}}<br />
Multipurpose normal. Good for throw OSes at 7 frames, amazing for pressure due to being +5 on block, jump cancels for IAD pressure, gatlings to lows with {{clr|2|2K}} and {{clr|5|2D}} and overheads with {{MMC|chara=A.B.A|input = 41236K[gm]|label = flipkick}} and {{clr|5|5D}}. Great for reverse gatlings to create burst safe routing from any hit and provide stability without sacrificing damage. From further out some gatlings may go into {{MMC|chara=A.B.A|input = f.S[gm]|label = f.S}} so be prepared to adjust combos on the fly in case of that. Can occasionally be used as a proximity anti-air due to its speed but is occasionally prone to trading due to a larger upward hurtbox than {{MMC|chara=A.B.A|input = 2S[gm]|label = 2S}}. Trades are usually in your favor but shouldn't be overly relied upon<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGACR Move Card<br />
|input=f.S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 2<br />
|inactive2 = 2<br />
|active3 = 2<br />
|recovery = 12<br />
}}<br />
A 7F-startup normal that is completely disjointed for the first hit, is +3 on its own, and ALSO jump-cancellable, this move retains all of what makes MM {{clr|3|f.S}} good, combined with all the juicy GM buffs ABA receives. Your party starter.<br />
<br />
On hit/block, it leads nicely to {{clr|4|5H}}, which you can reverse chain back into {{clr|3|f.S}} again, or go for a pressure reset with {{clr|1|5P}} whiff cancels.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal except {{clr|3|c.S}})<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGACR Move Card<br />
|input=5H[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 4<br />
|inactive2 = 4<br />
|active3 = 2<br />
|recovery = 11<br />
}}<br />
While still a tad slow at 11 frames, Goku Moroha {{clr|4|5H}} is still a fantastic and multipurpose normal. Still serves its purpose well as a poke and counterpoke, particularly due to its ability to {{keyword|rebeat}} into {{clr|1|5P}} on block to create huge frame advantage from far away, or if it counterhits avoid the 2nd hit undoing your stagger and allowing you to dash up and continue your combo. Also gains natural frame advantage on block due to the marginally shorter recovery<br />
<br />
There is a gap between {{clr|4|5H}} 2nd hit and the first hit of {{clr|4|2H}} on block that can be reversaled through, but is unthrowable on normal block. 3 frame normals such as Sol and Order-Sols {{clr|2|5K}} or A.B.As {{clr|1|5P}} will beat this. 4 frame normals will trade with the second hit but will leave A.B.A at enough advantage for her to be able to combo dash {{clr|3|c.S}}. {{clr|4|5H}} 1st hit to {{clr|4|2H}} is gapless unless IBed<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===<br />
{{GGACR Move Card<br />
|input=5D[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 22<br />
|active = 4<br />
|recovery = 15<br />
}}<br />
Another two frames shaved off the startup puts Goku {{clr|5|5D}} at the second fastest dust in the game after {{Character Label|GGACR|Sol}} Dragon Install 5D. Still decently safe, leads to impossible dust on normal hit, and extremely good when used on an opponent with high risc to cash out on damage. Even unoptimized 5D combos with high risc are liable to do an excess of 50%. Faster than her other overhead in Goku but a bit more situational. Still good to keep your opponent from trying to block everything<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGACR Move Card<br />
|input=6P[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 2<br />
|active2 = 3<br />
|recovery = 12<br />
}}<br />
In Moroha mode, its hitbox is a little altered since Paracelsus' head changes shape, but functions the same as NM's. On block, you can now cancel it to {{clr|4|6H}} to reset or end pressure.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGACR Move Card<br />
|input=6H[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 7<br />
|active2 = 7<br />
|recovery = 24<br />
}}<br />
No longer a slow CH stun fishing move in Moroha, {{clr|4|6H}} now hits twice, gains jump cancels, sports exceptional range, cranks the guardbar nicely, and hurts a lot more. The fact that you can jump cancel this means that on block, you get to do some gimmicky pressure resets via {{clr|4|6H}} (1) > IAD {{clr|4|j.H}}. Alternatively, you can just do {{clr|3|236S}} to end pressure more safely.<br />
<br />
On its own, this move mostly sees use against people trying to backdash her oki on wakeup in the corner, or those trying to low profile {{clr|3|f.S}} or {{clr|4|5H}} from far away. If you managed to land a hit from max range, rekkas or butt ({{clr|4|421H}}, air hit only) are your only meterless options.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGACR Move Card<br />
|input=2P[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 2<br />
|recovery = 6<br />
}}<br />
Mostly identical to NM version, though thanks to the speed boost ABA gains in Moroha, you can dash in and use this to pressure the opponent or just tick throw them.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal, including itself)<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGACR Move Card<br />
|input=2K[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 10<br />
}}<br />
Aside from a slight damage boost, this move is virtually the same as the NM version. Useful for opening the opponent up during mixups.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGACR Move Card<br />
|input=2S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 6<br />
|recovery = 9<br />
}}<br />
Goku 2S loses 3 frames of startup and half its recovery compared to {{MMC|chara=A.B.A|input = 2S[m]|label = Moroha 2S}} putting this at just a frame slower than {{MMC|chara=A.B.A|input = 2S|label = Normal 2S}}, and with significantly less risk associated with whiffing this move. It also gains a self gatling, though this is rarely used compared to its special cancels and reverse gatlings into all of her other normals<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal, including itself)<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGACR Move Card<br />
|input=2H[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 3<br />
|active2= 11<br />
|recovery = 6<br />
|frcStart = 20<br />
|frcEnd = 22<br />
}}<br />
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.<br />
<br />
Being slightly airborne before going active means ABA is throw-invuln during this window, so you can use this as a nice meaty button. To top it off, MM {{clr|4|2H}} also has an FRC point just as the axe touches the ground for the 2nd hit, which is excellent for applying baits or pressure. Insane.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGACR Move Card<br />
|input=2D[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 2<br />
|recovery = 23<br />
}}<br />
In Morohaville, {{clr|5|2D}}'s range grows from standard to absurd. Near the corner, you can confirm into rekka loops (except on Axl, Baiken, Bridget, Millia, and May). At max range, you can use it to bait reversals, and include a hitstop OS with rekkas. It will convert on hit, but you'll be safe on whiff, as long as you space it properly. In Goku can start pressure from halfscreen with 5P whiff rebeat pressure in order to give yourself better frame advantage on block. Against certain characters (Potemkin, Robo-Ky, Anji, Testament and Johnny) 2D->whiff 5P->f.S is a link that allows you to confirm into rekkas from max range on hit and is + enough on block for f.S to be a true blockstring<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGACR Move Card<br />
|input=j.P[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 4<br />
|recovery = 4<br />
}}<br />
1 frame faster than the NM or MM version puts this at the fastest air-to-air in the game tied with Order-Sol, Justice, Jam and Millia<br />
*Speed makes it impossible to IB>Throw when self gatlinged<br />
*Very disjointed. Difficult to contest due to the speed and hitbox<br />
*Very strong as a guts crush due to the self gatling. Good for closing out rounds<br />
*Gatlings to every air normal she has for easy air-to-air confirms<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal, including itself)<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGACR Move Card<br />
|input=j.K[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 8<br />
|recovery = 12<br />
}}<br />
Being 1f faster in Moroha mode means this move works rather nicely as a rising air-to-air now, even though {{clr|3|2S}} still yields far better rewards on CH. You will mostly use this move in tandem with her fuzzy high/low mixup along with {{clr|3|j.S}}.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal, including itself)<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGACR Move Card<br />
|input=j.S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 4<br />
|recovery = 2<br />
}}<br />
Excellent air-to-air. Slightly slower in comparison to NM {{clr|3|j.S}}, but has much better range, damage, and attack level. Crucial for her fuzzy high/low mixups.<br />
<br />
Your standard setup for fuzzies is [{{clr|3|j.S}} > d{{clr|3|j.S}} > falling {{clr|4|j.H}} > land] into more combos. These lead to BIG damage, upwards of 300+ depending on guard bar and available tension. Since it combos to {{clr|1|j.P}} or {{clr|2|j.K}}, you can fuzzy guard by doing [{{clr|3|j.S}} > {{clr|2|j.K}}] or [{{clr|3|j.S}} > {{clr|1|j.P}}]. The latter isn't as useful since the hitstun on {{clr|1|j.P}} is subpar, but the reward from {{clr|3|j.S}} > {{clr|2|j.K}} is superb. Knock an opponent down in the corner do [running {{clr|3|j.S}} > {{clr|2|j.K}} > d{{clr|3|j.S}} > {{clr|4|j.H}}]. Done properly, this is airtight, and if the opponent blocks low at any point, they're getting fuzzied. Other options include land > throw after the fuzzy, or do more {{clr|1|j.P}}s.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGACR Move Card<br />
|input=j.H[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 6<br />
|recovery = 20<br />
}}<br />
ABA's notorious air normal. Aside from gaining huge hitboxes in Moroha, {{clr|4|j.H}} also tucks her hurtbox upwards, making it great not just for air-to-air interactions, but also for jump-ins, especially crossups. The built-in OS with airthrow doesn't do your opponents any favors either, so don't hesitate throwing this out in neutral.<br />
<br />
On CH, you can easily confirm it into a short KD combo or ludicrous damage, despite its prorate. On normal hit/block from IAD height, you can link it to {{clr|1|5P}}, which easily leads to your ground strings. People hate this move.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGACR Move Card<br />
|input=j.D[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 4<br />
|recovery = 10<br />
|specialRecovery = 5<br />
}}<br />
Significantly faster than the other versions of j.D at 7 frames makes this a very nice air-to-air addition for ABA that's significantly rewarding on counter hit due to the wallbounce. Bear in mind that unlike her other air normals this cannot reverse gatling to other jump normals, but a cancel into {{MMC|chara=A.B.A|input = j.41236S[gm]|label = Orb}} with the FRC will generally keep you safe if your opponent blocks this<br />
}}<br />
<br />
===<big>Universal Mechanics</big>===<br />
----<br />
===<big>Ground Throw</big>===<br />
{{GGACR Move Card<br />
|input=Ground Throw[m]<br />
|description=<br />
Moroha and Goku Moroha version slams into a ground bounce on hit. Standard range, but easily leads into a lot of damage, especially with a raised Guard Bar. Tick throw with any fast normals ({{clr|1|5P}}, {{clr|1|2P}}, {{clr|2|2K}}) or after vacuuming them in with {{clr|4|5H}}. <br />
<br />
{{clr|4|6H}} sends the opponent backward while {{clr|4|4H}} sends them forward. Best OSed with either {{clr|2|5K}} or {{clr|3|c.S}} unless keeping the corner is necessary<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGACR Move Card<br />
|input=Air Throw[m]<br />
|description=<br />
Identical to NM version. As usual, (dash) keygrab is possible if you airthrow them close to the ground, for a burst safe mode switch.<br />
}}<br />
<br />
===<big>Dead Angle Attack</big>===<br />
{{GGACR Move Card<br />
|input=DAA[m]<br />
|description=<br />
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.<br />
}}<br />
<br />
===<big>Special Moves</big>===<br />
----<br />
===<big>Deletion</big>===<br />
{{InputBadge|{{clr|3|236S}}}}<br />
{{GGACR Move Card<br />
|input=236S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 2<br />
|recovery = 17<br />
|frcStart = 10<br />
|frcEnd = 13<br />
}}<br />
The start of ABA's rekkas. Having better hitboxes and startup, along with the forward momentum boost before its active frames, Moroha {{clr|3|236S}} is a rather nice poke you often can throw out in neutral that's difficult to low profile. It's unsafe, but its long range and decent pushback make it safe-ish from afar.<br />
}}<br />
<br />
===<big>Ruin</big>===<br />
{{InputBadge|{{clr|3|236S}} > {{clr|3|46S}}}}<br />
{{GGACR Move Card<br />
|input=236S > 46S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 3<br />
|recovery = 19<br />
|frcStart = 5<br />
|frcEnd = 8<br />
}}<br />
Largely identical to the Moroha version aside from the FRC point added just before the attack hits which can be used to OS whiffs or extend juggles and ground combos that would otherwise be difficult or impossible to extend. Less used due to her better combo options in Goku but still a vital part of Rekka loops in the corner, and can still refresh moroha due to the stagger effect on the 2nd hit allowing a combo into {{MMC|chara=A.B.A|input = 63214H|label = Keygrab}}<br />
}}<br />
<br />
===<big>Condemnation</big>===<br />
{{InputBadge|{{clr|3|46S}} > {{clr|3|63214S}}}}<br />
{{GGACR Move Card<br />
|input=236S > 46S > 63214S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 3<br />
|recovery = 23<br />
|frcStart = 14<br />
|frcEnd = 17<br />
}}<br />
Gains even more groundslide time in Goku Moroha, allowing for up to 4(!) reps of Rekka loops in the corner against most characters that Rekka loops work on. The FRC point is also wider and it has less recovery in general, but is still rather unsafe on block. Generally less favored than butt loops due to lower damage but still builds a lot of meter for A.B.A and gives her conversions from a lot of ranges<br />
}}<br />
<br />
===<big>Bonding</big>===<br />
{{InputBadge|{{clr|4|63214H}} (Air OK)}}<br />
{{GGACR Move Card<br />
|input=63214H[m],j.63214H[m]<br />
|description=<br />
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.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Engorgement</big>===<br />
{{InputBadge|{{clr|4|421H}}}}<br />
{{GGACR Move Card<br />
|input=421H[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 20<br />
|active = 11<br />
|recovery = 10<br />
}}<br />
Essential combo tool in Goku Moroha, leads to many of your max damage routes due to the jump cancel this move gains during Goku Moroha. Doing this move into 412369S will give you an auto-timed TK {{MMC|chara=A.B.A|input = j.41236S[gm]|label = Orb}} that will land both hits on most characters and gives easy extensions due to the widened FRC on Goku Orbs. Also useful for meterless extensions midscreen with the jump cancel, and gives you access to enormous damage and conversions that otherwise wouldn't be possible<br />
}}<br />
<br />
===<big>Judgment</big>===<br />
{{InputBadge|{{clr|4|623H}}}}<br />
{{GGACR Move Card<br />
|input=623H[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 4<br />
|inactive2 = 14<br />
|active3 = 2<br />
|recovery = 21<br />
|frcStart = 12<br />
|frcEnd = 14<br />
}}<br />
Danzai becomes even better in Goku Moroha, as it becomes a whopping 6 frames faster, with a shorter gap between the hits and less recovery, making it better for anti-airing, defense and generally just pestering your opponent with enormous armored hitboxes. Best of all, in Goku it gains an FRC point just as the first hit connects, which can make your opponent guess as to whether you'll let it rip or FRC it on block to get free plus frames to continue your pressure with, as well as allowing you to bypass the 2nd hits heavy forced proration for the cost of 25 meter. The FRC can also be done on whiff, potentially saving you from a whiffed danzai<br />
}}<br />
<br />
===<big>Displacement</big>===<br />
{{InputBadge|{{clr|1|63214P}}}}<br />
{{GGACR Move Card<br />
|input=63214P[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 40<br />
|frcStart = 10<br />
|frcEnd = 13<br />
}}<br />
Bloodpack exit. Spends one pack to return to Normal Mode and restore 120% of self-inflicted damage. Has an FRC point to make recovery less punishable.<br />
}}<br />
<br />
===<big>Blunder</big>===<br />
{{InputBadge|{{clr|2|41236K}}\{{clr|3|46S}} > {{clr|2|236K}}}}<br />
{{GGACR Move Card<br />
|input=41236K[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 28<br />
|active = 1<br />
|recovery = 19<br />
|frcStart = 28<br />
|frcEnd = 30<br />
}}<br />
Flipkick. Throw/low invincible overhead/pseudo-unblockable (can be air blocked) which ground bounces on hit and staggers the opponent on standing block. Has significantly less recovery than regular flipkick making combos out of it on both hit and block much more standard. Gains an FRC point in Goku point which can be used to safely bait things that would normally beat her unblockable setups like a {{keyword|Dead Angle}}, backdash, certain {{keyword|dragon punch}}es or low profile moves like {{MMC|chara=Sol Badguy|input=214S|label=Grand Viper}}<br />
}}<br />
<br />
===<big>Eradication</big>===<br />
{{InputBadge|{{clr|3|j.41236S}}}}<br />
{{GGACR Move Card<br />
|input=j.41236S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 6<br />
|active2 = 5<br />
|specialRecovery = 12<br />
|frcStart = 15<br />
|frcEnd = 18<br />
}}<br />
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.<br />
<br />
You can also use this move low to the ground as a meaty to bait wake-up throw attempts. Moreover, it's possible for both orbs to touch the opponent on oki situations, which will hurt a LOT on hit, though this is usually not reversal safe. Has an FRC point to remain safe, though, just as A.B.A. begins to tuck her outstretched leg back in, right when the orbs become active. Dash jump at downed opponent > orbs (FRC) on top of them > {{clr|2|2K}}, {{clr|5|5D}}, etc. to begin pressure.<br />
}}<br />
<br />
===<big>Suka Motion</big>===<br />
{{InputBadge|Moroha Gauge reaches 0}}<br />
{{GGACR Move Card<br />
|input=Suka Motion<br />
|description=<br />
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.<br />
<br />
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:<br />
# Is in the middle of an attack animation<br />
# Follows regular Moroha's gatling rules (you will not be able to do gatlings that are only possible in Goku Moroha)<br />
# 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)<br />
<br />
If your Moroha gauge runs out mid-combo/blockstring, you can end it quickly with keygrab or bloodpack exit to recover safely.<br />
}}<br />
<br />
===<big>Force Breaks</big>===<br />
----<br />
===<big>FB Avoidance</big>===<br />
{{InputBadge|{{clr|5|236D}}}}<br />
{{GGACR Move Card<br />
|input=236D[m]<br />
|description=<br />
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.<br><br />
<br />
The multihit part of the projectile has a weird property where the gap will always be the same, ignoring hitstop when it hits. This means that against Jam's parry and SB the projectile will still lock them in hitstop preventing them from even using a reversal option. <br />
}}<br />
<br />
===<big>FB Judgment</big>===<br />
{{InputBadge|{{clr|5|623D}}}}<br />
{{GGACR Move Card<br />
|input=623D[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 4<br />
|inactive2 = 14<br />
|active3 = 2<br />
|recovery = 21<br />
|frcStart = 12<br />
|frcEnd = 14<br />
}}<br />
Everything good about regular FB Danzai becomes better in Goku due to the faster startup allowing you to more easily blow through and punish things. Coupled with the FRC point that's identical to meterless Goku Danzai gives ABA a disgustingly powerful callout tool at the cost of 50 meter, that on block is completely safe and on hit gives her an unscaled launcher. Everything you could want in a special and then some<br />
}}<br />
<br />
===<big>Overdrives</big>===<br />
----<br />
===<big>Evidence: Destruction</big>===<br />
{{InputBadge|{{clr|1|j.632146P}}}}<br />
{{GGACR Move Card<br />
|input=j.632146P[m],j.632146P > 214K<br />
|description=<br />
No longer hits overhead, but now allows you to follow up with additional hits by inputting {{clr|2|j.214K}} for some extra damage. Its usage is identical to NM version, though, and there's an even better super you can do in Moroha mode for which you should really save up meter.<br />
----<br />
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.<br />
}}<br />
<!--------------------- END DON'T MESS WITH ME ---------------------------------><br />
</div><br />
<br />
==Instant Kill==<br />
===<big>Darkness of Ignorance</big>===<br />
{{InputBadge|During IK Mode: {{clr|4|236236H}}}}<br />
{{GGACR Move Card<br />
|input=236236H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 36<br />
|active = 5<br />
|recovery = 40<br />
}}<br />
Standard IK. Rather useful after CH NM {{clr|4|6H}} punish attempts.<br />
}}<br />
<br />
==Colors==<br />
{{GGACRColors|Character=A.B.A}}<br />
<br />
==Navigation==<br />
{{notice|To edit frame data, edit values in [[GGACR/A.B.A/Data]].}}<br />
{{#lst:GGACR/Navigation}}<br />
[[Category:Guilty Gear XX Accent Core + R]]<br />
[[Category:A.B.A]]<br />
[[Category:Unga]]</div>Sobosswagnerhttps://www.dustloop.com/wiki/index.php?title=GGACR/A.B.A&diff=375062GGACR/A.B.A2023-02-16T02:17:48Z<p>Sobosswagner: /* Blunder */ Redid description</p>
<hr />
<div>==Overview==<br />
{{Overview/navigation|okizeme=yes}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content= 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 {{MMC|input=236P|label=Dragging}}. By landing her command throw/hitgrab {{MMC|input=63214H|label=Bonding}}, or spending resources to perform {{MMC|input=63214P|label=Injecting}}, 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, {{MMC|input=6321463214S|label=Altercation}}, 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.<br />
<br />
This comes at a cost, however. In Moroha and Goku Moroha mode, A.B.A's attacks will drain her own health whenever make contact with an opponent, whether that's a hit or block. She also has an active meter which will slowly drain towards empty, and will lose about 30% every time she is knocked down and goes into a wakeup animation. When the meter empties, she forcefully reverts back into NM with {{MMC|input=Suka Motion}}, a lengthy stance that makes her susceptible to eating a full combo or 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.<br />
<br />
A.B.A is best for players who love to balance risk against reward. Learn to love her double-edged playstyle. <br />
}}<br />
{{GGACR/Infobox}}<br />
{{ProsAndCons<br />
|intro= puts a strong emphasis on risk/reward by managing her slow, yet versatile, "Normal" Mode and her two incredibly oppressive, but life draining, "Moroha" and "Goku Moroha" Modes.<br />
|pros=<br />
* '''Strong Anti-airs:''' A.B.A has access to powerful anti-airs in all 3 forms that can all lead to great damage, corner carry and knockdowns on hit, as well as cover a variety of aerial approach options that can force opponents to approach more carefully or simply stay grounded<br />
* '''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.<br />
* '''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.<br />
* '''Tanky:''' Despite her health drain mechanic in her installs, A.B.A's high defense modifier and stun resist allows her to survive longer than average. Additionally her ability to self heal when exiting Moroha with {{MMC|input=63214P[m]|label=Bloodpack}}, {{MMC|input=63214H|label=Keygrab}}, or when activating {{MMC|input=6321463214S|label=Goku Moroha}} can help to alleviate much of the health lost during her installs<br />
* '''Snowball Potential:''' Even in Normal Mode {{MMC|input=236D|label=FB Dragging}} 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. <br />
|cons=<br />
* '''Normal Mode:''' ABA begins every round in Normal Mode, which has somewhat awkward normals, as well as generally poor and committal mobility. ABA often needs to RPS at the start of every round in order to gain access to her stronger tools in Moroha mode<br />
* '''Health drain:''' During both Moroha and Goku Moroha, ABA will constantly take self inflicted damage as she hits the opponent, which can only be healed back by using Bloodpacks, Keygrab or Goku Moroha. Poor management of her health can often lead to sudden deaths by abare<br />
* '''Limited Unique Resource:''' ABA uses her bloodpacks to enter and exit Moroha Mode safely, as well as to enter Goku Moroha, and mismanagement of these can leave her stuck in Normal Mode, or in a disadvantageous position in Moroha Mode with no means of safely escaping it<br />
* '''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.<br />
}}<br />
</div><br />
<br />
==Unique Mechanics==<br />
==={{InvisibleText|Mode Switch}}===<br />
{{card|width=4<br />
|header=Mode Switch<br />
|content=A.B.A starts every round in her Normal mode.<br />
A.B.A can switch to her Moroha mode by either successfully hitting the opponent with Bonding (keygrab) or by using Injecting (bloodpack). While in Moroha mode, all of A.B.A's normals (notably S and H) and specials are significantly changed for the better, but she must manage a constantly depleting unique meter, and she will inflict self damage upon hitting the opponent or making them block. Also, with 50 meter, A.B.A also has access to a heavily-improved version of this mode called Goku Moroha mode.<br />
}}<br />
=={{InvisibleText|Blood Packs}}==<br />
{{card|width=4<br />
|header=Blood Packs [[File:GGACR_ABA_BloodPack.png|24px]]<br />
|content=A.B.A starts each round with a limited resource known as Blood Packs.<br />
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.<br />
}}<br />
=={{InvisibleText|Starter Guide}}==<br />
{{StarterBlurb}}<br />
=={{InvisibleText|Moroha Mode Movement Stat Changes}}==<br />
{{card|width=4<br />
|header=Moroha Mode Movement Stat Changes<br />
|content=<br />
Below is a basic overview of movement stats which change during each of A.B.A's modes. For a full list of movement values, check the [[GGACR/A.B.A/Frame Data#Movement Stats|full frame data page]].<br />
{{#cargo_query:tables=ggacrCharacters<br />
|fields=name=Mode,CONCAT(backdashDuration, "F \(1~", backdashInvulnerability, "F Strike Invuln\)")=Backdash,numberOfAirDashes=Air Dashes,initialDashSpeed=Initial Dash Speed,jumpVXForwards=Forwards Jump Speed,airDashForwardsSpeed=Forwards Air Dash Speed<br />
|where=name in ("A.B.A", "A.B.A (Moroha)", "A.B.A (Goku Moroha)")<br />
|format=table<br />
|order by=Air Dashes, Mode<br />
}}<br />
}}<br />
{{FrameChartKey}}<br />
<br />
==Normal Moves==<br />
<div class="movelist-toggles sticky"><br />
<div id="movelist-toggle-1" class="movelist-toggle-button">[[File:GGACR_ABA_Normal_Icon.png|link=|32x32px]] &nbsp; Normal</div><br />
<div id="movelist-toggle-2" class="movelist-toggle-button">[[File:GGACR_ABA_Moroha_Icon.png|link=]] &nbsp; Moroha</div><br />
<div id="movelist-toggle-3" class="movelist-toggle-button">[[File:GGACR_ABA_Goku_Moroha_Icon.png|link=]] &nbsp; Goku Moroha</div><br />
</div><br />
<div id="movelist-1" class="movelist"><br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGACR Move Card<br />
|input=5P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 2<br />
|recovery = 7<br />
}}<br />
While {{clr|1|5P}} isn't much of a traditional FG jab, it sees good use as a reactionary anti-air/counter-poke, with three frames of head invulnerability. Its speed also helps ABA convert falling {{clr|4|j.H}} at any height into {{clr|5|2D}} > keygrab.<br />
<br />
On block, however, this is where the move really shines, as you have the option to mix them up with a proximity throw keygrab or with a frame trap, using either {{clr|2|5K}}, {{clr|5|2D}} or {{clr|4|6H}}, to prevent jump-outs.<br />
<br />
Whiffs on crouching Faust, Zappa, Kliff, Millia, and Anji (only when in hitstun)<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGACR Move Card<br />
|input=5K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 5<br />
|recovery = 6<br />
}}<br />
A go-to poke, balancing speed and range amongst Normal Mode's overall slow moveset. Being able to self-cancel on hit and staying plus on block very much helps.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|2|5K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGACR Move Card<br />
|input=c.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 3<br />
|recovery = 12<br />
}}<br />
Proximity normal. Rather important for combos leading to keygrab or rekkas.<br />
<br />
Interestingly enough, you can do a reverse gatling cancel on block into {{clr|1|2P}} to remain more plus.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|2P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGACR Move Card<br />
|input=f.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 3<br />
|recovery = 14<br />
}}<br />
Standing low with acceptable speed. Will catch opponents off guard due to how far forward it moves, which makes a great frame trap after {{clr|3|c.S}}.<br />
<br />
Being safe on block means you can try to go for big frame traps like {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, or even an IAD {{clr|4|j.H}} pressure reset.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGACR Move Card<br />
|input=5H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 7<br />
|recovery = 27<br />
}}<br />
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.<br />
<br />
On hit, you can combo into keygrab or rekkas > bloodpack to enter MM. On block, thanks to its great pushback, you can cancel into bloodpack or whiff cancel {{clr|5|2D}} to reset back to neutral. You can also cancel into slide and remain fairly safe as a gimmicky way to stay close to the opponent.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===<br />
{{GGACR Move Card<br />
|input=5D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 25<br />
|active = 4<br />
|recovery = 15<br />
}}<br />
Despite its decent nature, you probably won't use this much since you'll mostly be on the defensive in Normal Mode. If you land it, you should do a short air combo into Keygrab.<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGACR Move Card<br />
|input=6P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 8<br />
|recovery = 10<br />
|offset = 3<br />
|inactive = 5<br />
}}<br />
A relatively fast two-hitting {{clr|1|6P}}. Serves its purpose well enough as a situational AA. You can only combo this into 2S though, aside from jump and special cancels.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|3|2S}}<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGACR Move Card<br />
|input=6H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 18<br />
|active = 9<br />
|recovery = 25<br />
}}<br />
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.<br />
<br />
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 <br />
{{clr|2|236K}} to remain somewhat safer. Don't whiff this.<br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGACR Move Card<br />
|input=2P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 2<br />
|recovery = 6<br />
}}<br />
2F slower than {{clr|1|5P}}, but more far-reaching and plus on block. Standard crouching jab.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGACR Move Card<br />
|input=2K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 4<br />
|recovery = 10<br />
}}<br />
A low poke with OK range. Leads to either rekkas or {{clr|5|2D}} > Keygrab on hit.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|3|c.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGACR Move Card<br />
|input=2S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 6<br />
|recovery = 13<br />
}}<br />
Fantastic hitboxes makes this move a great anti-air that leads to a short air combo ending with keygrab. Moves ABA slightly forward.<br />
<br />
Essentially an air KD on CH, so you often can combo into keygrab from trades.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGACR Move Card<br />
|input=2H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 15<br />
|recovery = 10<br />
|offset = 8<br />
|inactive = 3<br />
}}<br />
1st hit launches the opponent, which leads to easy combos ending with keygrab. Although {{clr|4|2H}} is slow, its hitboxes are rather disjointed, which can stuff things unexpectedly and might win against jump-ins and moves behind her, or trade with them favorably.<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGACR Move Card<br />
|input=2D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 3<br />
|recovery = 15<br />
}}<br />
Pretty typical. You'll usually end ground strings with this into keygrab.<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGACR Move Card<br />
|input=j.P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 14<br />
}}<br />
Excellent fast A2A with a good disjointed hitbox. You can do neutral/forward jump > {{clr|1|j.P}} as rather safe roundstart option. On hit, you can confirm into (JC) {{clr|1|j.P}} > keygrab.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGACR Move Card<br />
|input=j.K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 8<br />
|recovery = 12<br />
}}<br />
Hits directly above ABA, so this attack functions well as a rising anti-air. As it can launch grounded opponents with fairly generous untechable frames, you use this to convert stray IAD strings (i.e. IAD {{clr|3|j.S}} {{clr|1|j.P}} {{clr|2|j.K}}) into a short air combo ending with keygrab. <br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGACR Move Card<br />
|input=j.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 8<br />
|recovery = 11<br />
}}<br />
Pretty safe to just throw this around in neutral. Works well in most situations due to its speed and good hitbox.<br />
<br />
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|4|j.H}}<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGACR Move Card<br />
|input=j.H<br />
|description=<br />
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.<br />
<br />
Generally safe enough on standing block that you can cancel it to {{clr|1|5P}} to extend your pressure. If IB'd though, you can be punished by DPs or throws, though you can gamble with keygrab as a frametrap. High risk - high reward.<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGACR Move Card<br />
|input=j.D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 16<br />
|active = 4<br />
|recovery = 13<br />
|specialRecovery = 5<br />
}}<br />
Nice horizontal range, but very slow. Works mainly as a preemptive AA. On CH, provided you're close enough to the opponent, you might be able to get a keygrab. Otherwise, just use a bloodpack after hits.<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GGACR Move Card<br />
|input=Ground Throw<br />
|description=<br />
Tosses them away into a knockdown. Your best option after landing a grab is often to (dash) keygrab. Can wallbounce if you're near the corner.<br />
<br />
{{clr|4|6H}} sends the opponent backward while {{clr|4|4H}} sends them forward. Best OSed with either {{clr|2|5K}} or {{clr|3|c.S}} unless keeping the corner is necessary<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGACR Move Card<br />
|input=Air Throw<br />
|description=<br />
Standard airthrow. (Dash) keygrab is possible if you airthrow them close to the ground, for a burst safe mode switch.<br />
}}<br />
<br />
===<big>Dead Angle Attack</big>===<br />
{{GGACR Move Card<br />
|input=DAA<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 7<br />
|recovery = 29<br />
}}<br />
ABA's Dead angle is faster than most dead angles and comes with significantly more invulnerability and knocks down the opponent. However, it's usually a much better use of meter if you can IB > FB slide (see below) their pressure/oki, especially when your back is against the corner.<br />
<br />
On regular hit, you can keygrab out of the knockdown. Oddly enough, this is not possible on CH.<br />
}}<br />
<br />
===<big>Blue Burst</big>===<br />
{{GGACR_Move_Card<br />
|input=D+X<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 6<br />
|recovery = 24<br />
|specialRecovery = 3<br />
}}<br />
A.B.A has a unique Blue Burst. Unlike other characters, her Burst has 2F less startup and 3F shorter recovery. <br />
}}<br />
<br />
==Special Moves==<br />
===<big>Deletion</big>===<br />
{{InputBadge|{{clr|3|236S}}}}<br />
{{GGACR Move Card<br />
|input=236S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 2<br />
|recovery = 17<br />
}}<br />
The start of ABA's rekkas. One of the better hitboxes in NM. Works great as a knockdown tool in case {{clr|5|2D}} > keygrab isn't possible.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Ruin</big>===<br />
{{InputBadge|{{clr|3|236S}} > {{clr|3|46S}}}}<br />
{{GGACR Move Card<br />
|input=236S > 46S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 3<br />
|recovery = 19<br />
}}<br />
2nd part of the rekkas. Staggers on hit, but it’s rather wimpy in Normal Mode and requires an RC to get any sort of advantage. You can also frame trap with this, but can easily be disrespected by almost all reversal options, or just backdash.<br />
}}<br />
<br />
===<big>Condemnation</big>===<br />
{{InputBadge|{{clr|3|46S}} > {{clr|3|63214S}}}}<br />
{{GGACR Move Card<br />
|input=236S > 46S > 63214S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 3<br />
|recovery = 31<br />
|frcStart = 14<br />
|frcEnd = 15<br />
}}<br />
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].<br />
<br />
In the corner, provided ABA's close enough to the opponent, you can do continue the combo meterlessly by linking with {{clr|3|c.S}}/{{clr|3|f.S}}/{{clr|3|2S}} > keygrab, or {{clr|2|2K}} {{clr|3|c.S}} > keygrab (on mids/heavies only), though both of this are rather tight.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Bonding</big>===<br />
{{InputBadge|{{clr|4|63214H}} (Air OK)}}<br />
{{GGACR Move Card<br />
|input=63214H,j.63214H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 12<br />
|recovery = 30<br />
}}<br />
Keygrab. The most important move in your arsenal. <br />
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.<br />
<br />
This move acts as both a command throw and a strike. If from anywhere from frames 4-9, the opponent is in a throwable state and the move is in range, it will grab them. Afterwards, it will turn into a strike for the remainder of its active frames, meaning that the move can also be combo'd into. If the strike is blocked, however, it becomes very unsafe.<br />
}}<br />
<br />
===<big>Dragging</big>===<br />
{{InputBadge|{{clr|1|236P}}}}<br />
{{GGACR Move Card<br />
|input=236P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 28<br />
|frcStart = 11<br />
|frcEnd = 13<br />
}}<br />
Vitally useful. Being an evasive slide, A.B.A. becomes '''very''' low-profile when executing this move, making it great for sliding under projectiles or anticipated pokes for a throw > Keygrab. You can even slide under stuff like {{clr|1|2P}}s or Robo-Ky’s knee bazooka! Just beware of lows/being thrown before the slide is over.<br />
<br />
Has an FRC point just as A.B.A. tucks herself inward, which can be used as a last resort to cancel the slide if baited, or to bait your opponent into attempting a punish. At times, slide can also be a gimmicky movement option, especially after {{clr|4|5H}} on CH/block or {{clr|4|6H}} on hit.<br />
}}<br />
<br />
===<big>Retribution</big>===<br />
{{InputBadge|{{clr|2|236K}}\{{clr|3|46S}} > {{clr|2|236K}}}}<br />
{{GGACR Move Card<br />
|input=236K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 22<br />
|active = 3<br />
|recovery = 20<br />
|frcStart = 28<br />
|frcEnd = 30<br />
}}<br />
A far reaching overhead. Throw and feet invincible mid kick, making for a good meaty. Slightly unsafe on hit/block, though it has a rather late FRC point, so you can use it to confirm into {{clr|2|5K}}/{{clr|3|c.S}} > xxx > keygrab. Staggers on CH for quite a while, giving you a free keygrab. Can also be used in place of the 3rd Rekka ({{clr|3|63214S}}).<br />
}}<br />
<br />
===<big>Avoidance</big>===<br />
{{InputBadge|{{clr|4|236H}}}}<br />
{{GGACR Move Card<br />
|input=236H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 35<br />
|isProjectile = true<br />
|recovery = 6<br />
|frcStart = 23<br />
|frcEnd = 24<br />
}}<br />
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.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Injecting</big>===<br />
{{InputBadge|{{clr|1|63214P}}}}<br />
{{GGACR Move Card<br />
|input=63214P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 38<br />
}}<br />
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.<br />
<br />
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.<br />
}}<br />
<br />
==Force Breaks==<br />
===<big>FB Dragging</big>===<br />
{{InputBadge|{{clr|5|236D}}}}<br />
{{GGACR Move Card<br />
|input=236D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 26<br />
|frcStart = 9<br />
|frcEnd = 23<br />
}}<br />
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.<br />
<br />
It will evade oki, including meaty setups. It will slide through moves and supers, even stuff like Raou’s Bellows Malice, for easy Keygrabs. It has a huge FRC point, which is highly useful in certain situations since you can FRC to choose which side of the opponent A.B.A will appear on, or to buffer into a surprise Keygrab. A 25% "reversal" option never looked so good.<br />
*Doesn't work out of dash normally, but can be done with a Negative Edge {{clr|5|D}} held during dash startup then let go during it's cancel frames, giving you stronger control of positioning in situations such as going through Justice N.B. sets from further away and Testament Zeinest/HITOMI setups designed to catch normal FB Dragging distance.<br />
}}<br />
<br />
==Overdrives==<br />
===<big>Evidence: Concealment</big>===<br />
{{InputBadge|{{clr|4|632146H}}}}<br />
{{GGACR Move Card<br />
|input=632146H,632146H > 236H,632146H > 236H > 236H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 19<br />
|active = 6<br />
|recovery = 34<br />
|frcStart = 19<br />
|frcEnd = 22<br />
}}<br />
Normal mode exclusive. Despite not having full invul all the way through startup, it can kind of work as a reversal, sometimes.<br />
<br />
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.<br />
----<br />
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.<br />
}}<br />
<br />
===<big>Evidence: Destruction</big>===<br />
{{InputBadge|{{clr|1|j.632146P}}}}<br />
{{GGACR Move Card<br />
|input=j.632146P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = <br />
|active = <br />
|recovery = <br />
}}<br />
Highly situational air super, with some startup invuln. You can use this as an expensive air-to-air to kill low health opponents, as it will beat almost any air normal and a lot of anti airs, though it will trade sometimes. You can also use this to end air combos with it if it'll kill, or extend ground ones via TK'ing after {{clr|3|f.S}}. <br />
}}<br />
<br />
<!--------------------- MOROHA MODE ---------------------------------><br />
</div><br />
<div id="movelist-2" class="movelist"><br />
In Moroha mode, ABA's attacks receive slight to moderate damage boosts, along with different, greatly improved {{clr|3|S}}, {{clr|4|H}}, and {{clr|5|D}} normals.<br />
<br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGACR Move Card<br />
|input=5P[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 2<br />
|recovery = 7<br />
}}<br />
While {{clr|1|5P}} isn't much of a traditional FG jab, it sees good use as a reactionary anti-air/counter-poke, with three frames of head invulnerability. Its speed also helps ABA convert falling {{clr|4|j.H}} at any height into MM {{clr|3|c.S}} > {{clr|4|2H}} > etc, or {{clr|3|f.S}} > rekkas.<br />
<br />
On block, you can mix the opponent up with tick throws, or extend your pressure into {{clr|4|2H}} to remain plus.<br />
<br />
Whiffs on crouching Faust, Zappa, Kliff, Millia, and Anji (only when in hitstun)<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGACR Move Card<br />
|input=5K[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 5<br />
|recovery = 6<br />
}}<br />
Not bad of a poke, but there are better options in Moroha mode, so this move is mostly situational. Being plus on block is still great though.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|6P}}, {{clr|2|5K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGACR Move Card<br />
|input=c.S[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 3<br />
|recovery = 14<br />
}}<br />
A great pressure starter/extender that cranks up their guardbar rather well. In Moroha mode, this normal gains a monstrous hitbox along with foot invuln during startup and active frames, while being just 2f slower than NM {{clr|3|c.S}}. Cancel this into {{clr|3|f.S}}, {{clr|4|5H}}, or {{clr|4|2H}} to continue your pressure.<br />
<br />
As it's 0 on block, you can also try to frametrap with her gatling options or with specials, or even Goku Moroha activation ({{clr|3|6321463214S}}).<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGACR Move Card<br />
|input=f.S[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 2<br />
|inactive2 = 2<br />
|active3 = 2<br />
|recovery = 16<br />
}}<br />
With its amazing range and disjointed hitboxes, Moroha {{clr|3|f.S}} is a staple for your neutral, and is also a beefy poke to start your pressure game.<br />
<br />
As it hits twice, you can throw this out to stuff hyper armored moves or familiars that eat hits (Little Eddie, Zappa's Dog, Dizzy's Fish), which nicely leads to {{clr|4|5H}} or rekkas. No longer hits low unlike in Normal mode.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGACR Move Card<br />
|input=5H[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 5<br />
|inactive2 = 6<br />
|active3 = 2<br />
|recovery = 12<br />
}}<br />
Even though it's 2f slower than NM {{clr|4|5H}}, this move hits twice, builds a ridiculous amount of guard bar on block, and vacuums on the second hit, which is also an important part in your Moroha refresh combos (xxx > {{clr|4|5H}} with both hits > 1st rekka > 2nd rekka > double keygrab). On crouching opponents, you can also combo this into {{clr|4|6H}} for optimal damage and meter gain.<br />
<br />
Due to its lenient cancel window, you can also frame trap with Moroha ABA's various gatling options: either {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|2D}}, or even rekkas, allowing you to keep the opponent close and get their guard bar flashing in about a second. An excellent pressure tool that is somehow 0 on block.<br />
<br />
There is a gap between {{clr|4|5H}} 2nd hit and the first hit of {{clr|4|2H}} on block that can be reversaled through, but is unthrowable on normal block. 3 frame normals such as Sol and Order-Sols {{clr|2|5K}} or A.B.As {{clr|1|5P}} will beat this. 4 frame normals will trade with the second hit but will leave A.B.A at enough advantage for her to be able to combo dash {{clr|3|c.S}}. {{clr|4|5H}} 1st hit to {{clr|4|2H}} is gapless unless IBed<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|3|2S}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===<br />
{{GGACR Move Card<br />
|input=5D[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 24<br />
|active = 4<br />
|recovery = 15<br />
}}<br />
A frame faster than the Normal mode version and fairly safe for a {{clr|5|5D}} at only -5. On normal hit can lead into impossible dust combos, but very useful against an opponent with flashing risc due to the automatic counter hit properties. On counter hit gives you any combo you want since its completely untechable. Not particularly noteworthy but important to keep your opponent from getting too comfortable just down-backing<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGACR Move Card<br />
|input=6P[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 6<br />
|recovery = 17<br />
}}<br />
In Moroha mode, its hitbox is a little altered since Paracelsus' head changes shape, but functions the same as NM's. On block, you can now cancel it to {{clr|4|6H}} to reset or end pressure.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|3|2S}}, {{clr|4|6H}}<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGACR Move Card<br />
|input=6H[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 14<br />
|recovery = 30<br />
}}<br />
No longer a slow CH stun fishing move in Moroha, {{clr|4|6H}} now hits twice, gains jump cancels, sports exceptional range, cranks the guardbar nicely, and hurts a lot more. The fact that you can jump cancel this means that on block, you get to do some gimmicky pressure resets via {{clr|4|6H}} (1) > IAD {{clr|4|j.H}}. Alternatively, you can just do {{clr|3|236S}} to end pressure more safely.<br />
<br />
On its own, this move mostly sees use against people trying to backdash her oki on wakeup in the corner, or those trying to low profile {{clr|3|f.S}} or {{clr|4|5H}} from far away. If you managed to land a hit from max range, rekkas or butt ({{clr|4|421H}}, air hit only) are your only meterless options.<br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGACR Move Card<br />
|input=2P[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 2<br />
|recovery = 6<br />
}}<br />
Mostly identical to NM version, though thanks to the speed boost ABA gains in Moroha, you can dash in and use this to pressure the opponent or just tick throw them.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGACR Move Card<br />
|input=2K[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 4<br />
|recovery = 10<br />
}}<br />
Aside from a slight damage boost, this move is virtually the same as the NM version. Useful for opening the opponent up during mixups.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGACR Move Card<br />
|input=2S[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 6<br />
|recovery = 18<br />
}}<br />
A fantastic anti-air. Despite being 50% slower than NM {{clr|3|2S}}, it makes up for having ludicrous hitboxes and range. When done preemptively, this will hard punish most jump-ins. Great reward on CH. On block , you get a gimmicky high/low mixup with {{clr|5|5D}} and {{clr|5|2D}}, but going for {{clr|5|2D}} into rekkas is usually preferred.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGACR Move Card<br />
|input=2H[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 14<br />
|recovery = 6<br />
|frcStart = 20<br />
|frcEnd = 22<br />
}}<br />
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.<br />
<br />
Being slightly airborne before going active means ABA is throw-invuln during this window, so you can use this as a nice meaty button. To top it off, MM {{clr|4|2H}} also has an FRC point just as the axe touches the ground for the 2nd hit, which is excellent for applying baits or pressure. Insane.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|3|2S}}<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGACR Move Card<br />
|input=2D[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 2<br />
|recovery = 23<br />
}}<br />
In Morohaville, {{clr|5|2D}}'s range grows from standard to absurd. Near the corner, you can confirm into rekka loops (except on Axl, Baiken, Bridget, Millia, and May). At max range, you can use it to bait reversals, and include a hitstop OS with rekkas. It will convert on hit, but you'll be safe on whiff, as long as you space it properly.<br />
<br />
Notably, on CH or against light characters, you can combo this into GM activation, leading to a nice damaging combo with knockdown and oki.<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGACR Move Card<br />
|input=j.P[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 14<br />
}}<br />
Mostly identical to NM version, but you can now chain it on block to the improved MM {{clr|4|j.H}} to keep pressuring the opponent from air to ground.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGACR Move Card<br />
|input=j.K[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 8<br />
|recovery = 12<br />
}}<br />
Being 1f faster in Moroha mode means this move works rather nicely as a rising air-to-air now, even though {{clr|3|2S}} still yields far better rewards on CH. You will mostly use this move in tandem with her fuzzy high/low mixup along with {{clr|3|j.S}}.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGACR Move Card<br />
|input=j.S[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 5<br />
|recovery = 12<br />
}}<br />
Excellent air-to-air. Slightly slower in comparison to NM {{clr|3|j.S}}, but has much better range, damage, and attack level. Crucial for her fuzzy high/low mixups.<br />
<br />
Your standard setup for fuzzies is [{{clr|3|j.S}} > d{{clr|3|j.S}} > falling {{clr|4|j.H}} > land] into more combos. These lead to BIG damage, upwards of 300+ depending on guard bar and available tension. Since it combos to {{clr|1|j.P}} or {{clr|2|j.K}}, you can fuzzy guard by doing [{{clr|3|j.S}} > {{clr|2|j.K}}] or [{{clr|3|j.S}} > {{clr|1|j.P}}]. The latter isn't as useful since the hitstun on {{clr|1|j.P}} is subpar, but the reward from {{clr|3|j.S}} > {{clr|2|j.K}} is superb. Knock an opponent down in the corner do [running {{clr|3|j.S}} > {{clr|2|j.K}} > d{{clr|3|j.S}} > {{clr|4|j.H}}]. Done properly, this is airtight, and if the opponent blocks low at any point, they're getting fuzzied. Other options include land > throw after the fuzzy, or do more {{clr|1|j.P}}s.<br />
<br />
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGACR Move Card<br />
|input=j.H[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 6<br />
|recovery = 20<br />
}}<br />
ABA's notorious air normal. Aside from gaining huge hitboxes in Moroha, {{clr|4|j.H}} also tucks her hurtbox upwards, making it great not just for air-to-air interactions, but also for jump-ins, especially crossups. The built-in OS with airthrow doesn't do your opponents any favors either, so don't hesitate throwing this out in neutral.<br />
<br />
On CH, you can easily confirm it into a short KD combo or ludicrous damage, despite its prorate. On normal hit/block from IAD height, you can link it to {{clr|1|5P}}, which easily leads to your ground strings. People hate this move.<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGACR Move Card<br />
|input=j.D[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 4<br />
|recovery = 13<br />
|specialRecovery = 5<br />
}}<br />
Faster and more far-reaching than NM version, so {{clr|5|j.D}} can occasionally be used as a CH fishing move in neutral, as you have higher rewards in Moroha. This move is also a key ingredient in A.B.A.’s Orb loop. Otherwise, there are better air-to-air options.<br />
}}<br />
<br />
===<big>Universal Mechanics</big>===<br />
----<br />
===<big>Ground Throw</big>===<br />
{{GGACR Move Card<br />
|input=Ground Throw[m]<br />
|description=<br />
Moroha and Goku Moroha version slams into a ground bounce on hit. Standard range, but easily leads into a lot of damage, especially with a raised Guard Bar. Tick throw with any fast normals ({{clr|1|5P}}, {{clr|1|2P}}, {{clr|2|2K}}) or after vacuuming them in with {{clr|4|5H}}. A crucial part of A.B.A's offensive gameplan.<br />
<br />
{{clr|4|6H}} sends the opponent backward while {{clr|4|4H}} sends them forward. Can be OSed with {{clr|2|5K}} or {{clr|3|c.S}}, but even {{clr|4|5H}} and {{clr|4|6H}} are surprisingly good at catching jump-outs and backdashes, though are much slower.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGACR Move Card<br />
|input=Air Throw[m]<br />
|description=<br />
Identical to NM version. As usual, (dash) keygrab is possible if you airthrow them close to the ground, for a burst safe mode switch.<br />
}}<br />
<br />
===<big>Dead Angle Attack</big>===<br />
{{GGACR Move Card<br />
|input=DAA[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 2<br />
|inactive2 = 2<br />
|active3 = 2<br />
|recovery = 20<br />
}}<br />
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.<br />
}}<br />
<br />
===<big>Special Moves</big>===<br />
----<br />
===<big>Deletion</big>===<br />
{{InputBadge|{{clr|3|236S}}}}<br />
{{GGACR Move Card<br />
|input=236S[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 2<br />
|recovery = 17<br />
}}<br />
The start of ABA's rekkas. Having better hitboxes and startup, along with the forward momentum boost before its active frames, Moroha {{clr|3|236S}} is a rather nice poke you often can throw out in neutral that's difficult to low profile. It's unsafe, but its long range and decent pushback make it safe-ish from afar.<br />
}}<br />
<br />
===<big>Ruin</big>===<br />
{{InputBadge|{{clr|3|236S}} > {{clr|3|46S}}}}<br />
{{GGACR Move Card<br />
|input=236S > 46S[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 3<br />
|recovery = 19<br />
}}<br />
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.<br />
<br />
You can also immediately cancel it to GM activation {{clr|3|6321463214S}}, with 50 meter. Notably, you can do a short combo [xxx > 2nd rekka > keygrab x2] to refresh her Moroha gauge, thanks to its stagger effect on ground hit.<br />
}}<br />
<br />
===<big>Condemnation</big>===<br />
{{InputBadge|{{clr|3|46S}} > {{clr|3|63214S}}}}<br />
{{GGACR Move Card<br />
|input=236S > 46S > 63214S[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 3<br />
|recovery = 28<br />
|frcStart = 14<br />
|frcEnd = 15<br />
}}<br />
The last part of her rekkas. In Moroha, it gain even more groundslide time, which allows you to do rekka loops [xx > {{clr|5|2D}} > 1st rekka > 2nd rekka > delayed 3rd rekka] x 2/3. Still pretty unsafe on block, but the opponent still has to respect it due to its FRC point, as well as the fact you can activate GM as late as possible. <br />
}}<br />
<br />
===<big>Bonding</big>===<br />
{{InputBadge|{{clr|4|63214H}} (Air OK)}}<br />
{{GGACR Move Card<br />
|input=63214H[m],j.63214H[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 12<br />
|recovery = 30<br />
}}<br />
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.<br />
<br />
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.<br />
*On block, can cancel to {{MMC|input=6321463214S|label=Altercation}}, or be RC'd.<br />
}}<br />
<br />
===<big>Engorgement</big>===<br />
{{InputBadge|{{clr|4|421H}}}}<br />
{{GGACR Move Card<br />
|input=421H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 21<br />
|active = 11<br />
|recovery = 14<br />
}}<br />
Headbutt, aka butt. ABA hops forward along with Paracelsus. Works well as a combo ender, and is a staple of Butt loops. Its long active time can make it safe when it makes contact late, but otherwise it doesn't see much use in neutral. With meter, you can RC on hit or block to double jump or airdash afterwards.<br />
}}<br />
<br />
===<big>Judgment</big>===<br />
{{InputBadge|{{clr|4|623H}}}}<br />
{{GGACR Move Card<br />
|input=623H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 18<br />
|active = 6<br />
|inactive2 = 20<br />
|active3 = 3<br />
|recovery = 25<br />
}}<br />
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!<br />
<br />
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.<br />
<br />
As Danzai is a special move, it is also cancellable to GM activation (with 50 meter), making it a particularly dangerous offensive option.<br />
}}<br />
<br />
===<big>Displacement</big>===<br />
{{InputBadge|{{clr|1|63214P}}}}<br />
{{GGACR Move Card<br />
|input=63214P[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 40<br />
|frcStart = 10<br />
|frcEnd = 13<br />
}}<br />
Bloodpack exit. Spends one pack to return to Normal Mode and restore 120% of self-inflicted damage. Has an FRC point to make recovery less punishable.<br />
}}<br />
<br />
===<big>Blunder</big>===<br />
{{InputBadge|{{clr|2|41236K}}\{{clr|3|46S}} > {{clr|2|236K}}}}<br />
{{GGACR Move Card<br />
|input=41236K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 28<br />
|active = 1<br />
|recovery = 29<br />
}}<br />
Flipkick. Throw/low invincible overhead/pseudo-unblockable (can be air blocked) which ground bounces on hit and staggers the opponent on standing block. Most commonly used in tandem with {{MMC|input=236D[m]|label=FB Bloodball}} for an expensive but very powerful unblockable setup into {{MMC|input=6321463214S|label=Goku Moroha}}<br />
<br />
===<big>Eradication</big>===<br />
{{InputBadge|{{clr|3|j.41236S}}}}<br />
{{GGACR Move Card<br />
|input=j.41236S<br />
|description=<br />
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.<br />
<br />
You can also use this move low to the ground as a meaty to bait wake-up throw attempts. Moreover, it's possible for both orbs to touch the opponent on oki situations, which will hurt a LOT on hit, though this is usually not reversal safe. Has an FRC point to remain safe, though, just as A.B.A. begins to tuck her outstretched leg back in, right when the orbs become active. Dash jump at downed opponent > orbs (FRC) on top of them > {{clr|2|2K}}, {{clr|5|5D}}, etc. to begin pressure.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Suka Motion</big>===<br />
{{InputBadge|Moroha Gauge reaches 0}}<br />
{{GGACR Move Card<br />
|input=Suka Motion<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 52<br />
}}<br />
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.<br />
<br />
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:<br />
# Is in the middle of an attack animation<br />
# Follows regular Moroha's gatling rules (you will not be able to do gatlings that are only possible in Goku Moroha)<br />
# 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)<br />
<br />
If your Moroha gauge runs out mid-combo/blockstring, you can end it quickly with keygrab, bloodpack exit, or activate GM to recover safely.<br />
}}<br />
<br />
===<big>Force Breaks</big>===<br />
----<br />
===<big>FB Avoidance</big>===<br />
{{InputBadge|{{clr|5|236D}}}}<br />
{{GGACR Move Card<br />
|input=236D[m]<br />
|description=<br />
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. <br><br />
<br />
The multihit part of the projectile has a weird property where the gap will always be the same, ignoring hitstop when it hits. This means against Jam's parry and SB the projectile will still lock them in hitstop preventing them from even using a reversal option. <br />
}}<br />
<br />
===<big>FB Judgment</big>===<br />
{{InputBadge|{{clr|5|623D}}}}<br />
{{GGACR Move Card<br />
|input=623D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 18<br />
|active = 6<br />
|inactive2 = 20<br />
|active3 = 3<br />
|recovery = 25<br />
}}<br />
FB Danzai launches higher on hit and gets hyper armor for the upswing till Christmas, plowing through pretty much anything as long as you still have life left. Obscene.<br />
}}<br />
<br />
===<big>Overdrives</big>===<br />
----<br />
===<big>Evidence: Destruction</big>===<br />
{{InputBadge|{{clr|1|j.632146P}}}}<br />
{{GGACR Move Card<br />
|input=j.632146P[m],j.632146P > 214K<br />
|description=<br />
No longer hits overhead, but now allows you to follow up with additional hits by inputting {{clr|2|j.214K}} for some extra damage. Its usage is identical to NM version, though, and there's an even better super you can do in Moroha mode for which you should really save up meter.<br />
----<br />
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.<br />
}}<br />
<br />
===<big>Altercation</big>===<br />
{{InputBadge|{{clr|3|6321463214S}}}}<br />
{{GGACR Move Card<br />
|input=6321463214S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 3<br />
|recovery = 13<br />
}}<br />
Your win condition. Provided you have one bloodpack and enough meter, ABA performs an aggressive mode switch attack with hitboxes completely surrounding her, then switches her to '''Goku Moroha''' mode, replenishing her Moroha gauge and turning it blue in the process. It's invulnerable from frames 1-15, staggers on ground hit, wallbounces or knocks down on air hit, and cannot be interrupted. You can cancel into this super from '''anything''' grounded (normals/specials, except {{MMC|input=421H|label=Engorgement}}), rendering Moroha ABA a constant threat whenever she has 50 meter.<br />
<br />
In this state, ABA gains a tremendous speed boost for both her movement and her attacks, double airdash, jump cancels for most of her normals, extra FRC points for many of her specials along with wider FRC windows, and extra properties for some of her moves. But most importantly, her gatling limitations are removed, as she can now cancel any normal into anything, as well as reverse cancel them (i.e. {{clr|1|6P}} > {{clr|4|5H}} > {{clr|1|6P}} > {{clr|4|5H}} > etc). Let them know fear.<br />
<br />
Do note that in GM, ABA also inflicts more self-damage on hit/block, so make sure to not overextend in pressure.<br />
}}<br />
<br />
<!--------------------- GOKU MOROHA MODE ---------------------------------><br />
</div><br />
<div id="movelist-3" class="movelist"><br />
<br />
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.<br />
<br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGACR Move Card<br />
|input=5P[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 2<br />
|recovery = 6<br />
}}<br />
{{clr|1|5P}} reaches its full potential in Goku Moroha mode thanks to its unrestricted gatling routes, allowing you to whiff cancel this move from virtually any other normal on block to remain completely safe. For instance, you can do xx > {{clr|3|f.S}} > {{clr|1|5P}} > whiff cancel {{clr|3|f.S}} > {{clr|1|5P}} > whiff cancel etc, which is an airtight blockstring if done correctly. On block, you can mix the opponent up with tick throws, or extend your pressure into {{clr|3|S}} or {{clr|4|H}} normals for frame traps/remaining plus.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal, including itself)<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGACR Move Card<br />
|input=5K[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 5<br />
|recovery = 4<br />
}}<br />
With the general GM gatling and speed buffs, this move becomes far more useful as a pressure extender and a safe-ish frame trap that can be DAA/burst-safe, while still being plus on block.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal, including itself)<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGACR Move Card<br />
|input=c.S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 3<br />
|recovery = 9<br />
}}<br />
Multipurpose normal. Good for throw OSes at 7 frames, amazing for pressure due to being +5 on block, jump cancels for IAD pressure, gatlings to lows with {{clr|2|2K}} and {{clr|5|2D}} and overheads with {{MMC|chara=A.B.A|input = 41236K[gm]|label = flipkick}} and {{clr|5|5D}}. Great for reverse gatlings to create burst safe routing from any hit and provide stability without sacrificing damage. From further out some gatlings may go into {{MMC|chara=A.B.A|input = f.S[gm]|label = f.S}} so be prepared to adjust combos on the fly in case of that. Can occasionally be used as a proximity anti-air due to its speed but is occasionally prone to trading due to a larger upward hurtbox than {{MMC|chara=A.B.A|input = 2S[gm]|label = 2S}}. Trades are usually in your favor but shouldn't be overly relied upon<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGACR Move Card<br />
|input=f.S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 2<br />
|inactive2 = 2<br />
|active3 = 2<br />
|recovery = 12<br />
}}<br />
A 7F-startup normal that is completely disjointed for the first hit, is +3 on its own, and ALSO jump-cancellable, this move retains all of what makes MM {{clr|3|f.S}} good, combined with all the juicy GM buffs ABA receives. Your party starter.<br />
<br />
On hit/block, it leads nicely to {{clr|4|5H}}, which you can reverse chain back into {{clr|3|f.S}} again, or go for a pressure reset with {{clr|1|5P}} whiff cancels.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal except {{clr|3|c.S}})<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGACR Move Card<br />
|input=5H[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 4<br />
|inactive2 = 4<br />
|active3 = 2<br />
|recovery = 11<br />
}}<br />
While still a tad slow at 11 frames, Goku Moroha {{clr|4|5H}} is still a fantastic and multipurpose normal. Still serves its purpose well as a poke and counterpoke, particularly due to its ability to {{keyword|rebeat}} into {{clr|1|5P}} on block to create huge frame advantage from far away, or if it counterhits avoid the 2nd hit undoing your stagger and allowing you to dash up and continue your combo. Also gains natural frame advantage on block due to the marginally shorter recovery<br />
<br />
There is a gap between {{clr|4|5H}} 2nd hit and the first hit of {{clr|4|2H}} on block that can be reversaled through, but is unthrowable on normal block. 3 frame normals such as Sol and Order-Sols {{clr|2|5K}} or A.B.As {{clr|1|5P}} will beat this. 4 frame normals will trade with the second hit but will leave A.B.A at enough advantage for her to be able to combo dash {{clr|3|c.S}}. {{clr|4|5H}} 1st hit to {{clr|4|2H}} is gapless unless IBed<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===<br />
{{GGACR Move Card<br />
|input=5D[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 22<br />
|active = 4<br />
|recovery = 15<br />
}}<br />
Another two frames shaved off the startup puts Goku {{clr|5|5D}} at the second fastest dust in the game after {{Character Label|GGACR|Sol}} Dragon Install 5D. Still decently safe, leads to impossible dust on normal hit, and extremely good when used on an opponent with high risc to cash out on damage. Even unoptimized 5D combos with high risc are liable to do an excess of 50%. Faster than her other overhead in Goku but a bit more situational. Still good to keep your opponent from trying to block everything<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGACR Move Card<br />
|input=6P[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 2<br />
|active2 = 3<br />
|recovery = 12<br />
}}<br />
In Moroha mode, its hitbox is a little altered since Paracelsus' head changes shape, but functions the same as NM's. On block, you can now cancel it to {{clr|4|6H}} to reset or end pressure.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGACR Move Card<br />
|input=6H[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 7<br />
|active2 = 7<br />
|recovery = 24<br />
}}<br />
No longer a slow CH stun fishing move in Moroha, {{clr|4|6H}} now hits twice, gains jump cancels, sports exceptional range, cranks the guardbar nicely, and hurts a lot more. The fact that you can jump cancel this means that on block, you get to do some gimmicky pressure resets via {{clr|4|6H}} (1) > IAD {{clr|4|j.H}}. Alternatively, you can just do {{clr|3|236S}} to end pressure more safely.<br />
<br />
On its own, this move mostly sees use against people trying to backdash her oki on wakeup in the corner, or those trying to low profile {{clr|3|f.S}} or {{clr|4|5H}} from far away. If you managed to land a hit from max range, rekkas or butt ({{clr|4|421H}}, air hit only) are your only meterless options.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGACR Move Card<br />
|input=2P[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 2<br />
|recovery = 6<br />
}}<br />
Mostly identical to NM version, though thanks to the speed boost ABA gains in Moroha, you can dash in and use this to pressure the opponent or just tick throw them.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal, including itself)<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGACR Move Card<br />
|input=2K[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 10<br />
}}<br />
Aside from a slight damage boost, this move is virtually the same as the NM version. Useful for opening the opponent up during mixups.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGACR Move Card<br />
|input=2S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 6<br />
|recovery = 9<br />
}}<br />
Goku 2S loses 3 frames of startup and half its recovery compared to {{MMC|chara=A.B.A|input = 2S[m]|label = Moroha 2S}} putting this at just a frame slower than {{MMC|chara=A.B.A|input = 2S|label = Normal 2S}}, and with significantly less risk associated with whiffing this move. It also gains a self gatling, though this is rarely used compared to its special cancels and reverse gatlings into all of her other normals<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal, including itself)<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGACR Move Card<br />
|input=2H[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 3<br />
|active2= 11<br />
|recovery = 6<br />
|frcStart = 20<br />
|frcEnd = 22<br />
}}<br />
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.<br />
<br />
Being slightly airborne before going active means ABA is throw-invuln during this window, so you can use this as a nice meaty button. To top it off, MM {{clr|4|2H}} also has an FRC point just as the axe touches the ground for the 2nd hit, which is excellent for applying baits or pressure. Insane.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGACR Move Card<br />
|input=2D[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 2<br />
|recovery = 23<br />
}}<br />
In Morohaville, {{clr|5|2D}}'s range grows from standard to absurd. Near the corner, you can confirm into rekka loops (except on Axl, Baiken, Bridget, Millia, and May). At max range, you can use it to bait reversals, and include a hitstop OS with rekkas. It will convert on hit, but you'll be safe on whiff, as long as you space it properly. In Goku can start pressure from halfscreen with 5P whiff rebeat pressure in order to give yourself better frame advantage on block. Against certain characters (Potemkin, Robo-Ky, Anji, Testament and Johnny) 2D->whiff 5P->f.S is a link that allows you to confirm into rekkas from max range on hit and is + enough on block for f.S to be a true blockstring<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGACR Move Card<br />
|input=j.P[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 4<br />
|recovery = 4<br />
}}<br />
1 frame faster than the NM or MM version puts this at the fastest air-to-air in the game tied with Order-Sol, Justice, Jam and Millia<br />
*Speed makes it impossible to IB>Throw when self gatlinged<br />
*Very disjointed. Difficult to contest due to the speed and hitbox<br />
*Very strong as a guts crush due to the self gatling. Good for closing out rounds<br />
*Gatlings to every air normal she has for easy air-to-air confirms<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal, including itself)<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGACR Move Card<br />
|input=j.K[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 8<br />
|recovery = 12<br />
}}<br />
Being 1f faster in Moroha mode means this move works rather nicely as a rising air-to-air now, even though {{clr|3|2S}} still yields far better rewards on CH. You will mostly use this move in tandem with her fuzzy high/low mixup along with {{clr|3|j.S}}.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal, including itself)<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGACR Move Card<br />
|input=j.S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 4<br />
|recovery = 2<br />
}}<br />
Excellent air-to-air. Slightly slower in comparison to NM {{clr|3|j.S}}, but has much better range, damage, and attack level. Crucial for her fuzzy high/low mixups.<br />
<br />
Your standard setup for fuzzies is [{{clr|3|j.S}} > d{{clr|3|j.S}} > falling {{clr|4|j.H}} > land] into more combos. These lead to BIG damage, upwards of 300+ depending on guard bar and available tension. Since it combos to {{clr|1|j.P}} or {{clr|2|j.K}}, you can fuzzy guard by doing [{{clr|3|j.S}} > {{clr|2|j.K}}] or [{{clr|3|j.S}} > {{clr|1|j.P}}]. The latter isn't as useful since the hitstun on {{clr|1|j.P}} is subpar, but the reward from {{clr|3|j.S}} > {{clr|2|j.K}} is superb. Knock an opponent down in the corner do [running {{clr|3|j.S}} > {{clr|2|j.K}} > d{{clr|3|j.S}} > {{clr|4|j.H}}]. Done properly, this is airtight, and if the opponent blocks low at any point, they're getting fuzzied. Other options include land > throw after the fuzzy, or do more {{clr|1|j.P}}s.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGACR Move Card<br />
|input=j.H[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 6<br />
|recovery = 20<br />
}}<br />
ABA's notorious air normal. Aside from gaining huge hitboxes in Moroha, {{clr|4|j.H}} also tucks her hurtbox upwards, making it great not just for air-to-air interactions, but also for jump-ins, especially crossups. The built-in OS with airthrow doesn't do your opponents any favors either, so don't hesitate throwing this out in neutral.<br />
<br />
On CH, you can easily confirm it into a short KD combo or ludicrous damage, despite its prorate. On normal hit/block from IAD height, you can link it to {{clr|1|5P}}, which easily leads to your ground strings. People hate this move.<br />
<br />
[[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGACR Move Card<br />
|input=j.D[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 4<br />
|recovery = 10<br />
|specialRecovery = 5<br />
}}<br />
Significantly faster than the other versions of j.D at 7 frames makes this a very nice air-to-air addition for ABA that's significantly rewarding on counter hit due to the wallbounce. Bear in mind that unlike her other air normals this cannot reverse gatling to other jump normals, but a cancel into {{MMC|chara=A.B.A|input = j.41236S[gm]|label = Orb}} with the FRC will generally keep you safe if your opponent blocks this<br />
}}<br />
<br />
===<big>Universal Mechanics</big>===<br />
----<br />
===<big>Ground Throw</big>===<br />
{{GGACR Move Card<br />
|input=Ground Throw[m]<br />
|description=<br />
Moroha and Goku Moroha version slams into a ground bounce on hit. Standard range, but easily leads into a lot of damage, especially with a raised Guard Bar. Tick throw with any fast normals ({{clr|1|5P}}, {{clr|1|2P}}, {{clr|2|2K}}) or after vacuuming them in with {{clr|4|5H}}. <br />
<br />
{{clr|4|6H}} sends the opponent backward while {{clr|4|4H}} sends them forward. Best OSed with either {{clr|2|5K}} or {{clr|3|c.S}} unless keeping the corner is necessary<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGACR Move Card<br />
|input=Air Throw[m]<br />
|description=<br />
Identical to NM version. As usual, (dash) keygrab is possible if you airthrow them close to the ground, for a burst safe mode switch.<br />
}}<br />
<br />
===<big>Dead Angle Attack</big>===<br />
{{GGACR Move Card<br />
|input=DAA[m]<br />
|description=<br />
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.<br />
}}<br />
<br />
===<big>Special Moves</big>===<br />
----<br />
===<big>Deletion</big>===<br />
{{InputBadge|{{clr|3|236S}}}}<br />
{{GGACR Move Card<br />
|input=236S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 2<br />
|recovery = 17<br />
|frcStart = 10<br />
|frcEnd = 13<br />
}}<br />
The start of ABA's rekkas. Having better hitboxes and startup, along with the forward momentum boost before its active frames, Moroha {{clr|3|236S}} is a rather nice poke you often can throw out in neutral that's difficult to low profile. It's unsafe, but its long range and decent pushback make it safe-ish from afar.<br />
}}<br />
<br />
===<big>Ruin</big>===<br />
{{InputBadge|{{clr|3|236S}} > {{clr|3|46S}}}}<br />
{{GGACR Move Card<br />
|input=236S > 46S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 3<br />
|recovery = 19<br />
|frcStart = 5<br />
|frcEnd = 8<br />
}}<br />
Largely identical to the Moroha version aside from the FRC point added just before the attack hits which can be used to OS whiffs or extend juggles and ground combos that would otherwise be difficult or impossible to extend. Less used due to her better combo options in Goku but still a vital part of Rekka loops in the corner, and can still refresh moroha due to the stagger effect on the 2nd hit allowing a combo into {{MMC|chara=A.B.A|input = 63214H|label = Keygrab}}<br />
}}<br />
<br />
===<big>Condemnation</big>===<br />
{{InputBadge|{{clr|3|46S}} > {{clr|3|63214S}}}}<br />
{{GGACR Move Card<br />
|input=236S > 46S > 63214S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 3<br />
|recovery = 23<br />
|frcStart = 14<br />
|frcEnd = 17<br />
}}<br />
Gains even more groundslide time in Goku Moroha, allowing for up to 4(!) reps of Rekka loops in the corner against most characters that Rekka loops work on. The FRC point is also wider and it has less recovery in general, but is still rather unsafe on block. Generally less favored than butt loops due to lower damage but still builds a lot of meter for A.B.A and gives her conversions from a lot of ranges<br />
}}<br />
<br />
===<big>Bonding</big>===<br />
{{InputBadge|{{clr|4|63214H}} (Air OK)}}<br />
{{GGACR Move Card<br />
|input=63214H[m],j.63214H[m]<br />
|description=<br />
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.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Engorgement</big>===<br />
{{InputBadge|{{clr|4|421H}}}}<br />
{{GGACR Move Card<br />
|input=421H[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 20<br />
|active = 11<br />
|recovery = 10<br />
}}<br />
Essential combo tool in Goku Moroha, leads to many of your max damage routes due to the jump cancel this move gains during Goku Moroha. Doing this move into 412369S will give you an auto-timed TK {{MMC|chara=A.B.A|input = j.41236S[gm]|label = Orb}} that will land both hits on most characters and gives easy extensions due to the widened FRC on Goku Orbs. Also useful for meterless extensions midscreen with the jump cancel, and gives you access to enormous damage and conversions that otherwise wouldn't be possible<br />
}}<br />
<br />
===<big>Judgment</big>===<br />
{{InputBadge|{{clr|4|623H}}}}<br />
{{GGACR Move Card<br />
|input=623H[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 4<br />
|inactive2 = 14<br />
|active3 = 2<br />
|recovery = 21<br />
|frcStart = 12<br />
|frcEnd = 14<br />
}}<br />
Danzai becomes even better in Goku Moroha, as it becomes a whopping 6 frames faster, with a shorter gap between the hits and less recovery, making it better for anti-airing, defense and generally just pestering your opponent with enormous armored hitboxes. Best of all, in Goku it gains an FRC point just as the first hit connects, which can make your opponent guess as to whether you'll let it rip or FRC it on block to get free plus frames to continue your pressure with, as well as allowing you to bypass the 2nd hits heavy forced proration for the cost of 25 meter. The FRC can also be done on whiff, potentially saving you from a whiffed danzai<br />
}}<br />
<br />
===<big>Displacement</big>===<br />
{{InputBadge|{{clr|1|63214P}}}}<br />
{{GGACR Move Card<br />
|input=63214P[m]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 40<br />
|frcStart = 10<br />
|frcEnd = 13<br />
}}<br />
Bloodpack exit. Spends one pack to return to Normal Mode and restore 120% of self-inflicted damage. Has an FRC point to make recovery less punishable.<br />
}}<br />
<br />
===<big>Blunder</big>===<br />
{{InputBadge|{{clr|2|41236K}}\{{clr|3|46S}} > {{clr|2|236K}}}}<br />
{{GGACR Move Card<br />
|input=41236K[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 28<br />
|active = 1<br />
|recovery = 19<br />
|frcStart = 28<br />
|frcEnd = 30<br />
}}<br />
Flipkick. Throw-invuln overhead that causes stagger if blocked standing, so essentially a ground unblockable. Launches the opponent on hit (higher on CH).<br />
<br />
Goku FRC point can be used to option select common responses (e.g. backdash, Dead Angle during unblockable setup).<br />
}}<br />
<br />
===<big>Eradication</big>===<br />
{{InputBadge|{{clr|3|j.41236S}}}}<br />
{{GGACR Move Card<br />
|input=j.41236S[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 6<br />
|active2 = 5<br />
|specialRecovery = 12<br />
|frcStart = 15<br />
|frcEnd = 18<br />
}}<br />
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.<br />
<br />
You can also use this move low to the ground as a meaty to bait wake-up throw attempts. Moreover, it's possible for both orbs to touch the opponent on oki situations, which will hurt a LOT on hit, though this is usually not reversal safe. Has an FRC point to remain safe, though, just as A.B.A. begins to tuck her outstretched leg back in, right when the orbs become active. Dash jump at downed opponent > orbs (FRC) on top of them > {{clr|2|2K}}, {{clr|5|5D}}, etc. to begin pressure.<br />
}}<br />
<br />
===<big>Suka Motion</big>===<br />
{{InputBadge|Moroha Gauge reaches 0}}<br />
{{GGACR Move Card<br />
|input=Suka Motion<br />
|description=<br />
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.<br />
<br />
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:<br />
# Is in the middle of an attack animation<br />
# Follows regular Moroha's gatling rules (you will not be able to do gatlings that are only possible in Goku Moroha)<br />
# 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)<br />
<br />
If your Moroha gauge runs out mid-combo/blockstring, you can end it quickly with keygrab or bloodpack exit to recover safely.<br />
}}<br />
<br />
===<big>Force Breaks</big>===<br />
----<br />
===<big>FB Avoidance</big>===<br />
{{InputBadge|{{clr|5|236D}}}}<br />
{{GGACR Move Card<br />
|input=236D[m]<br />
|description=<br />
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.<br><br />
<br />
The multihit part of the projectile has a weird property where the gap will always be the same, ignoring hitstop when it hits. This means that against Jam's parry and SB the projectile will still lock them in hitstop preventing them from even using a reversal option. <br />
}}<br />
<br />
===<big>FB Judgment</big>===<br />
{{InputBadge|{{clr|5|623D}}}}<br />
{{GGACR Move Card<br />
|input=623D[gm]<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 4<br />
|inactive2 = 14<br />
|active3 = 2<br />
|recovery = 21<br />
|frcStart = 12<br />
|frcEnd = 14<br />
}}<br />
Everything good about regular FB Danzai becomes better in Goku due to the faster startup allowing you to more easily blow through and punish things. Coupled with the FRC point that's identical to meterless Goku Danzai gives ABA a disgustingly powerful callout tool at the cost of 50 meter, that on block is completely safe and on hit gives her an unscaled launcher. Everything you could want in a special and then some<br />
}}<br />
<br />
===<big>Overdrives</big>===<br />
----<br />
===<big>Evidence: Destruction</big>===<br />
{{InputBadge|{{clr|1|j.632146P}}}}<br />
{{GGACR Move Card<br />
|input=j.632146P[m],j.632146P > 214K<br />
|description=<br />
No longer hits overhead, but now allows you to follow up with additional hits by inputting {{clr|2|j.214K}} for some extra damage. Its usage is identical to NM version, though, and there's an even better super you can do in Moroha mode for which you should really save up meter.<br />
----<br />
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.<br />
}}<br />
<!--------------------- END DON'T MESS WITH ME ---------------------------------><br />
</div><br />
<br />
==Instant Kill==<br />
===<big>Darkness of Ignorance</big>===<br />
{{InputBadge|During IK Mode: {{clr|4|236236H}}}}<br />
{{GGACR Move Card<br />
|input=236236H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 36<br />
|active = 5<br />
|recovery = 40<br />
}}<br />
Standard IK. Rather useful after CH NM {{clr|4|6H}} punish attempts.<br />
}}<br />
<br />
==Colors==<br />
{{GGACRColors|Character=A.B.A}}<br />
<br />
==Navigation==<br />
{{notice|To edit frame data, edit values in [[GGACR/A.B.A/Data]].}}<br />
{{#lst:GGACR/Navigation}}<br />
[[Category:Guilty Gear XX Accent Core + R]]<br />
[[Category:A.B.A]]<br />
[[Category:Unga]]</div>Sobosswagnerhttps://www.dustloop.com/wiki/index.php?title=GGACR/Chipp_Zanuff&diff=374213GGACR/Chipp Zanuff2023-02-10T22:13:42Z<p>Sobosswagner: /* {{clr|5|j.D}} */</p>
<hr />
<div>==Overview==<br />
{{Overview/navigation}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Chipp Zanuff is Guilty Gear's dedicated pixie character with insane mobility and mixup, but paper-thin defense. Chipp has access to a staggering amount of strong tools, which give him the advantage in just about any situation. Amazing buttons for pressure and neutral, teleporting, top-notch movement speed, and triple jumping are just the start. Chipp can cling to walls to mix the opponent up, halt his horizontal air momentum completely, become nearly invisible, the list goes on. Especially with resources on his side, Chipp can take control of almost any situation.<br />
<br />
While he's without a doubt the fastest character in the game, Chipp's execution demands precision, as many of his basic conversion combos require microdashes, jump installs, and/or perfect Tiger Knees. This is in no way helped by the fact that chipp takes the most damage in the game by a longshot, so failing to meet his high execution requirements will spell his doom quickly. While Chipp has many tools to help his offense and even defense, there's no denying that losing a trade can spiral out of control quickly.<br />
<br />
If you love playing high-speed pixies, then embrace your inner ninja and give Chipp a whirl. <br />
|lore= A former biochemical drugs trafficker, Chipp was a youth who struggled to live life on the streets of America. Tsuyoshi offered Chipp into his care, which he gratefully accepted. Tsuyoshi trained Chipp in the art of Ninjutsu basics and they lived peacefully together until an assassin syndicate ordered Tsuyoshi's killing. Chipp now has the new ambition of becoming the President of the Country. For it, he tries convincing the Assassin's Guild to vote for him, only to realize that they can't vote.<br />
}}<br />
{{GGACR/Infobox<br />
|fastestAttack = [[#5P|5P]] (4F)<br/>[[#c.S|c.S]] (4F)<br/>[[#2P|2P]] (4F)<br />
|reversal = [[#Beta Blade|623S]] (5F)<br/>[[#Zansei Rouga|632146H]] (25F)<br />
}}<br />
{{ProsAndCons<br />
|intro = is the speedster supreme, with amazing mixups and great tools for a variety of situations at the cost of the lowest health in the game. Don't get hit.<br />
|pros=<br />
* '''Extremely Fast and Mobile''': With the fastest run speed in the game, triple jumps, teleports, wall cling and faultless defense cancel, Chipp has an incredible amount of freedom in his ability to place himself anywhere on screen when he wants. Against many slower characters Chipp can often run circles around them and force them to take riskier approaches just to try and play catch up with him<br />
* '''Powerful Offense''': Chipp has a variety of incredibly potent offensive options, including his {{MMC|input=c.S|label=c.S}}, a fast, versatile throw OS that offers frame advantage on block and a variety of gatlings, {{MMC|input=6K|label=a throw invincible overhead}}, {{MMC|input=41236K|label=a strike invincible, airborne command grab}}, {{MMC|input=41236H|label=a plus on block projectile that traps the opponent in place}} as well as his Faultless Defense Cancel giving him unreactable left/right high/lows for {{keyword|okizeme}}. His {{MMC|input=j.46|label=wall cling}} also allows for further mixup opportunities against cornered opponents<br />
* '''Excellent Buttons''': Chipp has a variety of great buttons such as {{MMC|input=5K|label=5K}}, {{MMC|input=c.S|label=c.S}}, {{MMC|input=6P|label=6P}}, {{MMC|input=2S|label=2S}}, {{MMC|input=j.K|label=j.K}}, {{MMC|input=j.H|label=j.H}} and {{MMC|input=j.D|label=j.D}} that, when combined with his variety of movement options give Chipp an incredibly strong presence both on the ground and in the air<br />
* '''Whiff Punishing''': Chipps teleport FRC, ground speed and variety of strong buttons allows him to pick up punishes on a variety of slower to whiff normals and specials that other characters may struggle to deal with, most notably projectiles like {{MMC|chara=Justice|input=22X|label=Justice's nukes}}, and {{MMC|chara=Sol Badguy|input=236P|label=Sol's gunflame}}<br />
* '''Diverse Toolbox''': Chipps large, diverse toolset gives him a great amount of versatility in how he can choose to approach most any situation. Chipp can play both heavy rushdown, with a large focus on potent mixups and okizeme, or choose to play more defensively, choosing when to engage at his leisure very easily<br />
|cons=<br />
* '''Unforgiving Defense and Execution''': While Chipp's execution isn't strictly uniquely difficult, his punishment for dropping things often results in him taking bigger damage punishes than most other characters would due to his uniquely high defense modifier. <br />
* '''No Options for Cover''': Chipp's game is almost entirely physical and can quickly turn against his favor if read or properly countered, often requiring Chipp to mix up his options on offense, defense and neutral in order to prevent the opponent from getting a good read on what he tries to do<br />
* '''Difficulty in combo optimization''': Chipp often relies on character specific routing or situational confirms using close hit, crouching hit or dash momentum in order to reliably confirm hits into both decent damage and a knockdown<br />
* '''Meter Hungry''': Chipp has a variety of strong ways to spend meter for extending combos, ending them, pushing mixups, and augmenting his punish game. However, due to the meter penalty induced by FRCs, Force Breaks and FDCs, Chipp can often find himself short for meter, severely limiting both his damage and neutral<br />
}}<br />
</div><br />
===Starter Guide===<br />
{{StarterBlurb}}<br />
{{FrameChartKey}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGACR Move Card<br />
|input=5P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 2<br />
|recovery = 6<br />
}}<br />
{{clr|1|5P}} is primarily used for microdash conversions (such as {{clr|5|2D}} > {{clr|3|236S}}), and sometimes an anti-air or tick throw tool.<br />
*Whiffs on all crouchers except for Potemkin and Justice<br />
*Disjointed enough to beat some moves with extended hurtboxes.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGACR Move Card<br />
|input=5K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 5<br />
|recovery = 8<br />
}}<br />
Amazing normal, one of Chipp's most used buttons and all around incredibly useful, especially when combined with his grounded movement. Fast, self cancels, has a great hitbox, and has an extensive gatling tree<br />
*Self gatlings for confirms and pressure. Also jump cancels allowing Chipp to {{keyword|jump install}} teleports for both combos and oki setups<br />
*The disjointed hitbox allows it to beat out many pokes of similar or slower speed<br />
*Vulnerable to {{keyword|low profile}}, but often results in both moves whiffing due to the lack of lower hurtbox on {{clr|2|5K}}<br />
*Has a late gatling into {{clr|1|5P}}/{{clr|1|2P}}/{{clr|2|2K}} from frame 6 that extends into its recovery. <br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGACR Move Card<br />
|input=c.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 1<br />
|recovery = 11<br />
}}<br />
Great normal with a variety of uses. One of the best Throw OSes ({{clr|3|6S}}+{{clr|4|H}}) in the game due to its speed and advantage on block. Creates burst safe gatlings for any normal that gatlings into it, and has a variety of gatlings out of it<br />
*Gatlings into and out of {{clr|1|6P}} for longer hit confirms<br />
*Chipps only normal besides {{clr|4|2H}} that gatlings to {{clr|2|6K}}. Good for punishing throw-happy opponents<br />
*Combos into itself on crouching hit. Good for hit confirming into IAA<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGACR Move Card<br />
|input=f.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 1<br />
|recovery = 19<br />
}}<br />
Long range poke that is faster than nearly any other normals at this range.<br />
*The disjointed hitbox makes it a strong counter-poke.<br />
*Jump cancellable, making for a very safe poke.<br />
*Lacks strong conversions on its own.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGACR Move Card<br />
|input=5H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 7<br />
|recovery = 12<br />
}}<br />
An exceptionally fast heavy normal that sees use most often in Chipps relaunches off of {{MMC|input=j.236P|label=TK Alpha}}. Despite being less disjointed than some of Chipps other normals, its speed allows it to beat out many slower pokes that may otherwise outrange it. Very safe on both block and whiff for a heavy normal<br />
* Combos to {{MMC|input=236P|label=Alpha Blade}} and {{MMC|input=j.236P|label=TK Alpha}} when close, with dash momentum, on counter hit or crouching hit<br />
* <br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|5D}}<br />
}}<br />
<br />
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===<br />
{{GGACR Move Card<br />
|input=5D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 27<br />
|active = 4<br />
|recovery = 9<br />
}}<br />
Very slow Dust, but huge range and plus on block. Can make for a useful blockstring ender.<br />
*Leads to more standardized Impossible Dusts or Chipp's usual air combos on close hit.<br />
*Can get an Impossible Dust setup when hit from far away by doing a late airdash into immediate {{clr|2|j.K}}.<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGACR Move Card<br />
|input=6P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 3<br />
|inactive2 = 9<br />
|active3 = 5<br />
|recovery = 10<br />
}}<br />
Godlike Anti-Air and Counter-poke. Blows right through a good number of buttons.<br />
*Good range, fast, and upper body invincible all the way through its first hitbox.<br />
*Leads to full combos when combo'd into {{clr|4|5H}}.<br />
*Confirms into {{clr|4|6H}} on counter hit.<br />
*Often used after {{clr|3|c.S}} for hit confirms into {{clr|5|2D}}.<br />
*When used on wakeup as a reversal it goes under certain okizeme tools such as Anji's {{MMC|game=GGACR|chara=Anji Mito|input=236P|label={{clr|1|Shitsu}}}}.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}} {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|6K}}</big>===<br />
{{GGACR Move Card<br />
|input=6K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 19<br />
|active = 7<br />
|recovery = 3<br />
|specialRecovery = 3<br />
|frcStart = 16<br />
|frcEnd = 18<br />
}}<br />
Moderately quick overhead which doesn't lead to anything on normal hit unless hit very meaty or RC'd. Can be unsafe on hit.<br />
*Chipp's hop allows him to go over some lower reaching buttons as well as things like Potemkins Slidehead<br />
*Will go over the opponent if done too close against some shorter characters.<br />
*Can be FRC'd while airborne for some gimmicky setups.<br />
*Causes slide and leads to a full conversion on Counter Hit.<br />
*Can be made reversal safe vs slower reversal options such as Ky's Vapor Thrust or Order Sols Storm Viper with proper meaty timing<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGACR Move Card<br />
|input=6H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 6<br />
|recovery = 15<br />
}}<br />
Slow blade stab which deals the most damage of any of Chipps normals<br />
*Only combos from counter hit {{clr|1|6P}} on the ground, or counter hit {{clr|1|5/6P}} in the air<br />
*Staggers on ground hit and ground bounces on air hit. Staggers longer and bounces higher with more untech time on ground/air counter hit, respectively<br />
*Staple corner combo tool with Alpha Blade loops. Leads to Chipps highest damage routes. Has more hitstun than {{clr|4|5H}} which makes IAD combos out of it easier<br />
*Combos to {{MMC|input=632146H|label=Zansei Rouga}} on air hit against everyone not named Sol when done close enough<br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGACR Move Card<br />
|input=2P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 2<br />
|recovery = 7<br />
}}<br />
Fairly typical {{clr|1|2P}}. Very fast, self gatlings, most commonly used as an {{keyword|abare}} normal, but doesn't see much use otherwise<br />
*Can be made reversal safe against slower reversals<br />
*Slightly disjointed, but not enough to be hugely useful<br />
*Hits fairly high up, can be low profiled<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGACR Move Card<br />
|input=2K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 7<br />
}}<br />
Very fast {{clr|2|2K}}, with a self gatling for hit confirming and pressure<br />
*Important normal for Chipps mixup game<br />
*Very heavy scaling, best to keep any combos out of this short <br />
*Enlarges Chipps hurtbox quite a lot<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGACR Move Card<br />
|input=2S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 4<br />
|recovery = 11<br />
}}<br />
Strong ranged poke rivaling {{clr|3|f.S}}.<br />
*1 frame slower, but more active, faster recovery and better at hitting low profile moves than {{clr|3|f.S}}<br />
*Equally short recovery for a ranged poke compared to {{clr|4|5H}}.<br />
*Good hitbox, will beat a lot of other poke attempts.<br />
*Similar to {{clr|3|f.S}} lacks conversions from far range without meter<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGACR Move Card<br />
|input=2H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 10<br />
|recovery = 19<br />
}}<br />
Primary (re)launch tool. A Workable Anti-air.<br />
*Launches the opponent up high on hit.<br />
*Not jump cancellable. Requires a jump install for a full conversion when combo'd into.<br />
*Fully untechable and high launch on counter hit for a big combo.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGACR Move Card<br />
|input=2D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 2<br />
|recovery = 18<br />
}}<br />
Pretty good range for a sweep, but is plagued by having few normals that gatling into it.<br />
*Moves Chipp forward and is slightly disjointed at the foot.<br />
*Gives Chipp plenty of time to set up an oki mixup.<br />
*Often cancelled into {{clr|3|236S}} when close enough for slightly extended conversions.<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGACR Move Card<br />
|input=j.P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 4<br />
}}<br />
Basic, fairly reliable air jab.<br />
*Tied with {{clr|2|j.K}} for Chipp's fastest air normal.<br />
*Used mainly in airdashes during air Alpha Blade conversions.<br />
*Has fairly high horizontal range, making for a usable air-to-air.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGACR Move Card<br />
|input=j.K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 8<br />
|recovery = 8<br />
}}<br />
Good all-around air normal. Self cancels for extended air strings.<br />
*Chipp's best air-to-air if rising, as the first hit reaches above Chipp's head.<br />
*Second hit lowers the opponent on hit for {{clr|5|j.D}} conversions or other combos.<br />
*Often self cancelled on the first hit to gain altitude on the opponent.<br />
*Used after an airdash after landing a far {{clr|5|5D}} for an Impossible Dust.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.2K}}</big>===<br />
{{InputBadge|Sakuganki}}<br />
{{GGACR Move Card<br />
|input=j.2K<br />
|description=<br />
Fast plummeting, multi-hit move for cross-up shenanigans. Will primarily be FDC/SBC'd into ambiguous {{clr|4|j.H}}. Done by starting the move, but inputting Flawless Defense or Slashback right after to stop the attack from coming out, but still halt your momentum.<br />
*Hits up to three times on the way down and can be cancelled on landing immediately for a conversion.<br />
*Will cause Chipp to plummet down on use, cutting his momentum.<br />
*Carries this property when FDC'd to make crossups ambiguous.<br />
*Completely kills that momentum when SBC'd instead. Makes crossups even further ambiguous.<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGACR Move Card<br />
|input=j.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 10<br />
|recovery = 18<br />
}}<br />
Mixup tool with a crossup hitbox. Mainly used out of wallcling setups occasionally in lieu of {{clr|4|j.H}}.<br />
*Decent damage in air combos.<br />
*Prorates less than {{clr|4|j.H}} as a starter in exchange for only being a single overhead instead of two<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|j.H}}<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGACR Move Card<br />
|input=j.H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 12<br />
|recovery = 26<br />
}}<br />
Two-hit jump-in which, when used from Chipp's FDC, teleport FRC, and/or wallcling setups, leads to his absurd mixup game.<br />
*Primary okizeme tool. Can work as a jump-in when pressure is already established.<br />
*Acts as a crossup mainly out of FDC setups.<br />
*Generally used at the end of high air combos (sometimes into Beta Blade).<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGACR Move Card<br />
|input=j.D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 8<br />
|recovery = 18<br />
|specialRecovery = 5<br />
}}<br />
Incredibly fast, disjointed jump in. Often trades with or outright beats many grounded anti-airs<br />
*Knocks down on grounded hit, slams on air hit with ample untech time. Used in many of Chipps air combos for optimal damage<br />
*Groundslides on counter hit. Amazing when used as a punish tool out of {{MMC|input=22H|label={{clr|4|22H}}/{{clr|5|D}}}} FRC for moves that leave the opponent in counter hit state<br />
*Has a lot of recovery both in the air and when landing. Is usually unsafe if blocked or instant blocked<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GGACR Move Card<br />
|input=Ground Throw<br />
|description=<br />
Has the worst grab range in the game, but can convert into some moves that are 4F or faster without triggering OTG.<br />
*Range offset by Chipp's incredible mobility. Can be impossible to react to done out of wallcling or Zansei Rouga FRC.<br />
*You can opt to link gamma blade for otg setups, a tick of dmg thats unaffected by otg states natural scaling before a round ending kd, or in FB gammas case: an extended kd with set up potential.<br />
*Leads to unburstable damage by combo'ing into Banki Messai (does not work against Faust and Jam)<br />
*Can also convert into FB Beta Blade (universal), or 2P (Potemkin & Justice).<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGACR Move Card<br />
|input=Air Throw<br />
|description=<br />
Average airthrow which scores a knockdown. Gives ample time for oki.<br />
*Puts the opponent opposite the side of which the throw was input.<br />
*Can be followed up with Gamma Blade, but the oki is generally preferable.<br />
}}<br />
<br />
===<big>[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]</big>===<br />
{{GGACR Move Card<br />
|input=DAA<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 5<br />
|recovery = 15<br />
}}<br />
Average Dead Angle. Can be combo'd off of normal hit near the corner.<br />
}}<br />
<br />
==Special Moves==<br />
===<big>Sankakutobi</big>===<br />
{{InputBadge|j.46/64}}<br />
{{GGACR Move Card<br />
|input=j.46<br />
|description=<br />
Wall Cling followed by an angled dive, either about 15° or 45° (if you hold 6 or 3 after leaving the wall). Chipp can act out of it immediately and retains all of his remaining aerial movement options. Leads to very powerful mixups.<br />
*Performed by, while being right next to the wall, hitting ''towards'' the wall, then ''away'' from it. Can be done when Chipp has an air jump or airdash available.<br />
*Cancelling into low airdash {{clr|4|j.H}} or land {{clr|5|2D}} is unreactable, can be further layered if the opponent is slightly out of the corner.<br />
*All of Chipp's air normals, and {{clr|2|41236K}}~{{clr|5|D}} can be cancelled into this, even during startup and recovery<br />
*Teleport can lead into Wall Cling as well, but must be jump installed beforehand.<br />
*Puts Chipp in counter hit state during use, proceed with caution when done outside of okizeme.<br />
*Note: <br />
**You can take yourself out of CH state by: tapping FD/SB, FDC/SBC {{clr|2|j.2K}}, or using F.Shuriken. Each of these options technically come with slight faults given you're either: sacrificing opportunities to react accordingly if you intend to throw out something from wallcling and have no method for buffering said option as soon as wall cling start up is over while also potentially staggering tension gain (applies to FD/SB/F.Shuriken) or exchanging a multipurpose tool that can almost entirely flesh out some of the characters faults for a slightly more defense oriented air stall tool (F.Shuriken).<br />
}}<br />
<br />
===<big>Alpha Blade</big>===<br />
{{InputBadge|{{clr|1|236P}} (Air OK)}}<br />
{{GGACR Move Card<br />
|input=236P,j.236P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 18<br />
|active = 15<br />
|specialRecovery = 34<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 14<br />
|specialRecovery = 21<br />
|frcStart = 14<br />
|frcEnd = 16<br />
}}<br />
Slightly low profile transport attack that can go through the opponent. Combos out of {{clr|4|5H}}/{{clr|4|6H}} when close, or on crouching hit. Can lead to big damage.<br />
*Decent damage. Very unsafe, but properly spaced some characters cannot punish this reliably.<br />
*Completely negates Chipp's momentum when RC'd, can convert out of this.<br />
*Situational mixup tool when used in conjunction with Alpha Plus (FRC).<br />
*Can score a knockdown from farther away when combo conditions are met.<br />
*Spending 25 meter to cancel to FB Alpha Blade will score more damage and lead to knockdown.<br />
*Is airborne from frame 1, making it invulnerable to throws and allowing it to go over moves like Potemkin's {{MiniMoveCard|GGACR|chara=Potemkin|input=236S|label=Slide Head}}.<br />
----<br />
Air version is generally superior to the ground version as it recovers quicker and has more hitstun, leading to combos and Chipp's Alpha Blade loops.<br />
*Recovers quickly enough that it will convert when done as close to the ground as possible .<br />
**This is commonly referred to as Instant Air Alpha/IAA.<br />
*Can be FRC'd during the first three active frames for loops, or other conversions.<br />
**Will launch Chipp upward if done during the ascent of Chipp's jump.<br />
**Loses the ability to cross through the opponent, which can lead to further mixups.<br />
}}<br />
<br />
===<big>Alpha Plus</big>===<br />
{{InputBadge|Ground Alpha Blade > {{clr|4|H}}}}<br />
{{GGACR Move Card<br />
|input=236P > H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 12<br />
|recovery = 12<br />
|frcStart = 6<br />
|frcEnd = 7<br />
}}<br />
Significantly safer followup to Alpha Blade if you end up right on the other side of them, but still punishable. Makes blockstring/raw Alpha Blades more layered.<br />
*Fast, scores a knockdown on hit.<br />
*Can be FRC'd before going active for pressure continuation or making yourself safer.<br />
*Launches them far away and wallsticks on counter hit.<br />
*Has a higher reaching hitbox and can be easily low profiled.<br />
*Puts Chipp in a crouching state on use, giving the opponent a better punish if it's blocked.<br />
}}<br />
<br />
===<big>Beta Blade</big>===<br />
{{InputBadge|{{clr|3|623S}} (Air OK)}}<br />
{{GGACR Move Card<br />
|input=623S,j.623S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 22<br />
|recovery = 17<br />
|specialRecovery = 10<br />
|frcStart = 29<br />
|frcEnd = 30<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 18<br />
|specialRecovery = 8<br />
}}<br />
5F Reversal which is active all the way up. Gets them off of you when you need the breather.<br />
*If RC'd on the first hitbox, Chipp will remain grounded and be able to dash afterwards for a conversion.<br />
*Fully untechable on Counter Hit.<br />
*Auto Jump Installed so you can safely retreat if you spend the meter while airborne.<br />
*Can be FRC'd when the active box ends, can convert on counter hit.<br />
*Has a fairly thin hitbox, take care not to get baited.<br />
*Done with dashing momentum, this can be very difficult to punish.<br />
----<br />
In the air. Wins the air-to-air war when used properly.<br />
*Even faster at frame 3, but less active, no throw invul, and with no FRC point.<br />
*Still fully untechable on Counter Hit, can RC to adjust for more sudden confirm opportunities.<br />
**Its the ver. you see used by most at mid-high lv players as it carries more horizontal than the grounded ver. meaning it allows for meterless conversions while also providing more safety on block/whiff in some cases.<br />
*Solid as a rising aa as well despite the drop in invuln frames (more so when dashing than standing because of the added confirmabilty).<br />
*Mostly used at the end of air combos when you need the damage, but leaves Chipp in a less favorable position.<br />
}}<br />
<br />
===<big>Gamma Blade</big>===<br />
{{InputBadge|{{clr|4|41236H}}}}<br />
{{GGACR Move Card<br />
|input=41236H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 9<br />
|recovery = 29<br />
}}<br />
Projectile that freezes the opponent in place for roughly one second on hit.<br />
*Ignores OTG, allowing for damage extensions after a knockdown.<br />
**Opponent is considered airborne on hit, as well as followup hits.<br />
**Will not ''remove'' OTG, meaning the opponent can still be in an OTG state once the freeze period ends.<br />
*Will pass through other projectiles and negate one hit of them.<br />
*Cannot be cancelled into or performed while another Gamma Blade is already active.<br />
*Its GB(-20) based scaling loosely equates to {{clr|5|j.D}}'s set proration.<br />
*Will go away if Chipp is hit in the process.<br />
}}<br />
<br />
===<big>Tsuyoshishiki Ten'i</big>===<br />
{{InputBadge|22X}}<br />
{{GGACR Move Card<br />
|input=22P,22K,22S,22H,22D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 25<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 30<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 34<br />
|frcStart = 16<br />
|frcEnd = 18<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 20<br />
|frcStart = 13<br />
|frcEnd = 14<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 20<br />
|frcStart = 13<br />
|frcEnd = 14<br />
}}<br />
Powerful tool which overall allows Chipp to move with unpredictability, score punishes from far away, escape from poor situations, or go for the mixup. Use with practicality or abandon, sometimes Chipp can get away with it.<br />
*Each version has a small window of strike invincibility as Chipp goes invisible.<br />
----<br />
{{clr|1|P}} moves Chipp forwards slightly, about a 1/5th to 1/4th of the screen. The quickest and shortest duration ground teleport.<br />
*Useful for going through slow projectiles with long recovery on prediction.<br />
*The shorter duration can let Chipp nab initiative or a grab very quickly.<br />
*Will pass through the opponent when done at a range a bit shorter than {{clr|1|2P}}. Can burn frames on oki for trickier setups.<br />
----<br />
{{clr|2|K}} moves significantly forward, about 2/3rds of the screen.<br />
*Calls out slow, punishable moves from afar.<br />
*Slightly more recovery than P Teleport, punishes will be a bit stricter.<br />
*Will pass through the opponent at ranges a bit farther than {{clr|4|6H}}.<br />
----<br />
{{clr|3|S}} is a retreating teleport with the most recovery.<br />
*Gets Chipp outta dodge, must be called out with a dashing or forward moving attack.<br />
*Puts Chipp airborne after teleporting, which might not be favorable.<br />
*Is the only TP that's auto jump installed, meaning you can also AJI 22H/D on your landing with decent enough timing.<br />
*Can be FRC'd after changing location with air options intact, allowing Chipp to immediately airdash or double jump for extended pressure or resets.<br />
----<br />
{{clr|4|H}} is a forward aerial homing teleport that puts Chipp above and in front of the opponent. Leads to FRC shenanigans.<br />
*Mainly used after {{clr|4|2H}} for air combo conversions.<br />
*Must be jump installed for further air actions besides using an air normal/special.<br />
**Best if jump installed normally from a gatling string beforehand.<br />
**Can be jump installed by itself by doing 228+H. Will only install options available from super jump; no double jump or wall dive, only airdash.<br />
*FRC allows Chipp to attack from the air almost immediately, setting up powerful resets into vortexes.<br />
*Mix with other teleports against opponents who attempt to call out H Teleport with airthrows.<br />
*Will maintain dashing momentum.<br />
----<br />
{{clr|5|D}} teleports above and behind opponent, but otherwise nearly identical to H Teleport.<br />
*Also used in {{clr|4|2H}} conversions if a sideswap is desired.<br />
*Jump installs the same way as H Teleport.<br />
*Will put Chipp at the wall if done when the opponent is cornered, allowing for immediate Wall Clings if jump installed.<br />
*FRC point and other notes from H Teleport apply here.<br />
}}<br />
<br />
===<big>Tsuyoshishiki Meisei</big>===<br />
{{InputBadge|{{clr|2|214K}}}}<br />
{{GGACR Move Card<br />
|input=214K<br />
|description=<br />
Hide and Seek Cheat Code. Will cause Chipp to fade in and out, making him much more difficult to see and react to.<br />
*Can be stacked twice to make it next to impossible to discern what Chipp is doing.<br />
*Can't be cancelled into. Usually done after a knockdown that gives you ample time, such as Gamma Blade.<br />
*The effect will disappear the moment Chipp takes damage or blocks an attack.<br />
}}<br />
<br />
===<big>Genrouzan</big>===<br />
{{InputBadge|{{clr|2|41236K}}}}<br />
{{GGACR Move Card<br />
|input=41236K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 29<br />
|active = 12<br />
|specialRecovery = 10<br />
}}<br />
Slow command grab with generous strike invincibility during the period that Chipp is invisible. <br />
*Very slow, but can blow through some slower, punishable moves.<br />
*Can be FRC'd on the hit in order to convert further.<br />
*Very active, can be used to catch backdash happy opponents with the correct read<br />
*Is airborne for much of the startup and active frames, throw attempts will whiff but can be air thrown by opponents with good reactions<br />
*Very generous cancel window for {{MMC|input=41236K > D|label=Genrouzan-You}}<br />
}}<br />
<br />
===<big>Resshou</big>===<br />
{{InputBadge|{{clr|3|236S}}}}<br />
{{GGACR Move Card<br />
|input=236S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 5<br />
|recovery = 10<br />
}}<br />
First hit of Chipp's rekka series. Sometimes used at the end of combos and pressure.<br />
*+3 on hit, Cannot be thrown out of standing repressure strings on hit or block regardless of ones spacing.<br />
*Leads to either Rokusai or Senshuu<br />
*Done out of {{clr|5|2D}}, can lead to launch confirms into knockdown with microdash {{clr|1|5P}} or {{clr|4|5H}}, depending on the character.<br />
**Also sometimes confirmed into {{clr|4|2H}} for high air combos.<br />
*Floats on CH, leading to a full combo.<br />
}}<br />
<br />
===<big>Rokusai</big>===<br />
{{InputBadge|Resshou > {{clr|3|236S}}}}<br />
{{GGACR Move Card<br />
|input=236S > 236S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 1<br />
|recovery = 25<br />
}}<br />
Second hit in Chipp's Rekka series, can still cancel to Senshuu. Significantly unsafer than the first.<br />
*Hits low against players upbacking or expecting an overhead.<br />
*Slightly disjointed at the foot.<br />
*-6 on hit.<br />
*Staggers on CH for a bigger conversion.<br />
*Sometimes RC'd on hit for a further grounded conversion (e.g. {{clr|4|6H}} IAA), but this is expensive and not usually worth it.<br />
}}<br />
<br />
===<big>Senshuu</big>===<br />
{{InputBadge|Resshou > {{clr|2|236K}}\Rokusai > {{clr|2|236K}}}}<br />
{{GGACR Move Card<br />
|input=236S > 236K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 25<br />
|active = 6<br />
|recovery = 10<br />
|specialRecovery = 12<br />
|frcStart = 15<br />
|frcEnd = 17<br />
}}<br />
Third hit rekka, which hits overhead and leads into a full launch combo on hit but is pretty slow and unsafe. Not recommended to be used often unless Rokusai is confirmed CH.<br />
*Sometimes used after {{clr|5|2D}} > Resshou based on the opponent's character.<br />
*Places Chipp airborne during use with an auto jump install for metered use.<br />
*FRC allows for shenanigans, but similar to {{clr|2|6K}} this FRC is mostly a gimmick.<br />
}}<br />
<br />
===<big>Shuriken</big>===<br />
{{InputBadge|{{clr|1|j.214P}}}}<br />
{{GGACR Move Card<br />
|input=j.214P Slow,j.214P Fast<br />
|description=<br />
Slow version is a Participation Prize. Use this awful version solely for the sake of getting to the good version.<br />
*Extremely slow "projectile" which doesn't act as a projectile, and exists just to keep the good version from being one of the best moves in the game.<br />
*Completely stalls Chipp on use, holding him in the air and preventing further action until he lands.<br />
**Despite this weakness, some characters lack the means to reliably punish Chipp if used out of a triple/high jump.<br />
**''Do not Tiger Knee this''. Chipp will fly up in the direction he was traveling but will be unable to act for the entire arc.<br />
*Be smart about when to use this, as the benefit of having fast shuriken is very enticing.<br />
----<br />
Fast version is a Trophy Wife. One of the most versatile moves in Chipp's toolkit.<br />
*Extremely fast tool which can change the followups of many of Chipp's normals on hit/block.<br />
*Recovers almost immediately, allowing Chipp to extend things with a airdashes or other jumps.<br />
*Can cover Chipp's approaches or retreats.<br />
*Still only does 1 damage but is otherwise excellent at everything else it does.<br />
*Both versions will disappear if Chipp is hit.<br />
*Neither version is actually considered a projectile, and are unaffected by Potemkins {{MMC|chara=Potemkin|input = 63214S|label = Flick}}. Can be very good for stalling vs him<br />
}}<br />
<br />
==Force Breaks==<br />
===<big>Genrouzan-You</big>===<br />
{{InputBadge|{{clr|2|41236K}} > {{clr|5|D}}}}<br />
{{GGACR Move Card<br />
|input=41236K > D<br />
|description=<br />
Calls out jump attempts out of Leaf Grab. Strong tool which can be converted from based on distance.<br />
*70 damage and knockdown, with a generous cancel window out of Genrouzan.<br />
*Combos out of air hit {{clr|4|5H}}/{{clr|4|6H}}, and can be linked from with {{clr|3|f.S}} if close enough.<br />
*Can be cancelled into Wall Cling, allowing for further conversion.<br />
*Substitutes for Alpha Blade loops in the corner in terms of ease, but comes with an 85% forced prorate.<br />
}}<br />
<br />
===<big>FB Alpha Blade Plus</big>===<br />
{{InputBadge|Ground Alpha Blade > {{clr|5|D}}}}<br />
{{GGACR Move Card<br />
|input=236P > D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 27<br />
|active = 15<br />
|recovery = 25<br />
}}<br />
Double Dip for another Alpha Blade with a significantly larger hitbox. Gives back big damage for 25 meter.<br />
*Wallbounces the opponent on hit for bigger damage. Lets Chipp hit the big numbers.<br />
*Will always put Chipp a set distance in front of the opponent on use, making it easier to punish.<br />
*Can be input anywhere before and during the active window for Alpha Blade (ground only).<br />
**Done too early, the first Alpha Blade won't hit.<br />
**Can be used on block to fake them out and hit from the other side first, but this is somewhat slow.<br />
*Must be delayed slightly to connect against lighter characters.<br />
}}<br />
<br />
===<big>FB Beta Blade</big>===<br />
{{InputBadge|{{clr|5|623D}} (Air OK)}}<br />
{{GGACR Move Card<br />
|input=623D,j.623D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 13<br />
|inactive2 = 7<br />
|active3 = 13<br />
|recovery = 30<br />
|specialRecovery = 5<br />
}}<br />
Beta Blade on PCP. Invincible for nearly half a second. Monster of a reversal.<br />
*Invincible until 26F, 4 hits, launches them extremely high and far away.<br />
*Tacks on higher damage at the end of air combos.<br />
*Combos non-OTG after throw, but is frame perfect.<br />
*CH state during a bulk of the active frames and a few frames of recovery, making it a bit riskier than regular Beta Blade.<br />
*No FRC or auto jump install, but otherwise still a stronger reversal.<br />
*There is a wide enough gap between the 1st and 2nd hit that a handful of characters can reversal/low profile through (or IB > AT), few get much out of doing this in most cases but its still something decent to keep in mind when dealing with this yourself or throwing it out against others.<br />
}}<br />
<br />
===<big>FB Gamma Blade</big>===<br />
{{InputBadge|{{clr|5|41236D}}}}<br />
{{GGACR Move Card<br />
|input=41236D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 9<br />
|recovery = 19<br />
}}<br />
Stronger version of Gamma Blade that freezes the opponent in place for roughly one and a half seconds on hit. Allows for some real jank.<br />
*Functionally similar to regular Gamma Blade, but it lasts about twice as long and travels approx. 33%~ farther (almost full screen).<br />
*The opponent's state will change based on what hits them during the freeze period, and will carry over.<br />
**E.G. {{clr|4|6H}} will cause the opponent to floor bounce once the freeze period ends.<br />
**Will not ''remove'' OTG, meaning the opponent can still be in an OTG state once the freeze period ends.<br />
*In counter hit state for 33F.<br />
*Significantly positive on block. Startup, Active, and Damage are all otherwise the same as regular Gamma Blade.<br />
}}<br />
<br />
==Overdrives==<br />
===<big>Zansei Rouga</big>===<br />
{{InputBadge|{{clr|4|632146H}}}}<br />
{{GGACR Move Card<br />
|input=632146H<br />
|description=<br />
Extremely high damage Overdrive, but incredibly slow and requires specific conditions to combo into. Can be used for nonsense with enough meter to FRC, or when the opponent is very low on health.<br />
*260 base damage, but will only combo out of aerial {{clr|4|6H}}, and only if close enough, and not against Sols.<br />
*A full 33F of invincibility makes this a fullscreen callout/punish against very high recovery moves.<br />
**Despite this, Beta Blade still makes for a better reversal.<br />
*Does not have to be blocked in alternating directions ''unless'' FD'd, so will catch players unaware if they are low on health and must FD to survive.<br />
*Can be FRC'd before/on the 1st or 3rd hits. This will make it safe or allow for immediate land > throw/mixup setups.<br />
*Will not trigger the last hit on some standing or crouching characters on block as they are too short for the 5th hit to make contact.<br />
*Will likely get you IK'd by over half the cast if they trigger the 6th hit on block, as it allows the opponent ample time to back up, go into IK mode, and trigger it as the last hit whiffs.<br />
}}<br />
<br />
===<big>Banki Mesai</big>===<br />
{{InputBadge|{{clr|2|236236K}}}}<br />
{{GGACR Move Card<br />
|input=236236K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 2<br />
|inactive2 = 5<br />
|active3 = 4<br />
|inactive4 = 1<br />
|active5 = 1<br />
|inactive6 = 4<br />
|active7 = 2<br />
|inactive8 = 7<br />
|active9 = 2<br />
|inactive10 = 6<br />
|active11 = 2<br />
|inactive12 = 5<br />
|active13 = 4<br />
|inactive14 = 7<br />
|active15 = 2<br />
|inactive16 = 9<br />
|active17 = 4<br />
|inactive18 = 4<br />
|active19 = 1<br />
|inactive20 = 3<br />
|active21 = 1<br />
|inactive22 = 6<br />
|active23 = 2<br />
|inactive24 = 11<br />
|active25 = 1<br />
|inactive26 = 2<br />
|active27 = 1<br />
|inactive28 = 3<br />
|active29 = 4<br />
|inactive30 = 4<br />
|active31 = 2<br />
|inactive32 = 6<br />
|active33 = 1<br />
|inactive34 = 6<br />
|active35 = 4<br />
|inactive36 = 5<br />
|active37 = 3<br />
|inactive38 = 4<br />
|active39 = 21<br />
|inactive40 = 3<br />
|active41 = 13<br />
|inactive42 = 7<br />
|active43 = 13<br />
|recovery = 47<br />
|specialRecovery = 10<br />
}}<br />
Tacks on at the end of ranged hits for easy damage and knockdown. Even less safe than Zansei Rouga.<br />
*Good for ending a round as the high number of hits is useful for offsetting damage reduction due to guts and scaling.<br />
*Only has invincibility after the super flash, preventing this from use as a reversal.<br />
*Fast enough to combo non-OTG after a throw (except against Faust and Jam on whom it will not work).<br />
*Will also fully combo after a Leaf Throw against Potemkin, Jam, Johnny, Testament, Zappa, Kliff, and Justice.<br />
*90% of the cast can IK this on block. FD'ing will push Chipp out far enough that the remaining hits will continue to whiff.<br />
**Can still be RC'd if any part made contact beforehand, so Chipp can still make himself safe with 100 meter.<br />
}}<br />
<br />
==Instant Kill==<br />
===<big>Delta End</big>===<br />
{{InputBadge|During IK Mode: {{clr|4|236236H}}}}<br />
{{GGACR Move Card<br />
|input=236236H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 56<br />
|active = 119<br />
|recovery = 43<br />
|specialRecovery = 16<br />
}}<br />
The absolute ''slowest'' IK in the entire game, both in prep time and startup. Don't even consider it.<br />
<br />
Can still be used against ABA, but only when using FB Gamma to give prep time due to the incredibly slow activation time<br />
}}<br />
<br />
==Colors==<br />
{{GGACRColors|Character=Chipp Zanuff}}<br />
<br />
==Navigation==<br />
{{notice|To edit frame data, edit values in [[GGACR/Chipp Zanuff/Data]].}}<br />
{{Overview/SEO|summary=Chipp Zanuff is Guilty Gear's dedicated pixie character with insane mobility and mixup, but paper-thin defense.}}<br />
{{GGACR/Navigation}}<br />
[[Category:Guilty Gear XX Accent Core + R]]</div>Sobosswagnerhttps://www.dustloop.com/wiki/index.php?title=GGACR/Chipp_Zanuff&diff=374211GGACR/Chipp Zanuff2023-02-10T22:13:16Z<p>Sobosswagner: /* {{clr|5|j.D}} */ Updated description</p>
<hr />
<div>==Overview==<br />
{{Overview/navigation}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Chipp Zanuff is Guilty Gear's dedicated pixie character with insane mobility and mixup, but paper-thin defense. Chipp has access to a staggering amount of strong tools, which give him the advantage in just about any situation. Amazing buttons for pressure and neutral, teleporting, top-notch movement speed, and triple jumping are just the start. Chipp can cling to walls to mix the opponent up, halt his horizontal air momentum completely, become nearly invisible, the list goes on. Especially with resources on his side, Chipp can take control of almost any situation.<br />
<br />
While he's without a doubt the fastest character in the game, Chipp's execution demands precision, as many of his basic conversion combos require microdashes, jump installs, and/or perfect Tiger Knees. This is in no way helped by the fact that chipp takes the most damage in the game by a longshot, so failing to meet his high execution requirements will spell his doom quickly. While Chipp has many tools to help his offense and even defense, there's no denying that losing a trade can spiral out of control quickly.<br />
<br />
If you love playing high-speed pixies, then embrace your inner ninja and give Chipp a whirl. <br />
|lore= A former biochemical drugs trafficker, Chipp was a youth who struggled to live life on the streets of America. Tsuyoshi offered Chipp into his care, which he gratefully accepted. Tsuyoshi trained Chipp in the art of Ninjutsu basics and they lived peacefully together until an assassin syndicate ordered Tsuyoshi's killing. Chipp now has the new ambition of becoming the President of the Country. For it, he tries convincing the Assassin's Guild to vote for him, only to realize that they can't vote.<br />
}}<br />
{{GGACR/Infobox<br />
|fastestAttack = [[#5P|5P]] (4F)<br/>[[#c.S|c.S]] (4F)<br/>[[#2P|2P]] (4F)<br />
|reversal = [[#Beta Blade|623S]] (5F)<br/>[[#Zansei Rouga|632146H]] (25F)<br />
}}<br />
{{ProsAndCons<br />
|intro = is the speedster supreme, with amazing mixups and great tools for a variety of situations at the cost of the lowest health in the game. Don't get hit.<br />
|pros=<br />
* '''Extremely Fast and Mobile''': With the fastest run speed in the game, triple jumps, teleports, wall cling and faultless defense cancel, Chipp has an incredible amount of freedom in his ability to place himself anywhere on screen when he wants. Against many slower characters Chipp can often run circles around them and force them to take riskier approaches just to try and play catch up with him<br />
* '''Powerful Offense''': Chipp has a variety of incredibly potent offensive options, including his {{MMC|input=c.S|label=c.S}}, a fast, versatile throw OS that offers frame advantage on block and a variety of gatlings, {{MMC|input=6K|label=a throw invincible overhead}}, {{MMC|input=41236K|label=a strike invincible, airborne command grab}}, {{MMC|input=41236H|label=a plus on block projectile that traps the opponent in place}} as well as his Faultless Defense Cancel giving him unreactable left/right high/lows for {{keyword|okizeme}}. His {{MMC|input=j.46|label=wall cling}} also allows for further mixup opportunities against cornered opponents<br />
* '''Excellent Buttons''': Chipp has a variety of great buttons such as {{MMC|input=5K|label=5K}}, {{MMC|input=c.S|label=c.S}}, {{MMC|input=6P|label=6P}}, {{MMC|input=2S|label=2S}}, {{MMC|input=j.K|label=j.K}}, {{MMC|input=j.H|label=j.H}} and {{MMC|input=j.D|label=j.D}} that, when combined with his variety of movement options give Chipp an incredibly strong presence both on the ground and in the air<br />
* '''Whiff Punishing''': Chipps teleport FRC, ground speed and variety of strong buttons allows him to pick up punishes on a variety of slower to whiff normals and specials that other characters may struggle to deal with, most notably projectiles like {{MMC|chara=Justice|input=22X|label=Justice's nukes}}, and {{MMC|chara=Sol Badguy|input=236P|label=Sol's gunflame}}<br />
* '''Diverse Toolbox''': Chipps large, diverse toolset gives him a great amount of versatility in how he can choose to approach most any situation. Chipp can play both heavy rushdown, with a large focus on potent mixups and okizeme, or choose to play more defensively, choosing when to engage at his leisure very easily<br />
|cons=<br />
* '''Unforgiving Defense and Execution''': While Chipp's execution isn't strictly uniquely difficult, his punishment for dropping things often results in him taking bigger damage punishes than most other characters would due to his uniquely high defense modifier. <br />
* '''No Options for Cover''': Chipp's game is almost entirely physical and can quickly turn against his favor if read or properly countered, often requiring Chipp to mix up his options on offense, defense and neutral in order to prevent the opponent from getting a good read on what he tries to do<br />
* '''Difficulty in combo optimization''': Chipp often relies on character specific routing or situational confirms using close hit, crouching hit or dash momentum in order to reliably confirm hits into both decent damage and a knockdown<br />
* '''Meter Hungry''': Chipp has a variety of strong ways to spend meter for extending combos, ending them, pushing mixups, and augmenting his punish game. However, due to the meter penalty induced by FRCs, Force Breaks and FDCs, Chipp can often find himself short for meter, severely limiting both his damage and neutral<br />
}}<br />
</div><br />
===Starter Guide===<br />
{{StarterBlurb}}<br />
{{FrameChartKey}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGACR Move Card<br />
|input=5P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 2<br />
|recovery = 6<br />
}}<br />
{{clr|1|5P}} is primarily used for microdash conversions (such as {{clr|5|2D}} > {{clr|3|236S}}), and sometimes an anti-air or tick throw tool.<br />
*Whiffs on all crouchers except for Potemkin and Justice<br />
*Disjointed enough to beat some moves with extended hurtboxes.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGACR Move Card<br />
|input=5K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 5<br />
|recovery = 8<br />
}}<br />
Amazing normal, one of Chipp's most used buttons and all around incredibly useful, especially when combined with his grounded movement. Fast, self cancels, has a great hitbox, and has an extensive gatling tree<br />
*Self gatlings for confirms and pressure. Also jump cancels allowing Chipp to {{keyword|jump install}} teleports for both combos and oki setups<br />
*The disjointed hitbox allows it to beat out many pokes of similar or slower speed<br />
*Vulnerable to {{keyword|low profile}}, but often results in both moves whiffing due to the lack of lower hurtbox on {{clr|2|5K}}<br />
*Has a late gatling into {{clr|1|5P}}/{{clr|1|2P}}/{{clr|2|2K}} from frame 6 that extends into its recovery. <br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGACR Move Card<br />
|input=c.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 1<br />
|recovery = 11<br />
}}<br />
Great normal with a variety of uses. One of the best Throw OSes ({{clr|3|6S}}+{{clr|4|H}}) in the game due to its speed and advantage on block. Creates burst safe gatlings for any normal that gatlings into it, and has a variety of gatlings out of it<br />
*Gatlings into and out of {{clr|1|6P}} for longer hit confirms<br />
*Chipps only normal besides {{clr|4|2H}} that gatlings to {{clr|2|6K}}. Good for punishing throw-happy opponents<br />
*Combos into itself on crouching hit. Good for hit confirming into IAA<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGACR Move Card<br />
|input=f.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 1<br />
|recovery = 19<br />
}}<br />
Long range poke that is faster than nearly any other normals at this range.<br />
*The disjointed hitbox makes it a strong counter-poke.<br />
*Jump cancellable, making for a very safe poke.<br />
*Lacks strong conversions on its own.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGACR Move Card<br />
|input=5H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 7<br />
|recovery = 12<br />
}}<br />
An exceptionally fast heavy normal that sees use most often in Chipps relaunches off of {{MMC|input=j.236P|label=TK Alpha}}. Despite being less disjointed than some of Chipps other normals, its speed allows it to beat out many slower pokes that may otherwise outrange it. Very safe on both block and whiff for a heavy normal<br />
* Combos to {{MMC|input=236P|label=Alpha Blade}} and {{MMC|input=j.236P|label=TK Alpha}} when close, with dash momentum, on counter hit or crouching hit<br />
* <br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|5D}}<br />
}}<br />
<br />
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===<br />
{{GGACR Move Card<br />
|input=5D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 27<br />
|active = 4<br />
|recovery = 9<br />
}}<br />
Very slow Dust, but huge range and plus on block. Can make for a useful blockstring ender.<br />
*Leads to more standardized Impossible Dusts or Chipp's usual air combos on close hit.<br />
*Can get an Impossible Dust setup when hit from far away by doing a late airdash into immediate {{clr|2|j.K}}.<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGACR Move Card<br />
|input=6P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 3<br />
|inactive2 = 9<br />
|active3 = 5<br />
|recovery = 10<br />
}}<br />
Godlike Anti-Air and Counter-poke. Blows right through a good number of buttons.<br />
*Good range, fast, and upper body invincible all the way through its first hitbox.<br />
*Leads to full combos when combo'd into {{clr|4|5H}}.<br />
*Confirms into {{clr|4|6H}} on counter hit.<br />
*Often used after {{clr|3|c.S}} for hit confirms into {{clr|5|2D}}.<br />
*When used on wakeup as a reversal it goes under certain okizeme tools such as Anji's {{MMC|game=GGACR|chara=Anji Mito|input=236P|label={{clr|1|Shitsu}}}}.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}} {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|6K}}</big>===<br />
{{GGACR Move Card<br />
|input=6K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 19<br />
|active = 7<br />
|recovery = 3<br />
|specialRecovery = 3<br />
|frcStart = 16<br />
|frcEnd = 18<br />
}}<br />
Moderately quick overhead which doesn't lead to anything on normal hit unless hit very meaty or RC'd. Can be unsafe on hit.<br />
*Chipp's hop allows him to go over some lower reaching buttons as well as things like Potemkins Slidehead<br />
*Will go over the opponent if done too close against some shorter characters.<br />
*Can be FRC'd while airborne for some gimmicky setups.<br />
*Causes slide and leads to a full conversion on Counter Hit.<br />
*Can be made reversal safe vs slower reversal options such as Ky's Vapor Thrust or Order Sols Storm Viper with proper meaty timing<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGACR Move Card<br />
|input=6H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 6<br />
|recovery = 15<br />
}}<br />
Slow blade stab which deals the most damage of any of Chipps normals<br />
*Only combos from counter hit {{clr|1|6P}} on the ground, or counter hit {{clr|1|5/6P}} in the air<br />
*Staggers on ground hit and ground bounces on air hit. Staggers longer and bounces higher with more untech time on ground/air counter hit, respectively<br />
*Staple corner combo tool with Alpha Blade loops. Leads to Chipps highest damage routes. Has more hitstun than {{clr|4|5H}} which makes IAD combos out of it easier<br />
*Combos to {{MMC|input=632146H|label=Zansei Rouga}} on air hit against everyone not named Sol when done close enough<br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGACR Move Card<br />
|input=2P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 2<br />
|recovery = 7<br />
}}<br />
Fairly typical {{clr|1|2P}}. Very fast, self gatlings, most commonly used as an {{keyword|abare}} normal, but doesn't see much use otherwise<br />
*Can be made reversal safe against slower reversals<br />
*Slightly disjointed, but not enough to be hugely useful<br />
*Hits fairly high up, can be low profiled<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGACR Move Card<br />
|input=2K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 7<br />
}}<br />
Very fast {{clr|2|2K}}, with a self gatling for hit confirming and pressure<br />
*Important normal for Chipps mixup game<br />
*Very heavy scaling, best to keep any combos out of this short <br />
*Enlarges Chipps hurtbox quite a lot<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGACR Move Card<br />
|input=2S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 4<br />
|recovery = 11<br />
}}<br />
Strong ranged poke rivaling {{clr|3|f.S}}.<br />
*1 frame slower, but more active, faster recovery and better at hitting low profile moves than {{clr|3|f.S}}<br />
*Equally short recovery for a ranged poke compared to {{clr|4|5H}}.<br />
*Good hitbox, will beat a lot of other poke attempts.<br />
*Similar to {{clr|3|f.S}} lacks conversions from far range without meter<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGACR Move Card<br />
|input=2H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 10<br />
|recovery = 19<br />
}}<br />
Primary (re)launch tool. A Workable Anti-air.<br />
*Launches the opponent up high on hit.<br />
*Not jump cancellable. Requires a jump install for a full conversion when combo'd into.<br />
*Fully untechable and high launch on counter hit for a big combo.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGACR Move Card<br />
|input=2D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 2<br />
|recovery = 18<br />
}}<br />
Pretty good range for a sweep, but is plagued by having few normals that gatling into it.<br />
*Moves Chipp forward and is slightly disjointed at the foot.<br />
*Gives Chipp plenty of time to set up an oki mixup.<br />
*Often cancelled into {{clr|3|236S}} when close enough for slightly extended conversions.<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGACR Move Card<br />
|input=j.P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 4<br />
}}<br />
Basic, fairly reliable air jab.<br />
*Tied with {{clr|2|j.K}} for Chipp's fastest air normal.<br />
*Used mainly in airdashes during air Alpha Blade conversions.<br />
*Has fairly high horizontal range, making for a usable air-to-air.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGACR Move Card<br />
|input=j.K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 8<br />
|recovery = 8<br />
}}<br />
Good all-around air normal. Self cancels for extended air strings.<br />
*Chipp's best air-to-air if rising, as the first hit reaches above Chipp's head.<br />
*Second hit lowers the opponent on hit for {{clr|5|j.D}} conversions or other combos.<br />
*Often self cancelled on the first hit to gain altitude on the opponent.<br />
*Used after an airdash after landing a far {{clr|5|5D}} for an Impossible Dust.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.2K}}</big>===<br />
{{InputBadge|Sakuganki}}<br />
{{GGACR Move Card<br />
|input=j.2K<br />
|description=<br />
Fast plummeting, multi-hit move for cross-up shenanigans. Will primarily be FDC/SBC'd into ambiguous {{clr|4|j.H}}. Done by starting the move, but inputting Flawless Defense or Slashback right after to stop the attack from coming out, but still halt your momentum.<br />
*Hits up to three times on the way down and can be cancelled on landing immediately for a conversion.<br />
*Will cause Chipp to plummet down on use, cutting his momentum.<br />
*Carries this property when FDC'd to make crossups ambiguous.<br />
*Completely kills that momentum when SBC'd instead. Makes crossups even further ambiguous.<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGACR Move Card<br />
|input=j.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 10<br />
|recovery = 18<br />
}}<br />
Mixup tool with a crossup hitbox. Mainly used out of wallcling setups occasionally in lieu of {{clr|4|j.H}}.<br />
*Decent damage in air combos.<br />
*Prorates less than {{clr|4|j.H}} as a starter in exchange for only being a single overhead instead of two<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|j.H}}<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGACR Move Card<br />
|input=j.H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 12<br />
|recovery = 26<br />
}}<br />
Two-hit jump-in which, when used from Chipp's FDC, teleport FRC, and/or wallcling setups, leads to his absurd mixup game.<br />
*Primary okizeme tool. Can work as a jump-in when pressure is already established.<br />
*Acts as a crossup mainly out of FDC setups.<br />
*Generally used at the end of high air combos (sometimes into Beta Blade).<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGACR Move Card<br />
|input=j.D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 8<br />
|recovery = 18<br />
|specialRecovery = 5<br />
}}<br />
Incredibly fast, disjointed jump in. Often trades with or outright beats many grounded anti-airs<br />
*Knocks down on grounded hit, spikes on air hit with ample untech time. Used in many of Chipps air combos for optimal damage<br />
*Groundslides on counter hit. Amazing when used as a punish tool out of {{MMC|input=22H|label={{clr|4|22H}}/{{clr|5|D}}}} FRC for moves that leave the opponent in counter hit state<br />
*Has a lot of recovery both in the air and when landing. Is usually unsafe if blocked or instant blocked<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GGACR Move Card<br />
|input=Ground Throw<br />
|description=<br />
Has the worst grab range in the game, but can convert into some moves that are 4F or faster without triggering OTG.<br />
*Range offset by Chipp's incredible mobility. Can be impossible to react to done out of wallcling or Zansei Rouga FRC.<br />
*You can opt to link gamma blade for otg setups, a tick of dmg thats unaffected by otg states natural scaling before a round ending kd, or in FB gammas case: an extended kd with set up potential.<br />
*Leads to unburstable damage by combo'ing into Banki Messai (does not work against Faust and Jam)<br />
*Can also convert into FB Beta Blade (universal), or 2P (Potemkin & Justice).<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGACR Move Card<br />
|input=Air Throw<br />
|description=<br />
Average airthrow which scores a knockdown. Gives ample time for oki.<br />
*Puts the opponent opposite the side of which the throw was input.<br />
*Can be followed up with Gamma Blade, but the oki is generally preferable.<br />
}}<br />
<br />
===<big>[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]</big>===<br />
{{GGACR Move Card<br />
|input=DAA<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 5<br />
|recovery = 15<br />
}}<br />
Average Dead Angle. Can be combo'd off of normal hit near the corner.<br />
}}<br />
<br />
==Special Moves==<br />
===<big>Sankakutobi</big>===<br />
{{InputBadge|j.46/64}}<br />
{{GGACR Move Card<br />
|input=j.46<br />
|description=<br />
Wall Cling followed by an angled dive, either about 15° or 45° (if you hold 6 or 3 after leaving the wall). Chipp can act out of it immediately and retains all of his remaining aerial movement options. Leads to very powerful mixups.<br />
*Performed by, while being right next to the wall, hitting ''towards'' the wall, then ''away'' from it. Can be done when Chipp has an air jump or airdash available.<br />
*Cancelling into low airdash {{clr|4|j.H}} or land {{clr|5|2D}} is unreactable, can be further layered if the opponent is slightly out of the corner.<br />
*All of Chipp's air normals, and {{clr|2|41236K}}~{{clr|5|D}} can be cancelled into this, even during startup and recovery<br />
*Teleport can lead into Wall Cling as well, but must be jump installed beforehand.<br />
*Puts Chipp in counter hit state during use, proceed with caution when done outside of okizeme.<br />
*Note: <br />
**You can take yourself out of CH state by: tapping FD/SB, FDC/SBC {{clr|2|j.2K}}, or using F.Shuriken. Each of these options technically come with slight faults given you're either: sacrificing opportunities to react accordingly if you intend to throw out something from wallcling and have no method for buffering said option as soon as wall cling start up is over while also potentially staggering tension gain (applies to FD/SB/F.Shuriken) or exchanging a multipurpose tool that can almost entirely flesh out some of the characters faults for a slightly more defense oriented air stall tool (F.Shuriken).<br />
}}<br />
<br />
===<big>Alpha Blade</big>===<br />
{{InputBadge|{{clr|1|236P}} (Air OK)}}<br />
{{GGACR Move Card<br />
|input=236P,j.236P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 18<br />
|active = 15<br />
|specialRecovery = 34<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 14<br />
|specialRecovery = 21<br />
|frcStart = 14<br />
|frcEnd = 16<br />
}}<br />
Slightly low profile transport attack that can go through the opponent. Combos out of {{clr|4|5H}}/{{clr|4|6H}} when close, or on crouching hit. Can lead to big damage.<br />
*Decent damage. Very unsafe, but properly spaced some characters cannot punish this reliably.<br />
*Completely negates Chipp's momentum when RC'd, can convert out of this.<br />
*Situational mixup tool when used in conjunction with Alpha Plus (FRC).<br />
*Can score a knockdown from farther away when combo conditions are met.<br />
*Spending 25 meter to cancel to FB Alpha Blade will score more damage and lead to knockdown.<br />
*Is airborne from frame 1, making it invulnerable to throws and allowing it to go over moves like Potemkin's {{MiniMoveCard|GGACR|chara=Potemkin|input=236S|label=Slide Head}}.<br />
----<br />
Air version is generally superior to the ground version as it recovers quicker and has more hitstun, leading to combos and Chipp's Alpha Blade loops.<br />
*Recovers quickly enough that it will convert when done as close to the ground as possible .<br />
**This is commonly referred to as Instant Air Alpha/IAA.<br />
*Can be FRC'd during the first three active frames for loops, or other conversions.<br />
**Will launch Chipp upward if done during the ascent of Chipp's jump.<br />
**Loses the ability to cross through the opponent, which can lead to further mixups.<br />
}}<br />
<br />
===<big>Alpha Plus</big>===<br />
{{InputBadge|Ground Alpha Blade > {{clr|4|H}}}}<br />
{{GGACR Move Card<br />
|input=236P > H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 12<br />
|recovery = 12<br />
|frcStart = 6<br />
|frcEnd = 7<br />
}}<br />
Significantly safer followup to Alpha Blade if you end up right on the other side of them, but still punishable. Makes blockstring/raw Alpha Blades more layered.<br />
*Fast, scores a knockdown on hit.<br />
*Can be FRC'd before going active for pressure continuation or making yourself safer.<br />
*Launches them far away and wallsticks on counter hit.<br />
*Has a higher reaching hitbox and can be easily low profiled.<br />
*Puts Chipp in a crouching state on use, giving the opponent a better punish if it's blocked.<br />
}}<br />
<br />
===<big>Beta Blade</big>===<br />
{{InputBadge|{{clr|3|623S}} (Air OK)}}<br />
{{GGACR Move Card<br />
|input=623S,j.623S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 22<br />
|recovery = 17<br />
|specialRecovery = 10<br />
|frcStart = 29<br />
|frcEnd = 30<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 18<br />
|specialRecovery = 8<br />
}}<br />
5F Reversal which is active all the way up. Gets them off of you when you need the breather.<br />
*If RC'd on the first hitbox, Chipp will remain grounded and be able to dash afterwards for a conversion.<br />
*Fully untechable on Counter Hit.<br />
*Auto Jump Installed so you can safely retreat if you spend the meter while airborne.<br />
*Can be FRC'd when the active box ends, can convert on counter hit.<br />
*Has a fairly thin hitbox, take care not to get baited.<br />
*Done with dashing momentum, this can be very difficult to punish.<br />
----<br />
In the air. Wins the air-to-air war when used properly.<br />
*Even faster at frame 3, but less active, no throw invul, and with no FRC point.<br />
*Still fully untechable on Counter Hit, can RC to adjust for more sudden confirm opportunities.<br />
**Its the ver. you see used by most at mid-high lv players as it carries more horizontal than the grounded ver. meaning it allows for meterless conversions while also providing more safety on block/whiff in some cases.<br />
*Solid as a rising aa as well despite the drop in invuln frames (more so when dashing than standing because of the added confirmabilty).<br />
*Mostly used at the end of air combos when you need the damage, but leaves Chipp in a less favorable position.<br />
}}<br />
<br />
===<big>Gamma Blade</big>===<br />
{{InputBadge|{{clr|4|41236H}}}}<br />
{{GGACR Move Card<br />
|input=41236H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 9<br />
|recovery = 29<br />
}}<br />
Projectile that freezes the opponent in place for roughly one second on hit.<br />
*Ignores OTG, allowing for damage extensions after a knockdown.<br />
**Opponent is considered airborne on hit, as well as followup hits.<br />
**Will not ''remove'' OTG, meaning the opponent can still be in an OTG state once the freeze period ends.<br />
*Will pass through other projectiles and negate one hit of them.<br />
*Cannot be cancelled into or performed while another Gamma Blade is already active.<br />
*Its GB(-20) based scaling loosely equates to {{clr|5|j.D}}'s set proration.<br />
*Will go away if Chipp is hit in the process.<br />
}}<br />
<br />
===<big>Tsuyoshishiki Ten'i</big>===<br />
{{InputBadge|22X}}<br />
{{GGACR Move Card<br />
|input=22P,22K,22S,22H,22D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 25<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 30<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 34<br />
|frcStart = 16<br />
|frcEnd = 18<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 20<br />
|frcStart = 13<br />
|frcEnd = 14<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 20<br />
|frcStart = 13<br />
|frcEnd = 14<br />
}}<br />
Powerful tool which overall allows Chipp to move with unpredictability, score punishes from far away, escape from poor situations, or go for the mixup. Use with practicality or abandon, sometimes Chipp can get away with it.<br />
*Each version has a small window of strike invincibility as Chipp goes invisible.<br />
----<br />
{{clr|1|P}} moves Chipp forwards slightly, about a 1/5th to 1/4th of the screen. The quickest and shortest duration ground teleport.<br />
*Useful for going through slow projectiles with long recovery on prediction.<br />
*The shorter duration can let Chipp nab initiative or a grab very quickly.<br />
*Will pass through the opponent when done at a range a bit shorter than {{clr|1|2P}}. Can burn frames on oki for trickier setups.<br />
----<br />
{{clr|2|K}} moves significantly forward, about 2/3rds of the screen.<br />
*Calls out slow, punishable moves from afar.<br />
*Slightly more recovery than P Teleport, punishes will be a bit stricter.<br />
*Will pass through the opponent at ranges a bit farther than {{clr|4|6H}}.<br />
----<br />
{{clr|3|S}} is a retreating teleport with the most recovery.<br />
*Gets Chipp outta dodge, must be called out with a dashing or forward moving attack.<br />
*Puts Chipp airborne after teleporting, which might not be favorable.<br />
*Is the only TP that's auto jump installed, meaning you can also AJI 22H/D on your landing with decent enough timing.<br />
*Can be FRC'd after changing location with air options intact, allowing Chipp to immediately airdash or double jump for extended pressure or resets.<br />
----<br />
{{clr|4|H}} is a forward aerial homing teleport that puts Chipp above and in front of the opponent. Leads to FRC shenanigans.<br />
*Mainly used after {{clr|4|2H}} for air combo conversions.<br />
*Must be jump installed for further air actions besides using an air normal/special.<br />
**Best if jump installed normally from a gatling string beforehand.<br />
**Can be jump installed by itself by doing 228+H. Will only install options available from super jump; no double jump or wall dive, only airdash.<br />
*FRC allows Chipp to attack from the air almost immediately, setting up powerful resets into vortexes.<br />
*Mix with other teleports against opponents who attempt to call out H Teleport with airthrows.<br />
*Will maintain dashing momentum.<br />
----<br />
{{clr|5|D}} teleports above and behind opponent, but otherwise nearly identical to H Teleport.<br />
*Also used in {{clr|4|2H}} conversions if a sideswap is desired.<br />
*Jump installs the same way as H Teleport.<br />
*Will put Chipp at the wall if done when the opponent is cornered, allowing for immediate Wall Clings if jump installed.<br />
*FRC point and other notes from H Teleport apply here.<br />
}}<br />
<br />
===<big>Tsuyoshishiki Meisei</big>===<br />
{{InputBadge|{{clr|2|214K}}}}<br />
{{GGACR Move Card<br />
|input=214K<br />
|description=<br />
Hide and Seek Cheat Code. Will cause Chipp to fade in and out, making him much more difficult to see and react to.<br />
*Can be stacked twice to make it next to impossible to discern what Chipp is doing.<br />
*Can't be cancelled into. Usually done after a knockdown that gives you ample time, such as Gamma Blade.<br />
*The effect will disappear the moment Chipp takes damage or blocks an attack.<br />
}}<br />
<br />
===<big>Genrouzan</big>===<br />
{{InputBadge|{{clr|2|41236K}}}}<br />
{{GGACR Move Card<br />
|input=41236K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 29<br />
|active = 12<br />
|specialRecovery = 10<br />
}}<br />
Slow command grab with generous strike invincibility during the period that Chipp is invisible. <br />
*Very slow, but can blow through some slower, punishable moves.<br />
*Can be FRC'd on the hit in order to convert further.<br />
*Very active, can be used to catch backdash happy opponents with the correct read<br />
*Is airborne for much of the startup and active frames, throw attempts will whiff but can be air thrown by opponents with good reactions<br />
*Very generous cancel window for {{MMC|input=41236K > D|label=Genrouzan-You}}<br />
}}<br />
<br />
===<big>Resshou</big>===<br />
{{InputBadge|{{clr|3|236S}}}}<br />
{{GGACR Move Card<br />
|input=236S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 5<br />
|recovery = 10<br />
}}<br />
First hit of Chipp's rekka series. Sometimes used at the end of combos and pressure.<br />
*+3 on hit, Cannot be thrown out of standing repressure strings on hit or block regardless of ones spacing.<br />
*Leads to either Rokusai or Senshuu<br />
*Done out of {{clr|5|2D}}, can lead to launch confirms into knockdown with microdash {{clr|1|5P}} or {{clr|4|5H}}, depending on the character.<br />
**Also sometimes confirmed into {{clr|4|2H}} for high air combos.<br />
*Floats on CH, leading to a full combo.<br />
}}<br />
<br />
===<big>Rokusai</big>===<br />
{{InputBadge|Resshou > {{clr|3|236S}}}}<br />
{{GGACR Move Card<br />
|input=236S > 236S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 1<br />
|recovery = 25<br />
}}<br />
Second hit in Chipp's Rekka series, can still cancel to Senshuu. Significantly unsafer than the first.<br />
*Hits low against players upbacking or expecting an overhead.<br />
*Slightly disjointed at the foot.<br />
*-6 on hit.<br />
*Staggers on CH for a bigger conversion.<br />
*Sometimes RC'd on hit for a further grounded conversion (e.g. {{clr|4|6H}} IAA), but this is expensive and not usually worth it.<br />
}}<br />
<br />
===<big>Senshuu</big>===<br />
{{InputBadge|Resshou > {{clr|2|236K}}\Rokusai > {{clr|2|236K}}}}<br />
{{GGACR Move Card<br />
|input=236S > 236K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 25<br />
|active = 6<br />
|recovery = 10<br />
|specialRecovery = 12<br />
|frcStart = 15<br />
|frcEnd = 17<br />
}}<br />
Third hit rekka, which hits overhead and leads into a full launch combo on hit but is pretty slow and unsafe. Not recommended to be used often unless Rokusai is confirmed CH.<br />
*Sometimes used after {{clr|5|2D}} > Resshou based on the opponent's character.<br />
*Places Chipp airborne during use with an auto jump install for metered use.<br />
*FRC allows for shenanigans, but similar to {{clr|2|6K}} this FRC is mostly a gimmick.<br />
}}<br />
<br />
===<big>Shuriken</big>===<br />
{{InputBadge|{{clr|1|j.214P}}}}<br />
{{GGACR Move Card<br />
|input=j.214P Slow,j.214P Fast<br />
|description=<br />
Slow version is a Participation Prize. Use this awful version solely for the sake of getting to the good version.<br />
*Extremely slow "projectile" which doesn't act as a projectile, and exists just to keep the good version from being one of the best moves in the game.<br />
*Completely stalls Chipp on use, holding him in the air and preventing further action until he lands.<br />
**Despite this weakness, some characters lack the means to reliably punish Chipp if used out of a triple/high jump.<br />
**''Do not Tiger Knee this''. Chipp will fly up in the direction he was traveling but will be unable to act for the entire arc.<br />
*Be smart about when to use this, as the benefit of having fast shuriken is very enticing.<br />
----<br />
Fast version is a Trophy Wife. One of the most versatile moves in Chipp's toolkit.<br />
*Extremely fast tool which can change the followups of many of Chipp's normals on hit/block.<br />
*Recovers almost immediately, allowing Chipp to extend things with a airdashes or other jumps.<br />
*Can cover Chipp's approaches or retreats.<br />
*Still only does 1 damage but is otherwise excellent at everything else it does.<br />
*Both versions will disappear if Chipp is hit.<br />
*Neither version is actually considered a projectile, and are unaffected by Potemkins {{MMC|chara=Potemkin|input = 63214S|label = Flick}}. Can be very good for stalling vs him<br />
}}<br />
<br />
==Force Breaks==<br />
===<big>Genrouzan-You</big>===<br />
{{InputBadge|{{clr|2|41236K}} > {{clr|5|D}}}}<br />
{{GGACR Move Card<br />
|input=41236K > D<br />
|description=<br />
Calls out jump attempts out of Leaf Grab. Strong tool which can be converted from based on distance.<br />
*70 damage and knockdown, with a generous cancel window out of Genrouzan.<br />
*Combos out of air hit {{clr|4|5H}}/{{clr|4|6H}}, and can be linked from with {{clr|3|f.S}} if close enough.<br />
*Can be cancelled into Wall Cling, allowing for further conversion.<br />
*Substitutes for Alpha Blade loops in the corner in terms of ease, but comes with an 85% forced prorate.<br />
}}<br />
<br />
===<big>FB Alpha Blade Plus</big>===<br />
{{InputBadge|Ground Alpha Blade > {{clr|5|D}}}}<br />
{{GGACR Move Card<br />
|input=236P > D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 27<br />
|active = 15<br />
|recovery = 25<br />
}}<br />
Double Dip for another Alpha Blade with a significantly larger hitbox. Gives back big damage for 25 meter.<br />
*Wallbounces the opponent on hit for bigger damage. Lets Chipp hit the big numbers.<br />
*Will always put Chipp a set distance in front of the opponent on use, making it easier to punish.<br />
*Can be input anywhere before and during the active window for Alpha Blade (ground only).<br />
**Done too early, the first Alpha Blade won't hit.<br />
**Can be used on block to fake them out and hit from the other side first, but this is somewhat slow.<br />
*Must be delayed slightly to connect against lighter characters.<br />
}}<br />
<br />
===<big>FB Beta Blade</big>===<br />
{{InputBadge|{{clr|5|623D}} (Air OK)}}<br />
{{GGACR Move Card<br />
|input=623D,j.623D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 13<br />
|inactive2 = 7<br />
|active3 = 13<br />
|recovery = 30<br />
|specialRecovery = 5<br />
}}<br />
Beta Blade on PCP. Invincible for nearly half a second. Monster of a reversal.<br />
*Invincible until 26F, 4 hits, launches them extremely high and far away.<br />
*Tacks on higher damage at the end of air combos.<br />
*Combos non-OTG after throw, but is frame perfect.<br />
*CH state during a bulk of the active frames and a few frames of recovery, making it a bit riskier than regular Beta Blade.<br />
*No FRC or auto jump install, but otherwise still a stronger reversal.<br />
*There is a wide enough gap between the 1st and 2nd hit that a handful of characters can reversal/low profile through (or IB > AT), few get much out of doing this in most cases but its still something decent to keep in mind when dealing with this yourself or throwing it out against others.<br />
}}<br />
<br />
===<big>FB Gamma Blade</big>===<br />
{{InputBadge|{{clr|5|41236D}}}}<br />
{{GGACR Move Card<br />
|input=41236D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 9<br />
|recovery = 19<br />
}}<br />
Stronger version of Gamma Blade that freezes the opponent in place for roughly one and a half seconds on hit. Allows for some real jank.<br />
*Functionally similar to regular Gamma Blade, but it lasts about twice as long and travels approx. 33%~ farther (almost full screen).<br />
*The opponent's state will change based on what hits them during the freeze period, and will carry over.<br />
**E.G. {{clr|4|6H}} will cause the opponent to floor bounce once the freeze period ends.<br />
**Will not ''remove'' OTG, meaning the opponent can still be in an OTG state once the freeze period ends.<br />
*In counter hit state for 33F.<br />
*Significantly positive on block. Startup, Active, and Damage are all otherwise the same as regular Gamma Blade.<br />
}}<br />
<br />
==Overdrives==<br />
===<big>Zansei Rouga</big>===<br />
{{InputBadge|{{clr|4|632146H}}}}<br />
{{GGACR Move Card<br />
|input=632146H<br />
|description=<br />
Extremely high damage Overdrive, but incredibly slow and requires specific conditions to combo into. Can be used for nonsense with enough meter to FRC, or when the opponent is very low on health.<br />
*260 base damage, but will only combo out of aerial {{clr|4|6H}}, and only if close enough, and not against Sols.<br />
*A full 33F of invincibility makes this a fullscreen callout/punish against very high recovery moves.<br />
**Despite this, Beta Blade still makes for a better reversal.<br />
*Does not have to be blocked in alternating directions ''unless'' FD'd, so will catch players unaware if they are low on health and must FD to survive.<br />
*Can be FRC'd before/on the 1st or 3rd hits. This will make it safe or allow for immediate land > throw/mixup setups.<br />
*Will not trigger the last hit on some standing or crouching characters on block as they are too short for the 5th hit to make contact.<br />
*Will likely get you IK'd by over half the cast if they trigger the 6th hit on block, as it allows the opponent ample time to back up, go into IK mode, and trigger it as the last hit whiffs.<br />
}}<br />
<br />
===<big>Banki Mesai</big>===<br />
{{InputBadge|{{clr|2|236236K}}}}<br />
{{GGACR Move Card<br />
|input=236236K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 2<br />
|inactive2 = 5<br />
|active3 = 4<br />
|inactive4 = 1<br />
|active5 = 1<br />
|inactive6 = 4<br />
|active7 = 2<br />
|inactive8 = 7<br />
|active9 = 2<br />
|inactive10 = 6<br />
|active11 = 2<br />
|inactive12 = 5<br />
|active13 = 4<br />
|inactive14 = 7<br />
|active15 = 2<br />
|inactive16 = 9<br />
|active17 = 4<br />
|inactive18 = 4<br />
|active19 = 1<br />
|inactive20 = 3<br />
|active21 = 1<br />
|inactive22 = 6<br />
|active23 = 2<br />
|inactive24 = 11<br />
|active25 = 1<br />
|inactive26 = 2<br />
|active27 = 1<br />
|inactive28 = 3<br />
|active29 = 4<br />
|inactive30 = 4<br />
|active31 = 2<br />
|inactive32 = 6<br />
|active33 = 1<br />
|inactive34 = 6<br />
|active35 = 4<br />
|inactive36 = 5<br />
|active37 = 3<br />
|inactive38 = 4<br />
|active39 = 21<br />
|inactive40 = 3<br />
|active41 = 13<br />
|inactive42 = 7<br />
|active43 = 13<br />
|recovery = 47<br />
|specialRecovery = 10<br />
}}<br />
Tacks on at the end of ranged hits for easy damage and knockdown. Even less safe than Zansei Rouga.<br />
*Good for ending a round as the high number of hits is useful for offsetting damage reduction due to guts and scaling.<br />
*Only has invincibility after the super flash, preventing this from use as a reversal.<br />
*Fast enough to combo non-OTG after a throw (except against Faust and Jam on whom it will not work).<br />
*Will also fully combo after a Leaf Throw against Potemkin, Jam, Johnny, Testament, Zappa, Kliff, and Justice.<br />
*90% of the cast can IK this on block. FD'ing will push Chipp out far enough that the remaining hits will continue to whiff.<br />
**Can still be RC'd if any part made contact beforehand, so Chipp can still make himself safe with 100 meter.<br />
}}<br />
<br />
==Instant Kill==<br />
===<big>Delta End</big>===<br />
{{InputBadge|During IK Mode: {{clr|4|236236H}}}}<br />
{{GGACR Move Card<br />
|input=236236H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 56<br />
|active = 119<br />
|recovery = 43<br />
|specialRecovery = 16<br />
}}<br />
The absolute ''slowest'' IK in the entire game, both in prep time and startup. Don't even consider it.<br />
<br />
Can still be used against ABA, but only when using FB Gamma to give prep time due to the incredibly slow activation time<br />
}}<br />
<br />
==Colors==<br />
{{GGACRColors|Character=Chipp Zanuff}}<br />
<br />
==Navigation==<br />
{{notice|To edit frame data, edit values in [[GGACR/Chipp Zanuff/Data]].}}<br />
{{Overview/SEO|summary=Chipp Zanuff is Guilty Gear's dedicated pixie character with insane mobility and mixup, but paper-thin defense.}}<br />
{{GGACR/Navigation}}<br />
[[Category:Guilty Gear XX Accent Core + R]]</div>Sobosswagnerhttps://www.dustloop.com/wiki/index.php?title=GGACR/Chipp_Zanuff&diff=374208GGACR/Chipp Zanuff2023-02-10T21:48:22Z<p>Sobosswagner: /* {{clr|1|2P}} */ Changed description</p>
<hr />
<div>==Overview==<br />
{{Overview/navigation}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Chipp Zanuff is Guilty Gear's dedicated pixie character with insane mobility and mixup, but paper-thin defense. Chipp has access to a staggering amount of strong tools, which give him the advantage in just about any situation. Amazing buttons for pressure and neutral, teleporting, top-notch movement speed, and triple jumping are just the start. Chipp can cling to walls to mix the opponent up, halt his horizontal air momentum completely, become nearly invisible, the list goes on. Especially with resources on his side, Chipp can take control of almost any situation.<br />
<br />
While he's without a doubt the fastest character in the game, Chipp's execution demands precision, as many of his basic conversion combos require microdashes, jump installs, and/or perfect Tiger Knees. This is in no way helped by the fact that chipp takes the most damage in the game by a longshot, so failing to meet his high execution requirements will spell his doom quickly. While Chipp has many tools to help his offense and even defense, there's no denying that losing a trade can spiral out of control quickly.<br />
<br />
If you love playing high-speed pixies, then embrace your inner ninja and give Chipp a whirl. <br />
|lore= A former biochemical drugs trafficker, Chipp was a youth who struggled to live life on the streets of America. Tsuyoshi offered Chipp into his care, which he gratefully accepted. Tsuyoshi trained Chipp in the art of Ninjutsu basics and they lived peacefully together until an assassin syndicate ordered Tsuyoshi's killing. Chipp now has the new ambition of becoming the President of the Country. For it, he tries convincing the Assassin's Guild to vote for him, only to realize that they can't vote.<br />
}}<br />
{{GGACR/Infobox<br />
|fastestAttack = [[#5P|5P]] (4F)<br/>[[#c.S|c.S]] (4F)<br/>[[#2P|2P]] (4F)<br />
|reversal = [[#Beta Blade|623S]] (5F)<br/>[[#Zansei Rouga|632146H]] (25F)<br />
}}<br />
{{ProsAndCons<br />
|intro = is the speedster supreme, with amazing mixups and great tools for a variety of situations at the cost of the lowest health in the game. Don't get hit.<br />
|pros=<br />
* '''Extremely Fast and Mobile''': With the fastest run speed in the game, triple jumps, teleports, wall cling and faultless defense cancel, Chipp has an incredible amount of freedom in his ability to place himself anywhere on screen when he wants. Against many slower characters Chipp can often run circles around them and force them to take riskier approaches just to try and play catch up with him<br />
* '''Powerful Offense''': Chipp has a variety of incredibly potent offensive options, including his {{MMC|input=c.S|label=c.S}}, a fast, versatile throw OS that offers frame advantage on block and a variety of gatlings, {{MMC|input=6K|label=a throw invincible overhead}}, {{MMC|input=41236K|label=a strike invincible, airborne command grab}}, {{MMC|input=41236H|label=a plus on block projectile that traps the opponent in place}} as well as his Faultless Defense Cancel giving him unreactable left/right high/lows for {{keyword|okizeme}}. His {{MMC|input=j.46|label=wall cling}} also allows for further mixup opportunities against cornered opponents<br />
* '''Excellent Buttons''': Chipp has a variety of great buttons such as {{MMC|input=5K|label=5K}}, {{MMC|input=c.S|label=c.S}}, {{MMC|input=6P|label=6P}}, {{MMC|input=2S|label=2S}}, {{MMC|input=j.K|label=j.K}}, {{MMC|input=j.H|label=j.H}} and {{MMC|input=j.D|label=j.D}} that, when combined with his variety of movement options give Chipp an incredibly strong presence both on the ground and in the air<br />
* '''Whiff Punishing''': Chipps teleport FRC, ground speed and variety of strong buttons allows him to pick up punishes on a variety of slower to whiff normals and specials that other characters may struggle to deal with, most notably projectiles like {{MMC|chara=Justice|input=22X|label=Justice's nukes}}, and {{MMC|chara=Sol Badguy|input=236P|label=Sol's gunflame}}<br />
* '''Diverse Toolbox''': Chipps large, diverse toolset gives him a great amount of versatility in how he can choose to approach most any situation. Chipp can play both heavy rushdown, with a large focus on potent mixups and okizeme, or choose to play more defensively, choosing when to engage at his leisure very easily<br />
|cons=<br />
* '''Unforgiving Defense and Execution''': While Chipp's execution isn't strictly uniquely difficult, his punishment for dropping things often results in him taking bigger damage punishes than most other characters would due to his uniquely high defense modifier. <br />
* '''No Options for Cover''': Chipp's game is almost entirely physical and can quickly turn against his favor if read or properly countered, often requiring Chipp to mix up his options on offense, defense and neutral in order to prevent the opponent from getting a good read on what he tries to do<br />
* '''Difficulty in combo optimization''': Chipp often relies on character specific routing or situational confirms using close hit, crouching hit or dash momentum in order to reliably confirm hits into both decent damage and a knockdown<br />
* '''Meter Hungry''': Chipp has a variety of strong ways to spend meter for extending combos, ending them, pushing mixups, and augmenting his punish game. However, due to the meter penalty induced by FRCs, Force Breaks and FDCs, Chipp can often find himself short for meter, severely limiting both his damage and neutral<br />
}}<br />
</div><br />
===Starter Guide===<br />
{{StarterBlurb}}<br />
{{FrameChartKey}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGACR Move Card<br />
|input=5P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 2<br />
|recovery = 6<br />
}}<br />
{{clr|1|5P}} is primarily used for microdash conversions (such as {{clr|5|2D}} > {{clr|3|236S}}), and sometimes an anti-air or tick throw tool.<br />
*Whiffs on all crouchers except for Potemkin and Justice<br />
*Disjointed enough to beat some moves with extended hurtboxes.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGACR Move Card<br />
|input=5K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 5<br />
|recovery = 8<br />
}}<br />
Amazing normal, one of Chipp's most used buttons and all around incredibly useful, especially when combined with his grounded movement. Fast, self cancels, has a great hitbox, and has an extensive gatling tree<br />
*Self gatlings for confirms and pressure. Also jump cancels allowing Chipp to {{keyword|jump install}} teleports for both combos and oki setups<br />
*The disjointed hitbox allows it to beat out many pokes of similar or slower speed<br />
*Vulnerable to {{keyword|low profile}}, but often results in both moves whiffing due to the lack of lower hurtbox on {{clr|2|5K}}<br />
*Has a late gatling into {{clr|1|5P}}/{{clr|1|2P}}/{{clr|2|2K}} from frame 6 that extends into its recovery. <br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGACR Move Card<br />
|input=c.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 1<br />
|recovery = 11<br />
}}<br />
Great normal with a variety of uses. One of the best Throw OSes ({{clr|3|6S}}+{{clr|4|H}}) in the game due to its speed and advantage on block. Creates burst safe gatlings for any normal that gatlings into it, and has a variety of gatlings out of it<br />
*Gatlings into and out of {{clr|1|6P}} for longer hit confirms<br />
*Chipps only normal besides {{clr|4|2H}} that gatlings to {{clr|2|6K}}. Good for punishing throw-happy opponents<br />
*Combos into itself on crouching hit. Good for hit confirming into IAA<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGACR Move Card<br />
|input=f.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 1<br />
|recovery = 19<br />
}}<br />
Long range poke that is faster than nearly any other normals at this range.<br />
*The disjointed hitbox makes it a strong counter-poke.<br />
*Jump cancellable, making for a very safe poke.<br />
*Lacks strong conversions on its own.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGACR Move Card<br />
|input=5H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 7<br />
|recovery = 12<br />
}}<br />
An exceptionally fast heavy normal that sees use most often in Chipps relaunches off of {{MMC|input=j.236P|label=TK Alpha}}. Despite being less disjointed than some of Chipps other normals, its speed allows it to beat out many slower pokes that may otherwise outrange it. Very safe on both block and whiff for a heavy normal<br />
* Combos to {{MMC|input=236P|label=Alpha Blade}} and {{MMC|input=j.236P|label=TK Alpha}} when close, with dash momentum, on counter hit or crouching hit<br />
* <br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|5D}}<br />
}}<br />
<br />
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===<br />
{{GGACR Move Card<br />
|input=5D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 27<br />
|active = 4<br />
|recovery = 9<br />
}}<br />
Very slow Dust, but huge range and plus on block. Can make for a useful blockstring ender.<br />
*Leads to more standardized Impossible Dusts or Chipp's usual air combos on close hit.<br />
*Can get an Impossible Dust setup when hit from far away by doing a late airdash into immediate {{clr|2|j.K}}.<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGACR Move Card<br />
|input=6P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 3<br />
|inactive2 = 9<br />
|active3 = 5<br />
|recovery = 10<br />
}}<br />
Godlike Anti-Air and Counter-poke. Blows right through a good number of buttons.<br />
*Good range, fast, and upper body invincible all the way through its first hitbox.<br />
*Leads to full combos when combo'd into {{clr|4|5H}}.<br />
*Confirms into {{clr|4|6H}} on counter hit.<br />
*Often used after {{clr|3|c.S}} for hit confirms into {{clr|5|2D}}.<br />
*When used on wakeup as a reversal it goes under certain okizeme tools such as Anji's {{MMC|game=GGACR|chara=Anji Mito|input=236P|label={{clr|1|Shitsu}}}}.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}} {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|6K}}</big>===<br />
{{GGACR Move Card<br />
|input=6K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 19<br />
|active = 7<br />
|recovery = 3<br />
|specialRecovery = 3<br />
|frcStart = 16<br />
|frcEnd = 18<br />
}}<br />
Moderately quick overhead which doesn't lead to anything on normal hit unless hit very meaty or RC'd. Can be unsafe on hit.<br />
*Chipp's hop allows him to go over some lower reaching buttons as well as things like Potemkins Slidehead<br />
*Will go over the opponent if done too close against some shorter characters.<br />
*Can be FRC'd while airborne for some gimmicky setups.<br />
*Causes slide and leads to a full conversion on Counter Hit.<br />
*Can be made reversal safe vs slower reversal options such as Ky's Vapor Thrust or Order Sols Storm Viper with proper meaty timing<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGACR Move Card<br />
|input=6H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 6<br />
|recovery = 15<br />
}}<br />
Slow blade stab which deals the most damage of any of Chipps normals<br />
*Only combos from counter hit {{clr|1|6P}} on the ground, or counter hit {{clr|1|5/6P}} in the air<br />
*Staggers on ground hit and ground bounces on air hit. Staggers longer and bounces higher with more untech time on ground/air counter hit, respectively<br />
*Staple corner combo tool with Alpha Blade loops. Leads to Chipps highest damage routes. Has more hitstun than {{clr|4|5H}} which makes IAD combos out of it easier<br />
*Combos to {{MMC|input=632146H|label=Zansei Rouga}} on air hit against everyone not named Sol when done close enough<br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGACR Move Card<br />
|input=2P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 2<br />
|recovery = 7<br />
}}<br />
Fairly typical {{clr|1|2P}}. Very fast, self gatlings, most commonly used as an {{keyword|abare}} normal, but doesn't see much use otherwise<br />
*Can be made reversal safe against slower reversals<br />
*Slightly disjointed, but not enough to be hugely useful<br />
*Hits fairly high up, can be low profiled<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGACR Move Card<br />
|input=2K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 7<br />
}}<br />
Very fast {{clr|2|2K}}, with a self gatling for hit confirming and pressure<br />
*Important normal for Chipps mixup game<br />
*Very heavy scaling, best to keep any combos out of this short <br />
*Enlarges Chipps hurtbox quite a lot<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGACR Move Card<br />
|input=2S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 4<br />
|recovery = 11<br />
}}<br />
Strong ranged poke rivaling {{clr|3|f.S}}.<br />
*1 frame slower, but more active, faster recovery and better at hitting low profile moves than {{clr|3|f.S}}<br />
*Equally short recovery for a ranged poke compared to {{clr|4|5H}}.<br />
*Good hitbox, will beat a lot of other poke attempts.<br />
*Similar to {{clr|3|f.S}} lacks conversions from far range without meter<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGACR Move Card<br />
|input=2H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 10<br />
|recovery = 19<br />
}}<br />
Primary (re)launch tool. A Workable Anti-air.<br />
*Launches the opponent up high on hit.<br />
*Not jump cancellable. Requires a jump install for a full conversion when combo'd into.<br />
*Fully untechable and high launch on counter hit for a big combo.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGACR Move Card<br />
|input=2D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 2<br />
|recovery = 18<br />
}}<br />
Pretty good range for a sweep, but is plagued by having few normals that gatling into it.<br />
*Moves Chipp forward and is slightly disjointed at the foot.<br />
*Gives Chipp plenty of time to set up an oki mixup.<br />
*Often cancelled into {{clr|3|236S}} when close enough for slightly extended conversions.<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGACR Move Card<br />
|input=j.P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 4<br />
}}<br />
Basic, fairly reliable air jab.<br />
*Tied with {{clr|2|j.K}} for Chipp's fastest air normal.<br />
*Used mainly in airdashes during air Alpha Blade conversions.<br />
*Has fairly high horizontal range, making for a usable air-to-air.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGACR Move Card<br />
|input=j.K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 8<br />
|recovery = 8<br />
}}<br />
Good all-around air normal. Self cancels for extended air strings.<br />
*Chipp's best air-to-air if rising, as the first hit reaches above Chipp's head.<br />
*Second hit lowers the opponent on hit for {{clr|5|j.D}} conversions or other combos.<br />
*Often self cancelled on the first hit to gain altitude on the opponent.<br />
*Used after an airdash after landing a far {{clr|5|5D}} for an Impossible Dust.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.2K}}</big>===<br />
{{InputBadge|Sakuganki}}<br />
{{GGACR Move Card<br />
|input=j.2K<br />
|description=<br />
Fast plummeting, multi-hit move for cross-up shenanigans. Will primarily be FDC/SBC'd into ambiguous {{clr|4|j.H}}. Done by starting the move, but inputting Flawless Defense or Slashback right after to stop the attack from coming out, but still halt your momentum.<br />
*Hits up to three times on the way down and can be cancelled on landing immediately for a conversion.<br />
*Will cause Chipp to plummet down on use, cutting his momentum.<br />
*Carries this property when FDC'd to make crossups ambiguous.<br />
*Completely kills that momentum when SBC'd instead. Makes crossups even further ambiguous.<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGACR Move Card<br />
|input=j.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 10<br />
|recovery = 18<br />
}}<br />
Mixup tool with a crossup hitbox. Mainly used out of wallcling setups occasionally in lieu of {{clr|4|j.H}}.<br />
*Decent damage in air combos.<br />
*Prorates less than {{clr|4|j.H}} as a starter in exchange for only being a single overhead instead of two<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|j.H}}<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGACR Move Card<br />
|input=j.H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 12<br />
|recovery = 26<br />
}}<br />
Two-hit jump-in which, when used from Chipp's FDC, teleport FRC, and/or wallcling setups, leads to his absurd mixup game.<br />
*Primary okizeme tool. Can work as a jump-in when pressure is already established.<br />
*Acts as a crossup mainly out of FDC setups.<br />
*Generally used at the end of high air combos (sometimes into Beta Blade).<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGACR Move Card<br />
|input=j.D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 8<br />
|recovery = 18<br />
|specialRecovery = 5<br />
}}<br />
One of Chipp's most oppressive normals. Aided by Weebspeak.<br />
*Massive, completely disjointed hitbox. Very strong jump-in.<br />
*Tends to knock down or lead to it when close enough to the ground.<br />
*Extremely fast for its damage and size.<br />
*Unreactable out of H/D Teleport FRC.<br />
*Used heavily in Alpha Blade loops for optimal damage.<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GGACR Move Card<br />
|input=Ground Throw<br />
|description=<br />
Has the worst grab range in the game, but can convert into some moves that are 4F or faster without triggering OTG.<br />
*Range offset by Chipp's incredible mobility. Can be impossible to react to done out of wallcling or Zansei Rouga FRC.<br />
*You can opt to link gamma blade for otg setups, a tick of dmg thats unaffected by otg states natural scaling before a round ending kd, or in FB gammas case: an extended kd with set up potential.<br />
*Leads to unburstable damage by combo'ing into Banki Messai (does not work against Faust and Jam)<br />
*Can also convert into FB Beta Blade (universal), or 2P (Potemkin & Justice).<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGACR Move Card<br />
|input=Air Throw<br />
|description=<br />
Average airthrow which scores a knockdown. Gives ample time for oki.<br />
*Puts the opponent opposite the side of which the throw was input.<br />
*Can be followed up with Gamma Blade, but the oki is generally preferable.<br />
}}<br />
<br />
===<big>[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]</big>===<br />
{{GGACR Move Card<br />
|input=DAA<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 5<br />
|recovery = 15<br />
}}<br />
Average Dead Angle. Can be combo'd off of normal hit near the corner.<br />
}}<br />
<br />
==Special Moves==<br />
===<big>Sankakutobi</big>===<br />
{{InputBadge|j.46/64}}<br />
{{GGACR Move Card<br />
|input=j.46<br />
|description=<br />
Wall Cling followed by an angled dive, either about 15° or 45° (if you hold 6 or 3 after leaving the wall). Chipp can act out of it immediately and retains all of his remaining aerial movement options. Leads to very powerful mixups.<br />
*Performed by, while being right next to the wall, hitting ''towards'' the wall, then ''away'' from it. Can be done when Chipp has an air jump or airdash available.<br />
*Cancelling into low airdash {{clr|4|j.H}} or land {{clr|5|2D}} is unreactable, can be further layered if the opponent is slightly out of the corner.<br />
*All of Chipp's air normals, and {{clr|2|41236K}}~{{clr|5|D}} can be cancelled into this, even during startup and recovery<br />
*Teleport can lead into Wall Cling as well, but must be jump installed beforehand.<br />
*Puts Chipp in counter hit state during use, proceed with caution when done outside of okizeme.<br />
*Note: <br />
**You can take yourself out of CH state by: tapping FD/SB, FDC/SBC {{clr|2|j.2K}}, or using F.Shuriken. Each of these options technically come with slight faults given you're either: sacrificing opportunities to react accordingly if you intend to throw out something from wallcling and have no method for buffering said option as soon as wall cling start up is over while also potentially staggering tension gain (applies to FD/SB/F.Shuriken) or exchanging a multipurpose tool that can almost entirely flesh out some of the characters faults for a slightly more defense oriented air stall tool (F.Shuriken).<br />
}}<br />
<br />
===<big>Alpha Blade</big>===<br />
{{InputBadge|{{clr|1|236P}} (Air OK)}}<br />
{{GGACR Move Card<br />
|input=236P,j.236P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 18<br />
|active = 15<br />
|specialRecovery = 34<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 14<br />
|specialRecovery = 21<br />
|frcStart = 14<br />
|frcEnd = 16<br />
}}<br />
Slightly low profile transport attack that can go through the opponent. Combos out of {{clr|4|5H}}/{{clr|4|6H}} when close, or on crouching hit. Can lead to big damage.<br />
*Decent damage. Very unsafe, but properly spaced some characters cannot punish this reliably.<br />
*Completely negates Chipp's momentum when RC'd, can convert out of this.<br />
*Situational mixup tool when used in conjunction with Alpha Plus (FRC).<br />
*Can score a knockdown from farther away when combo conditions are met.<br />
*Spending 25 meter to cancel to FB Alpha Blade will score more damage and lead to knockdown.<br />
*Is airborne from frame 1, making it invulnerable to throws and allowing it to go over moves like Potemkin's {{MiniMoveCard|GGACR|chara=Potemkin|input=236S|label=Slide Head}}.<br />
----<br />
Air version is generally superior to the ground version as it recovers quicker and has more hitstun, leading to combos and Chipp's Alpha Blade loops.<br />
*Recovers quickly enough that it will convert when done as close to the ground as possible .<br />
**This is commonly referred to as Instant Air Alpha/IAA.<br />
*Can be FRC'd during the first three active frames for loops, or other conversions.<br />
**Will launch Chipp upward if done during the ascent of Chipp's jump.<br />
**Loses the ability to cross through the opponent, which can lead to further mixups.<br />
}}<br />
<br />
===<big>Alpha Plus</big>===<br />
{{InputBadge|Ground Alpha Blade > {{clr|4|H}}}}<br />
{{GGACR Move Card<br />
|input=236P > H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 12<br />
|recovery = 12<br />
|frcStart = 6<br />
|frcEnd = 7<br />
}}<br />
Significantly safer followup to Alpha Blade if you end up right on the other side of them, but still punishable. Makes blockstring/raw Alpha Blades more layered.<br />
*Fast, scores a knockdown on hit.<br />
*Can be FRC'd before going active for pressure continuation or making yourself safer.<br />
*Launches them far away and wallsticks on counter hit.<br />
*Has a higher reaching hitbox and can be easily low profiled.<br />
*Puts Chipp in a crouching state on use, giving the opponent a better punish if it's blocked.<br />
}}<br />
<br />
===<big>Beta Blade</big>===<br />
{{InputBadge|{{clr|3|623S}} (Air OK)}}<br />
{{GGACR Move Card<br />
|input=623S,j.623S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 22<br />
|recovery = 17<br />
|specialRecovery = 10<br />
|frcStart = 29<br />
|frcEnd = 30<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 18<br />
|specialRecovery = 8<br />
}}<br />
5F Reversal which is active all the way up. Gets them off of you when you need the breather.<br />
*If RC'd on the first hitbox, Chipp will remain grounded and be able to dash afterwards for a conversion.<br />
*Fully untechable on Counter Hit.<br />
*Auto Jump Installed so you can safely retreat if you spend the meter while airborne.<br />
*Can be FRC'd when the active box ends, can convert on counter hit.<br />
*Has a fairly thin hitbox, take care not to get baited.<br />
*Done with dashing momentum, this can be very difficult to punish.<br />
----<br />
In the air. Wins the air-to-air war when used properly.<br />
*Even faster at frame 3, but less active, no throw invul, and with no FRC point.<br />
*Still fully untechable on Counter Hit, can RC to adjust for more sudden confirm opportunities.<br />
**Its the ver. you see used by most at mid-high lv players as it carries more horizontal than the grounded ver. meaning it allows for meterless conversions while also providing more safety on block/whiff in some cases.<br />
*Solid as a rising aa as well despite the drop in invuln frames (more so when dashing than standing because of the added confirmabilty).<br />
*Mostly used at the end of air combos when you need the damage, but leaves Chipp in a less favorable position.<br />
}}<br />
<br />
===<big>Gamma Blade</big>===<br />
{{InputBadge|{{clr|4|41236H}}}}<br />
{{GGACR Move Card<br />
|input=41236H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 9<br />
|recovery = 29<br />
}}<br />
Projectile that freezes the opponent in place for roughly one second on hit.<br />
*Ignores OTG, allowing for damage extensions after a knockdown.<br />
**Opponent is considered airborne on hit, as well as followup hits.<br />
**Will not ''remove'' OTG, meaning the opponent can still be in an OTG state once the freeze period ends.<br />
*Will pass through other projectiles and negate one hit of them.<br />
*Cannot be cancelled into or performed while another Gamma Blade is already active.<br />
*Its GB(-20) based scaling loosely equates to {{clr|5|j.D}}'s set proration.<br />
*Will go away if Chipp is hit in the process.<br />
}}<br />
<br />
===<big>Tsuyoshishiki Ten'i</big>===<br />
{{InputBadge|22X}}<br />
{{GGACR Move Card<br />
|input=22P,22K,22S,22H,22D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 25<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 30<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 34<br />
|frcStart = 16<br />
|frcEnd = 18<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 20<br />
|frcStart = 13<br />
|frcEnd = 14<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 20<br />
|frcStart = 13<br />
|frcEnd = 14<br />
}}<br />
Powerful tool which overall allows Chipp to move with unpredictability, score punishes from far away, escape from poor situations, or go for the mixup. Use with practicality or abandon, sometimes Chipp can get away with it.<br />
*Each version has a small window of strike invincibility as Chipp goes invisible.<br />
----<br />
{{clr|1|P}} moves Chipp forwards slightly, about a 1/5th to 1/4th of the screen. The quickest and shortest duration ground teleport.<br />
*Useful for going through slow projectiles with long recovery on prediction.<br />
*The shorter duration can let Chipp nab initiative or a grab very quickly.<br />
*Will pass through the opponent when done at a range a bit shorter than {{clr|1|2P}}. Can burn frames on oki for trickier setups.<br />
----<br />
{{clr|2|K}} moves significantly forward, about 2/3rds of the screen.<br />
*Calls out slow, punishable moves from afar.<br />
*Slightly more recovery than P Teleport, punishes will be a bit stricter.<br />
*Will pass through the opponent at ranges a bit farther than {{clr|4|6H}}.<br />
----<br />
{{clr|3|S}} is a retreating teleport with the most recovery.<br />
*Gets Chipp outta dodge, must be called out with a dashing or forward moving attack.<br />
*Puts Chipp airborne after teleporting, which might not be favorable.<br />
*Is the only TP that's auto jump installed, meaning you can also AJI 22H/D on your landing with decent enough timing.<br />
*Can be FRC'd after changing location with air options intact, allowing Chipp to immediately airdash or double jump for extended pressure or resets.<br />
----<br />
{{clr|4|H}} is a forward aerial homing teleport that puts Chipp above and in front of the opponent. Leads to FRC shenanigans.<br />
*Mainly used after {{clr|4|2H}} for air combo conversions.<br />
*Must be jump installed for further air actions besides using an air normal/special.<br />
**Best if jump installed normally from a gatling string beforehand.<br />
**Can be jump installed by itself by doing 228+H. Will only install options available from super jump; no double jump or wall dive, only airdash.<br />
*FRC allows Chipp to attack from the air almost immediately, setting up powerful resets into vortexes.<br />
*Mix with other teleports against opponents who attempt to call out H Teleport with airthrows.<br />
*Will maintain dashing momentum.<br />
----<br />
{{clr|5|D}} teleports above and behind opponent, but otherwise nearly identical to H Teleport.<br />
*Also used in {{clr|4|2H}} conversions if a sideswap is desired.<br />
*Jump installs the same way as H Teleport.<br />
*Will put Chipp at the wall if done when the opponent is cornered, allowing for immediate Wall Clings if jump installed.<br />
*FRC point and other notes from H Teleport apply here.<br />
}}<br />
<br />
===<big>Tsuyoshishiki Meisei</big>===<br />
{{InputBadge|{{clr|2|214K}}}}<br />
{{GGACR Move Card<br />
|input=214K<br />
|description=<br />
Hide and Seek Cheat Code. Will cause Chipp to fade in and out, making him much more difficult to see and react to.<br />
*Can be stacked twice to make it next to impossible to discern what Chipp is doing.<br />
*Can't be cancelled into. Usually done after a knockdown that gives you ample time, such as Gamma Blade.<br />
*The effect will disappear the moment Chipp takes damage or blocks an attack.<br />
}}<br />
<br />
===<big>Genrouzan</big>===<br />
{{InputBadge|{{clr|2|41236K}}}}<br />
{{GGACR Move Card<br />
|input=41236K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 29<br />
|active = 12<br />
|specialRecovery = 10<br />
}}<br />
Slow command grab with generous strike invincibility during the period that Chipp is invisible. <br />
*Very slow, but can blow through some slower, punishable moves.<br />
*Can be FRC'd on the hit in order to convert further.<br />
*Very active, can be used to catch backdash happy opponents with the correct read<br />
*Is airborne for much of the startup and active frames, throw attempts will whiff but can be air thrown by opponents with good reactions<br />
*Very generous cancel window for {{MMC|input=41236K > D|label=Genrouzan-You}}<br />
}}<br />
<br />
===<big>Resshou</big>===<br />
{{InputBadge|{{clr|3|236S}}}}<br />
{{GGACR Move Card<br />
|input=236S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 5<br />
|recovery = 10<br />
}}<br />
First hit of Chipp's rekka series. Sometimes used at the end of combos and pressure.<br />
*+3 on hit, Cannot be thrown out of standing repressure strings on hit or block regardless of ones spacing.<br />
*Leads to either Rokusai or Senshuu<br />
*Done out of {{clr|5|2D}}, can lead to launch confirms into knockdown with microdash {{clr|1|5P}} or {{clr|4|5H}}, depending on the character.<br />
**Also sometimes confirmed into {{clr|4|2H}} for high air combos.<br />
*Floats on CH, leading to a full combo.<br />
}}<br />
<br />
===<big>Rokusai</big>===<br />
{{InputBadge|Resshou > {{clr|3|236S}}}}<br />
{{GGACR Move Card<br />
|input=236S > 236S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 1<br />
|recovery = 25<br />
}}<br />
Second hit in Chipp's Rekka series, can still cancel to Senshuu. Significantly unsafer than the first.<br />
*Hits low against players upbacking or expecting an overhead.<br />
*Slightly disjointed at the foot.<br />
*-6 on hit.<br />
*Staggers on CH for a bigger conversion.<br />
*Sometimes RC'd on hit for a further grounded conversion (e.g. {{clr|4|6H}} IAA), but this is expensive and not usually worth it.<br />
}}<br />
<br />
===<big>Senshuu</big>===<br />
{{InputBadge|Resshou > {{clr|2|236K}}\Rokusai > {{clr|2|236K}}}}<br />
{{GGACR Move Card<br />
|input=236S > 236K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 25<br />
|active = 6<br />
|recovery = 10<br />
|specialRecovery = 12<br />
|frcStart = 15<br />
|frcEnd = 17<br />
}}<br />
Third hit rekka, which hits overhead and leads into a full launch combo on hit but is pretty slow and unsafe. Not recommended to be used often unless Rokusai is confirmed CH.<br />
*Sometimes used after {{clr|5|2D}} > Resshou based on the opponent's character.<br />
*Places Chipp airborne during use with an auto jump install for metered use.<br />
*FRC allows for shenanigans, but similar to {{clr|2|6K}} this FRC is mostly a gimmick.<br />
}}<br />
<br />
===<big>Shuriken</big>===<br />
{{InputBadge|{{clr|1|j.214P}}}}<br />
{{GGACR Move Card<br />
|input=j.214P Slow,j.214P Fast<br />
|description=<br />
Slow version is a Participation Prize. Use this awful version solely for the sake of getting to the good version.<br />
*Extremely slow "projectile" which doesn't act as a projectile, and exists just to keep the good version from being one of the best moves in the game.<br />
*Completely stalls Chipp on use, holding him in the air and preventing further action until he lands.<br />
**Despite this weakness, some characters lack the means to reliably punish Chipp if used out of a triple/high jump.<br />
**''Do not Tiger Knee this''. Chipp will fly up in the direction he was traveling but will be unable to act for the entire arc.<br />
*Be smart about when to use this, as the benefit of having fast shuriken is very enticing.<br />
----<br />
Fast version is a Trophy Wife. One of the most versatile moves in Chipp's toolkit.<br />
*Extremely fast tool which can change the followups of many of Chipp's normals on hit/block.<br />
*Recovers almost immediately, allowing Chipp to extend things with a airdashes or other jumps.<br />
*Can cover Chipp's approaches or retreats.<br />
*Still only does 1 damage but is otherwise excellent at everything else it does.<br />
*Both versions will disappear if Chipp is hit.<br />
*Neither version is actually considered a projectile, and are unaffected by Potemkins {{MMC|chara=Potemkin|input = 63214S|label = Flick}}. Can be very good for stalling vs him<br />
}}<br />
<br />
==Force Breaks==<br />
===<big>Genrouzan-You</big>===<br />
{{InputBadge|{{clr|2|41236K}} > {{clr|5|D}}}}<br />
{{GGACR Move Card<br />
|input=41236K > D<br />
|description=<br />
Calls out jump attempts out of Leaf Grab. Strong tool which can be converted from based on distance.<br />
*70 damage and knockdown, with a generous cancel window out of Genrouzan.<br />
*Combos out of air hit {{clr|4|5H}}/{{clr|4|6H}}, and can be linked from with {{clr|3|f.S}} if close enough.<br />
*Can be cancelled into Wall Cling, allowing for further conversion.<br />
*Substitutes for Alpha Blade loops in the corner in terms of ease, but comes with an 85% forced prorate.<br />
}}<br />
<br />
===<big>FB Alpha Blade Plus</big>===<br />
{{InputBadge|Ground Alpha Blade > {{clr|5|D}}}}<br />
{{GGACR Move Card<br />
|input=236P > D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 27<br />
|active = 15<br />
|recovery = 25<br />
}}<br />
Double Dip for another Alpha Blade with a significantly larger hitbox. Gives back big damage for 25 meter.<br />
*Wallbounces the opponent on hit for bigger damage. Lets Chipp hit the big numbers.<br />
*Will always put Chipp a set distance in front of the opponent on use, making it easier to punish.<br />
*Can be input anywhere before and during the active window for Alpha Blade (ground only).<br />
**Done too early, the first Alpha Blade won't hit.<br />
**Can be used on block to fake them out and hit from the other side first, but this is somewhat slow.<br />
*Must be delayed slightly to connect against lighter characters.<br />
}}<br />
<br />
===<big>FB Beta Blade</big>===<br />
{{InputBadge|{{clr|5|623D}} (Air OK)}}<br />
{{GGACR Move Card<br />
|input=623D,j.623D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 13<br />
|inactive2 = 7<br />
|active3 = 13<br />
|recovery = 30<br />
|specialRecovery = 5<br />
}}<br />
Beta Blade on PCP. Invincible for nearly half a second. Monster of a reversal.<br />
*Invincible until 26F, 4 hits, launches them extremely high and far away.<br />
*Tacks on higher damage at the end of air combos.<br />
*Combos non-OTG after throw, but is frame perfect.<br />
*CH state during a bulk of the active frames and a few frames of recovery, making it a bit riskier than regular Beta Blade.<br />
*No FRC or auto jump install, but otherwise still a stronger reversal.<br />
*There is a wide enough gap between the 1st and 2nd hit that a handful of characters can reversal/low profile through (or IB > AT), few get much out of doing this in most cases but its still something decent to keep in mind when dealing with this yourself or throwing it out against others.<br />
}}<br />
<br />
===<big>FB Gamma Blade</big>===<br />
{{InputBadge|{{clr|5|41236D}}}}<br />
{{GGACR Move Card<br />
|input=41236D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 9<br />
|recovery = 19<br />
}}<br />
Stronger version of Gamma Blade that freezes the opponent in place for roughly one and a half seconds on hit. Allows for some real jank.<br />
*Functionally similar to regular Gamma Blade, but it lasts about twice as long and travels approx. 33%~ farther (almost full screen).<br />
*The opponent's state will change based on what hits them during the freeze period, and will carry over.<br />
**E.G. {{clr|4|6H}} will cause the opponent to floor bounce once the freeze period ends.<br />
**Will not ''remove'' OTG, meaning the opponent can still be in an OTG state once the freeze period ends.<br />
*In counter hit state for 33F.<br />
*Significantly positive on block. Startup, Active, and Damage are all otherwise the same as regular Gamma Blade.<br />
}}<br />
<br />
==Overdrives==<br />
===<big>Zansei Rouga</big>===<br />
{{InputBadge|{{clr|4|632146H}}}}<br />
{{GGACR Move Card<br />
|input=632146H<br />
|description=<br />
Extremely high damage Overdrive, but incredibly slow and requires specific conditions to combo into. Can be used for nonsense with enough meter to FRC, or when the opponent is very low on health.<br />
*260 base damage, but will only combo out of aerial {{clr|4|6H}}, and only if close enough, and not against Sols.<br />
*A full 33F of invincibility makes this a fullscreen callout/punish against very high recovery moves.<br />
**Despite this, Beta Blade still makes for a better reversal.<br />
*Does not have to be blocked in alternating directions ''unless'' FD'd, so will catch players unaware if they are low on health and must FD to survive.<br />
*Can be FRC'd before/on the 1st or 3rd hits. This will make it safe or allow for immediate land > throw/mixup setups.<br />
*Will not trigger the last hit on some standing or crouching characters on block as they are too short for the 5th hit to make contact.<br />
*Will likely get you IK'd by over half the cast if they trigger the 6th hit on block, as it allows the opponent ample time to back up, go into IK mode, and trigger it as the last hit whiffs.<br />
}}<br />
<br />
===<big>Banki Mesai</big>===<br />
{{InputBadge|{{clr|2|236236K}}}}<br />
{{GGACR Move Card<br />
|input=236236K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 2<br />
|inactive2 = 5<br />
|active3 = 4<br />
|inactive4 = 1<br />
|active5 = 1<br />
|inactive6 = 4<br />
|active7 = 2<br />
|inactive8 = 7<br />
|active9 = 2<br />
|inactive10 = 6<br />
|active11 = 2<br />
|inactive12 = 5<br />
|active13 = 4<br />
|inactive14 = 7<br />
|active15 = 2<br />
|inactive16 = 9<br />
|active17 = 4<br />
|inactive18 = 4<br />
|active19 = 1<br />
|inactive20 = 3<br />
|active21 = 1<br />
|inactive22 = 6<br />
|active23 = 2<br />
|inactive24 = 11<br />
|active25 = 1<br />
|inactive26 = 2<br />
|active27 = 1<br />
|inactive28 = 3<br />
|active29 = 4<br />
|inactive30 = 4<br />
|active31 = 2<br />
|inactive32 = 6<br />
|active33 = 1<br />
|inactive34 = 6<br />
|active35 = 4<br />
|inactive36 = 5<br />
|active37 = 3<br />
|inactive38 = 4<br />
|active39 = 21<br />
|inactive40 = 3<br />
|active41 = 13<br />
|inactive42 = 7<br />
|active43 = 13<br />
|recovery = 47<br />
|specialRecovery = 10<br />
}}<br />
Tacks on at the end of ranged hits for easy damage and knockdown. Even less safe than Zansei Rouga.<br />
*Good for ending a round as the high number of hits is useful for offsetting damage reduction due to guts and scaling.<br />
*Only has invincibility after the super flash, preventing this from use as a reversal.<br />
*Fast enough to combo non-OTG after a throw (except against Faust and Jam on whom it will not work).<br />
*Will also fully combo after a Leaf Throw against Potemkin, Jam, Johnny, Testament, Zappa, Kliff, and Justice.<br />
*90% of the cast can IK this on block. FD'ing will push Chipp out far enough that the remaining hits will continue to whiff.<br />
**Can still be RC'd if any part made contact beforehand, so Chipp can still make himself safe with 100 meter.<br />
}}<br />
<br />
==Instant Kill==<br />
===<big>Delta End</big>===<br />
{{InputBadge|During IK Mode: {{clr|4|236236H}}}}<br />
{{GGACR Move Card<br />
|input=236236H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 56<br />
|active = 119<br />
|recovery = 43<br />
|specialRecovery = 16<br />
}}<br />
The absolute ''slowest'' IK in the entire game, both in prep time and startup. Don't even consider it.<br />
<br />
Can still be used against ABA, but only when using FB Gamma to give prep time due to the incredibly slow activation time<br />
}}<br />
<br />
==Colors==<br />
{{GGACRColors|Character=Chipp Zanuff}}<br />
<br />
==Navigation==<br />
{{notice|To edit frame data, edit values in [[GGACR/Chipp Zanuff/Data]].}}<br />
{{Overview/SEO|summary=Chipp Zanuff is Guilty Gear's dedicated pixie character with insane mobility and mixup, but paper-thin defense.}}<br />
{{GGACR/Navigation}}<br />
[[Category:Guilty Gear XX Accent Core + R]]</div>Sobosswagnerhttps://www.dustloop.com/wiki/index.php?title=GGACR/Chipp_Zanuff&diff=374207GGACR/Chipp Zanuff2023-02-10T21:32:13Z<p>Sobosswagner: /* {{clr|4|6H}} */ Changed description</p>
<hr />
<div>==Overview==<br />
{{Overview/navigation}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Chipp Zanuff is Guilty Gear's dedicated pixie character with insane mobility and mixup, but paper-thin defense. Chipp has access to a staggering amount of strong tools, which give him the advantage in just about any situation. Amazing buttons for pressure and neutral, teleporting, top-notch movement speed, and triple jumping are just the start. Chipp can cling to walls to mix the opponent up, halt his horizontal air momentum completely, become nearly invisible, the list goes on. Especially with resources on his side, Chipp can take control of almost any situation.<br />
<br />
While he's without a doubt the fastest character in the game, Chipp's execution demands precision, as many of his basic conversion combos require microdashes, jump installs, and/or perfect Tiger Knees. This is in no way helped by the fact that chipp takes the most damage in the game by a longshot, so failing to meet his high execution requirements will spell his doom quickly. While Chipp has many tools to help his offense and even defense, there's no denying that losing a trade can spiral out of control quickly.<br />
<br />
If you love playing high-speed pixies, then embrace your inner ninja and give Chipp a whirl. <br />
|lore= A former biochemical drugs trafficker, Chipp was a youth who struggled to live life on the streets of America. Tsuyoshi offered Chipp into his care, which he gratefully accepted. Tsuyoshi trained Chipp in the art of Ninjutsu basics and they lived peacefully together until an assassin syndicate ordered Tsuyoshi's killing. Chipp now has the new ambition of becoming the President of the Country. For it, he tries convincing the Assassin's Guild to vote for him, only to realize that they can't vote.<br />
}}<br />
{{GGACR/Infobox<br />
|fastestAttack = [[#5P|5P]] (4F)<br/>[[#c.S|c.S]] (4F)<br/>[[#2P|2P]] (4F)<br />
|reversal = [[#Beta Blade|623S]] (5F)<br/>[[#Zansei Rouga|632146H]] (25F)<br />
}}<br />
{{ProsAndCons<br />
|intro = is the speedster supreme, with amazing mixups and great tools for a variety of situations at the cost of the lowest health in the game. Don't get hit.<br />
|pros=<br />
* '''Extremely Fast and Mobile''': With the fastest run speed in the game, triple jumps, teleports, wall cling and faultless defense cancel, Chipp has an incredible amount of freedom in his ability to place himself anywhere on screen when he wants. Against many slower characters Chipp can often run circles around them and force them to take riskier approaches just to try and play catch up with him<br />
* '''Powerful Offense''': Chipp has a variety of incredibly potent offensive options, including his {{MMC|input=c.S|label=c.S}}, a fast, versatile throw OS that offers frame advantage on block and a variety of gatlings, {{MMC|input=6K|label=a throw invincible overhead}}, {{MMC|input=41236K|label=a strike invincible, airborne command grab}}, {{MMC|input=41236H|label=a plus on block projectile that traps the opponent in place}} as well as his Faultless Defense Cancel giving him unreactable left/right high/lows for {{keyword|okizeme}}. His {{MMC|input=j.46|label=wall cling}} also allows for further mixup opportunities against cornered opponents<br />
* '''Excellent Buttons''': Chipp has a variety of great buttons such as {{MMC|input=5K|label=5K}}, {{MMC|input=c.S|label=c.S}}, {{MMC|input=6P|label=6P}}, {{MMC|input=2S|label=2S}}, {{MMC|input=j.K|label=j.K}}, {{MMC|input=j.H|label=j.H}} and {{MMC|input=j.D|label=j.D}} that, when combined with his variety of movement options give Chipp an incredibly strong presence both on the ground and in the air<br />
* '''Whiff Punishing''': Chipps teleport FRC, ground speed and variety of strong buttons allows him to pick up punishes on a variety of slower to whiff normals and specials that other characters may struggle to deal with, most notably projectiles like {{MMC|chara=Justice|input=22X|label=Justice's nukes}}, and {{MMC|chara=Sol Badguy|input=236P|label=Sol's gunflame}}<br />
* '''Diverse Toolbox''': Chipps large, diverse toolset gives him a great amount of versatility in how he can choose to approach most any situation. Chipp can play both heavy rushdown, with a large focus on potent mixups and okizeme, or choose to play more defensively, choosing when to engage at his leisure very easily<br />
|cons=<br />
* '''Unforgiving Defense and Execution''': While Chipp's execution isn't strictly uniquely difficult, his punishment for dropping things often results in him taking bigger damage punishes than most other characters would due to his uniquely high defense modifier. <br />
* '''No Options for Cover''': Chipp's game is almost entirely physical and can quickly turn against his favor if read or properly countered, often requiring Chipp to mix up his options on offense, defense and neutral in order to prevent the opponent from getting a good read on what he tries to do<br />
* '''Difficulty in combo optimization''': Chipp often relies on character specific routing or situational confirms using close hit, crouching hit or dash momentum in order to reliably confirm hits into both decent damage and a knockdown<br />
* '''Meter Hungry''': Chipp has a variety of strong ways to spend meter for extending combos, ending them, pushing mixups, and augmenting his punish game. However, due to the meter penalty induced by FRCs, Force Breaks and FDCs, Chipp can often find himself short for meter, severely limiting both his damage and neutral<br />
}}<br />
</div><br />
===Starter Guide===<br />
{{StarterBlurb}}<br />
{{FrameChartKey}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGACR Move Card<br />
|input=5P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 2<br />
|recovery = 6<br />
}}<br />
{{clr|1|5P}} is primarily used for microdash conversions (such as {{clr|5|2D}} > {{clr|3|236S}}), and sometimes an anti-air or tick throw tool.<br />
*Whiffs on all crouchers except for Potemkin and Justice<br />
*Disjointed enough to beat some moves with extended hurtboxes.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGACR Move Card<br />
|input=5K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 5<br />
|recovery = 8<br />
}}<br />
Amazing normal, one of Chipp's most used buttons and all around incredibly useful, especially when combined with his grounded movement. Fast, self cancels, has a great hitbox, and has an extensive gatling tree<br />
*Self gatlings for confirms and pressure. Also jump cancels allowing Chipp to {{keyword|jump install}} teleports for both combos and oki setups<br />
*The disjointed hitbox allows it to beat out many pokes of similar or slower speed<br />
*Vulnerable to {{keyword|low profile}}, but often results in both moves whiffing due to the lack of lower hurtbox on {{clr|2|5K}}<br />
*Has a late gatling into {{clr|1|5P}}/{{clr|1|2P}}/{{clr|2|2K}} from frame 6 that extends into its recovery. <br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGACR Move Card<br />
|input=c.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 1<br />
|recovery = 11<br />
}}<br />
Great normal with a variety of uses. One of the best Throw OSes ({{clr|3|6S}}+{{clr|4|H}}) in the game due to its speed and advantage on block. Creates burst safe gatlings for any normal that gatlings into it, and has a variety of gatlings out of it<br />
*Gatlings into and out of {{clr|1|6P}} for longer hit confirms<br />
*Chipps only normal besides {{clr|4|2H}} that gatlings to {{clr|2|6K}}. Good for punishing throw-happy opponents<br />
*Combos into itself on crouching hit. Good for hit confirming into IAA<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGACR Move Card<br />
|input=f.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 1<br />
|recovery = 19<br />
}}<br />
Long range poke that is faster than nearly any other normals at this range.<br />
*The disjointed hitbox makes it a strong counter-poke.<br />
*Jump cancellable, making for a very safe poke.<br />
*Lacks strong conversions on its own.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGACR Move Card<br />
|input=5H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 7<br />
|recovery = 12<br />
}}<br />
An exceptionally fast heavy normal that sees use most often in Chipps relaunches off of {{MMC|input=j.236P|label=TK Alpha}}. Despite being less disjointed than some of Chipps other normals, its speed allows it to beat out many slower pokes that may otherwise outrange it. Very safe on both block and whiff for a heavy normal<br />
* Combos to {{MMC|input=236P|label=Alpha Blade}} and {{MMC|input=j.236P|label=TK Alpha}} when close, with dash momentum, on counter hit or crouching hit<br />
* <br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|5D}}<br />
}}<br />
<br />
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===<br />
{{GGACR Move Card<br />
|input=5D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 27<br />
|active = 4<br />
|recovery = 9<br />
}}<br />
Very slow Dust, but huge range and plus on block. Can make for a useful blockstring ender.<br />
*Leads to more standardized Impossible Dusts or Chipp's usual air combos on close hit.<br />
*Can get an Impossible Dust setup when hit from far away by doing a late airdash into immediate {{clr|2|j.K}}.<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGACR Move Card<br />
|input=6P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 3<br />
|inactive2 = 9<br />
|active3 = 5<br />
|recovery = 10<br />
}}<br />
Godlike Anti-Air and Counter-poke. Blows right through a good number of buttons.<br />
*Good range, fast, and upper body invincible all the way through its first hitbox.<br />
*Leads to full combos when combo'd into {{clr|4|5H}}.<br />
*Confirms into {{clr|4|6H}} on counter hit.<br />
*Often used after {{clr|3|c.S}} for hit confirms into {{clr|5|2D}}.<br />
*When used on wakeup as a reversal it goes under certain okizeme tools such as Anji's {{MMC|game=GGACR|chara=Anji Mito|input=236P|label={{clr|1|Shitsu}}}}.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}} {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|6K}}</big>===<br />
{{GGACR Move Card<br />
|input=6K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 19<br />
|active = 7<br />
|recovery = 3<br />
|specialRecovery = 3<br />
|frcStart = 16<br />
|frcEnd = 18<br />
}}<br />
Moderately quick overhead which doesn't lead to anything on normal hit unless hit very meaty or RC'd. Can be unsafe on hit.<br />
*Chipp's hop allows him to go over some lower reaching buttons as well as things like Potemkins Slidehead<br />
*Will go over the opponent if done too close against some shorter characters.<br />
*Can be FRC'd while airborne for some gimmicky setups.<br />
*Causes slide and leads to a full conversion on Counter Hit.<br />
*Can be made reversal safe vs slower reversal options such as Ky's Vapor Thrust or Order Sols Storm Viper with proper meaty timing<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGACR Move Card<br />
|input=6H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 6<br />
|recovery = 15<br />
}}<br />
Slow blade stab which deals the most damage of any of Chipps normals<br />
*Only combos from counter hit {{clr|1|6P}} on the ground, or counter hit {{clr|1|5/6P}} in the air<br />
*Staggers on ground hit and ground bounces on air hit. Staggers longer and bounces higher with more untech time on ground/air counter hit, respectively<br />
*Staple corner combo tool with Alpha Blade loops. Leads to Chipps highest damage routes. Has more hitstun than {{clr|4|5H}} which makes IAD combos out of it easier<br />
*Combos to {{MMC|input=632146H|label=Zansei Rouga}} on air hit against everyone not named Sol when done close enough<br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGACR Move Card<br />
|input=2P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 2<br />
|recovery = 7<br />
}}<br />
Short ranged crouching poke. Easy enough to start strings with.<br />
*Disjointed enough to sometimes be reversal safe.<br />
*Self cancels for the sake of it.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGACR Move Card<br />
|input=2K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 7<br />
}}<br />
Very fast {{clr|2|2K}}, with a self gatling for hit confirming and pressure<br />
*Important normal for Chipps mixup game<br />
*Very heavy scaling, best to keep any combos out of this short <br />
*Enlarges Chipps hurtbox quite a lot<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGACR Move Card<br />
|input=2S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 4<br />
|recovery = 11<br />
}}<br />
Strong ranged poke rivaling {{clr|3|f.S}}.<br />
*1 frame slower, but more active, faster recovery and better at hitting low profile moves than {{clr|3|f.S}}<br />
*Equally short recovery for a ranged poke compared to {{clr|4|5H}}.<br />
*Good hitbox, will beat a lot of other poke attempts.<br />
*Similar to {{clr|3|f.S}} lacks conversions from far range without meter<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGACR Move Card<br />
|input=2H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 10<br />
|recovery = 19<br />
}}<br />
Primary (re)launch tool. A Workable Anti-air.<br />
*Launches the opponent up high on hit.<br />
*Not jump cancellable. Requires a jump install for a full conversion when combo'd into.<br />
*Fully untechable and high launch on counter hit for a big combo.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGACR Move Card<br />
|input=2D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 2<br />
|recovery = 18<br />
}}<br />
Pretty good range for a sweep, but is plagued by having few normals that gatling into it.<br />
*Moves Chipp forward and is slightly disjointed at the foot.<br />
*Gives Chipp plenty of time to set up an oki mixup.<br />
*Often cancelled into {{clr|3|236S}} when close enough for slightly extended conversions.<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGACR Move Card<br />
|input=j.P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 4<br />
}}<br />
Basic, fairly reliable air jab.<br />
*Tied with {{clr|2|j.K}} for Chipp's fastest air normal.<br />
*Used mainly in airdashes during air Alpha Blade conversions.<br />
*Has fairly high horizontal range, making for a usable air-to-air.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGACR Move Card<br />
|input=j.K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 8<br />
|recovery = 8<br />
}}<br />
Good all-around air normal. Self cancels for extended air strings.<br />
*Chipp's best air-to-air if rising, as the first hit reaches above Chipp's head.<br />
*Second hit lowers the opponent on hit for {{clr|5|j.D}} conversions or other combos.<br />
*Often self cancelled on the first hit to gain altitude on the opponent.<br />
*Used after an airdash after landing a far {{clr|5|5D}} for an Impossible Dust.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.2K}}</big>===<br />
{{InputBadge|Sakuganki}}<br />
{{GGACR Move Card<br />
|input=j.2K<br />
|description=<br />
Fast plummeting, multi-hit move for cross-up shenanigans. Will primarily be FDC/SBC'd into ambiguous {{clr|4|j.H}}. Done by starting the move, but inputting Flawless Defense or Slashback right after to stop the attack from coming out, but still halt your momentum.<br />
*Hits up to three times on the way down and can be cancelled on landing immediately for a conversion.<br />
*Will cause Chipp to plummet down on use, cutting his momentum.<br />
*Carries this property when FDC'd to make crossups ambiguous.<br />
*Completely kills that momentum when SBC'd instead. Makes crossups even further ambiguous.<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGACR Move Card<br />
|input=j.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 10<br />
|recovery = 18<br />
}}<br />
Mixup tool with a crossup hitbox. Mainly used out of wallcling setups occasionally in lieu of {{clr|4|j.H}}.<br />
*Decent damage in air combos.<br />
*Prorates less than {{clr|4|j.H}} as a starter in exchange for only being a single overhead instead of two<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|j.H}}<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGACR Move Card<br />
|input=j.H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 12<br />
|recovery = 26<br />
}}<br />
Two-hit jump-in which, when used from Chipp's FDC, teleport FRC, and/or wallcling setups, leads to his absurd mixup game.<br />
*Primary okizeme tool. Can work as a jump-in when pressure is already established.<br />
*Acts as a crossup mainly out of FDC setups.<br />
*Generally used at the end of high air combos (sometimes into Beta Blade).<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGACR Move Card<br />
|input=j.D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 8<br />
|recovery = 18<br />
|specialRecovery = 5<br />
}}<br />
One of Chipp's most oppressive normals. Aided by Weebspeak.<br />
*Massive, completely disjointed hitbox. Very strong jump-in.<br />
*Tends to knock down or lead to it when close enough to the ground.<br />
*Extremely fast for its damage and size.<br />
*Unreactable out of H/D Teleport FRC.<br />
*Used heavily in Alpha Blade loops for optimal damage.<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GGACR Move Card<br />
|input=Ground Throw<br />
|description=<br />
Has the worst grab range in the game, but can convert into some moves that are 4F or faster without triggering OTG.<br />
*Range offset by Chipp's incredible mobility. Can be impossible to react to done out of wallcling or Zansei Rouga FRC.<br />
*You can opt to link gamma blade for otg setups, a tick of dmg thats unaffected by otg states natural scaling before a round ending kd, or in FB gammas case: an extended kd with set up potential.<br />
*Leads to unburstable damage by combo'ing into Banki Messai (does not work against Faust and Jam)<br />
*Can also convert into FB Beta Blade (universal), or 2P (Potemkin & Justice).<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGACR Move Card<br />
|input=Air Throw<br />
|description=<br />
Average airthrow which scores a knockdown. Gives ample time for oki.<br />
*Puts the opponent opposite the side of which the throw was input.<br />
*Can be followed up with Gamma Blade, but the oki is generally preferable.<br />
}}<br />
<br />
===<big>[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]</big>===<br />
{{GGACR Move Card<br />
|input=DAA<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 5<br />
|recovery = 15<br />
}}<br />
Average Dead Angle. Can be combo'd off of normal hit near the corner.<br />
}}<br />
<br />
==Special Moves==<br />
===<big>Sankakutobi</big>===<br />
{{InputBadge|j.46/64}}<br />
{{GGACR Move Card<br />
|input=j.46<br />
|description=<br />
Wall Cling followed by an angled dive, either about 15° or 45° (if you hold 6 or 3 after leaving the wall). Chipp can act out of it immediately and retains all of his remaining aerial movement options. Leads to very powerful mixups.<br />
*Performed by, while being right next to the wall, hitting ''towards'' the wall, then ''away'' from it. Can be done when Chipp has an air jump or airdash available.<br />
*Cancelling into low airdash {{clr|4|j.H}} or land {{clr|5|2D}} is unreactable, can be further layered if the opponent is slightly out of the corner.<br />
*All of Chipp's air normals, and {{clr|2|41236K}}~{{clr|5|D}} can be cancelled into this, even during startup and recovery<br />
*Teleport can lead into Wall Cling as well, but must be jump installed beforehand.<br />
*Puts Chipp in counter hit state during use, proceed with caution when done outside of okizeme.<br />
*Note: <br />
**You can take yourself out of CH state by: tapping FD/SB, FDC/SBC {{clr|2|j.2K}}, or using F.Shuriken. Each of these options technically come with slight faults given you're either: sacrificing opportunities to react accordingly if you intend to throw out something from wallcling and have no method for buffering said option as soon as wall cling start up is over while also potentially staggering tension gain (applies to FD/SB/F.Shuriken) or exchanging a multipurpose tool that can almost entirely flesh out some of the characters faults for a slightly more defense oriented air stall tool (F.Shuriken).<br />
}}<br />
<br />
===<big>Alpha Blade</big>===<br />
{{InputBadge|{{clr|1|236P}} (Air OK)}}<br />
{{GGACR Move Card<br />
|input=236P,j.236P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 18<br />
|active = 15<br />
|specialRecovery = 34<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 14<br />
|specialRecovery = 21<br />
|frcStart = 14<br />
|frcEnd = 16<br />
}}<br />
Slightly low profile transport attack that can go through the opponent. Combos out of {{clr|4|5H}}/{{clr|4|6H}} when close, or on crouching hit. Can lead to big damage.<br />
*Decent damage. Very unsafe, but properly spaced some characters cannot punish this reliably.<br />
*Completely negates Chipp's momentum when RC'd, can convert out of this.<br />
*Situational mixup tool when used in conjunction with Alpha Plus (FRC).<br />
*Can score a knockdown from farther away when combo conditions are met.<br />
*Spending 25 meter to cancel to FB Alpha Blade will score more damage and lead to knockdown.<br />
*Is airborne from frame 1, making it invulnerable to throws and allowing it to go over moves like Potemkin's {{MiniMoveCard|GGACR|chara=Potemkin|input=236S|label=Slide Head}}.<br />
----<br />
Air version is generally superior to the ground version as it recovers quicker and has more hitstun, leading to combos and Chipp's Alpha Blade loops.<br />
*Recovers quickly enough that it will convert when done as close to the ground as possible .<br />
**This is commonly referred to as Instant Air Alpha/IAA.<br />
*Can be FRC'd during the first three active frames for loops, or other conversions.<br />
**Will launch Chipp upward if done during the ascent of Chipp's jump.<br />
**Loses the ability to cross through the opponent, which can lead to further mixups.<br />
}}<br />
<br />
===<big>Alpha Plus</big>===<br />
{{InputBadge|Ground Alpha Blade > {{clr|4|H}}}}<br />
{{GGACR Move Card<br />
|input=236P > H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 12<br />
|recovery = 12<br />
|frcStart = 6<br />
|frcEnd = 7<br />
}}<br />
Significantly safer followup to Alpha Blade if you end up right on the other side of them, but still punishable. Makes blockstring/raw Alpha Blades more layered.<br />
*Fast, scores a knockdown on hit.<br />
*Can be FRC'd before going active for pressure continuation or making yourself safer.<br />
*Launches them far away and wallsticks on counter hit.<br />
*Has a higher reaching hitbox and can be easily low profiled.<br />
*Puts Chipp in a crouching state on use, giving the opponent a better punish if it's blocked.<br />
}}<br />
<br />
===<big>Beta Blade</big>===<br />
{{InputBadge|{{clr|3|623S}} (Air OK)}}<br />
{{GGACR Move Card<br />
|input=623S,j.623S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 22<br />
|recovery = 17<br />
|specialRecovery = 10<br />
|frcStart = 29<br />
|frcEnd = 30<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 18<br />
|specialRecovery = 8<br />
}}<br />
5F Reversal which is active all the way up. Gets them off of you when you need the breather.<br />
*If RC'd on the first hitbox, Chipp will remain grounded and be able to dash afterwards for a conversion.<br />
*Fully untechable on Counter Hit.<br />
*Auto Jump Installed so you can safely retreat if you spend the meter while airborne.<br />
*Can be FRC'd when the active box ends, can convert on counter hit.<br />
*Has a fairly thin hitbox, take care not to get baited.<br />
*Done with dashing momentum, this can be very difficult to punish.<br />
----<br />
In the air. Wins the air-to-air war when used properly.<br />
*Even faster at frame 3, but less active, no throw invul, and with no FRC point.<br />
*Still fully untechable on Counter Hit, can RC to adjust for more sudden confirm opportunities.<br />
**Its the ver. you see used by most at mid-high lv players as it carries more horizontal than the grounded ver. meaning it allows for meterless conversions while also providing more safety on block/whiff in some cases.<br />
*Solid as a rising aa as well despite the drop in invuln frames (more so when dashing than standing because of the added confirmabilty).<br />
*Mostly used at the end of air combos when you need the damage, but leaves Chipp in a less favorable position.<br />
}}<br />
<br />
===<big>Gamma Blade</big>===<br />
{{InputBadge|{{clr|4|41236H}}}}<br />
{{GGACR Move Card<br />
|input=41236H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 9<br />
|recovery = 29<br />
}}<br />
Projectile that freezes the opponent in place for roughly one second on hit.<br />
*Ignores OTG, allowing for damage extensions after a knockdown.<br />
**Opponent is considered airborne on hit, as well as followup hits.<br />
**Will not ''remove'' OTG, meaning the opponent can still be in an OTG state once the freeze period ends.<br />
*Will pass through other projectiles and negate one hit of them.<br />
*Cannot be cancelled into or performed while another Gamma Blade is already active.<br />
*Its GB(-20) based scaling loosely equates to {{clr|5|j.D}}'s set proration.<br />
*Will go away if Chipp is hit in the process.<br />
}}<br />
<br />
===<big>Tsuyoshishiki Ten'i</big>===<br />
{{InputBadge|22X}}<br />
{{GGACR Move Card<br />
|input=22P,22K,22S,22H,22D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 25<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 30<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 34<br />
|frcStart = 16<br />
|frcEnd = 18<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 20<br />
|frcStart = 13<br />
|frcEnd = 14<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 20<br />
|frcStart = 13<br />
|frcEnd = 14<br />
}}<br />
Powerful tool which overall allows Chipp to move with unpredictability, score punishes from far away, escape from poor situations, or go for the mixup. Use with practicality or abandon, sometimes Chipp can get away with it.<br />
*Each version has a small window of strike invincibility as Chipp goes invisible.<br />
----<br />
{{clr|1|P}} moves Chipp forwards slightly, about a 1/5th to 1/4th of the screen. The quickest and shortest duration ground teleport.<br />
*Useful for going through slow projectiles with long recovery on prediction.<br />
*The shorter duration can let Chipp nab initiative or a grab very quickly.<br />
*Will pass through the opponent when done at a range a bit shorter than {{clr|1|2P}}. Can burn frames on oki for trickier setups.<br />
----<br />
{{clr|2|K}} moves significantly forward, about 2/3rds of the screen.<br />
*Calls out slow, punishable moves from afar.<br />
*Slightly more recovery than P Teleport, punishes will be a bit stricter.<br />
*Will pass through the opponent at ranges a bit farther than {{clr|4|6H}}.<br />
----<br />
{{clr|3|S}} is a retreating teleport with the most recovery.<br />
*Gets Chipp outta dodge, must be called out with a dashing or forward moving attack.<br />
*Puts Chipp airborne after teleporting, which might not be favorable.<br />
*Is the only TP that's auto jump installed, meaning you can also AJI 22H/D on your landing with decent enough timing.<br />
*Can be FRC'd after changing location with air options intact, allowing Chipp to immediately airdash or double jump for extended pressure or resets.<br />
----<br />
{{clr|4|H}} is a forward aerial homing teleport that puts Chipp above and in front of the opponent. Leads to FRC shenanigans.<br />
*Mainly used after {{clr|4|2H}} for air combo conversions.<br />
*Must be jump installed for further air actions besides using an air normal/special.<br />
**Best if jump installed normally from a gatling string beforehand.<br />
**Can be jump installed by itself by doing 228+H. Will only install options available from super jump; no double jump or wall dive, only airdash.<br />
*FRC allows Chipp to attack from the air almost immediately, setting up powerful resets into vortexes.<br />
*Mix with other teleports against opponents who attempt to call out H Teleport with airthrows.<br />
*Will maintain dashing momentum.<br />
----<br />
{{clr|5|D}} teleports above and behind opponent, but otherwise nearly identical to H Teleport.<br />
*Also used in {{clr|4|2H}} conversions if a sideswap is desired.<br />
*Jump installs the same way as H Teleport.<br />
*Will put Chipp at the wall if done when the opponent is cornered, allowing for immediate Wall Clings if jump installed.<br />
*FRC point and other notes from H Teleport apply here.<br />
}}<br />
<br />
===<big>Tsuyoshishiki Meisei</big>===<br />
{{InputBadge|{{clr|2|214K}}}}<br />
{{GGACR Move Card<br />
|input=214K<br />
|description=<br />
Hide and Seek Cheat Code. Will cause Chipp to fade in and out, making him much more difficult to see and react to.<br />
*Can be stacked twice to make it next to impossible to discern what Chipp is doing.<br />
*Can't be cancelled into. Usually done after a knockdown that gives you ample time, such as Gamma Blade.<br />
*The effect will disappear the moment Chipp takes damage or blocks an attack.<br />
}}<br />
<br />
===<big>Genrouzan</big>===<br />
{{InputBadge|{{clr|2|41236K}}}}<br />
{{GGACR Move Card<br />
|input=41236K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 29<br />
|active = 12<br />
|specialRecovery = 10<br />
}}<br />
Slow command grab with generous strike invincibility during the period that Chipp is invisible. <br />
*Very slow, but can blow through some slower, punishable moves.<br />
*Can be FRC'd on the hit in order to convert further.<br />
*Very active, can be used to catch backdash happy opponents with the correct read<br />
*Is airborne for much of the startup and active frames, throw attempts will whiff but can be air thrown by opponents with good reactions<br />
*Very generous cancel window for {{MMC|input=41236K > D|label=Genrouzan-You}}<br />
}}<br />
<br />
===<big>Resshou</big>===<br />
{{InputBadge|{{clr|3|236S}}}}<br />
{{GGACR Move Card<br />
|input=236S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 5<br />
|recovery = 10<br />
}}<br />
First hit of Chipp's rekka series. Sometimes used at the end of combos and pressure.<br />
*+3 on hit, Cannot be thrown out of standing repressure strings on hit or block regardless of ones spacing.<br />
*Leads to either Rokusai or Senshuu<br />
*Done out of {{clr|5|2D}}, can lead to launch confirms into knockdown with microdash {{clr|1|5P}} or {{clr|4|5H}}, depending on the character.<br />
**Also sometimes confirmed into {{clr|4|2H}} for high air combos.<br />
*Floats on CH, leading to a full combo.<br />
}}<br />
<br />
===<big>Rokusai</big>===<br />
{{InputBadge|Resshou > {{clr|3|236S}}}}<br />
{{GGACR Move Card<br />
|input=236S > 236S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 1<br />
|recovery = 25<br />
}}<br />
Second hit in Chipp's Rekka series, can still cancel to Senshuu. Significantly unsafer than the first.<br />
*Hits low against players upbacking or expecting an overhead.<br />
*Slightly disjointed at the foot.<br />
*-6 on hit.<br />
*Staggers on CH for a bigger conversion.<br />
*Sometimes RC'd on hit for a further grounded conversion (e.g. {{clr|4|6H}} IAA), but this is expensive and not usually worth it.<br />
}}<br />
<br />
===<big>Senshuu</big>===<br />
{{InputBadge|Resshou > {{clr|2|236K}}\Rokusai > {{clr|2|236K}}}}<br />
{{GGACR Move Card<br />
|input=236S > 236K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 25<br />
|active = 6<br />
|recovery = 10<br />
|specialRecovery = 12<br />
|frcStart = 15<br />
|frcEnd = 17<br />
}}<br />
Third hit rekka, which hits overhead and leads into a full launch combo on hit but is pretty slow and unsafe. Not recommended to be used often unless Rokusai is confirmed CH.<br />
*Sometimes used after {{clr|5|2D}} > Resshou based on the opponent's character.<br />
*Places Chipp airborne during use with an auto jump install for metered use.<br />
*FRC allows for shenanigans, but similar to {{clr|2|6K}} this FRC is mostly a gimmick.<br />
}}<br />
<br />
===<big>Shuriken</big>===<br />
{{InputBadge|{{clr|1|j.214P}}}}<br />
{{GGACR Move Card<br />
|input=j.214P Slow,j.214P Fast<br />
|description=<br />
Slow version is a Participation Prize. Use this awful version solely for the sake of getting to the good version.<br />
*Extremely slow "projectile" which doesn't act as a projectile, and exists just to keep the good version from being one of the best moves in the game.<br />
*Completely stalls Chipp on use, holding him in the air and preventing further action until he lands.<br />
**Despite this weakness, some characters lack the means to reliably punish Chipp if used out of a triple/high jump.<br />
**''Do not Tiger Knee this''. Chipp will fly up in the direction he was traveling but will be unable to act for the entire arc.<br />
*Be smart about when to use this, as the benefit of having fast shuriken is very enticing.<br />
----<br />
Fast version is a Trophy Wife. One of the most versatile moves in Chipp's toolkit.<br />
*Extremely fast tool which can change the followups of many of Chipp's normals on hit/block.<br />
*Recovers almost immediately, allowing Chipp to extend things with a airdashes or other jumps.<br />
*Can cover Chipp's approaches or retreats.<br />
*Still only does 1 damage but is otherwise excellent at everything else it does.<br />
*Both versions will disappear if Chipp is hit.<br />
*Neither version is actually considered a projectile, and are unaffected by Potemkins {{MMC|chara=Potemkin|input = 63214S|label = Flick}}. Can be very good for stalling vs him<br />
}}<br />
<br />
==Force Breaks==<br />
===<big>Genrouzan-You</big>===<br />
{{InputBadge|{{clr|2|41236K}} > {{clr|5|D}}}}<br />
{{GGACR Move Card<br />
|input=41236K > D<br />
|description=<br />
Calls out jump attempts out of Leaf Grab. Strong tool which can be converted from based on distance.<br />
*70 damage and knockdown, with a generous cancel window out of Genrouzan.<br />
*Combos out of air hit {{clr|4|5H}}/{{clr|4|6H}}, and can be linked from with {{clr|3|f.S}} if close enough.<br />
*Can be cancelled into Wall Cling, allowing for further conversion.<br />
*Substitutes for Alpha Blade loops in the corner in terms of ease, but comes with an 85% forced prorate.<br />
}}<br />
<br />
===<big>FB Alpha Blade Plus</big>===<br />
{{InputBadge|Ground Alpha Blade > {{clr|5|D}}}}<br />
{{GGACR Move Card<br />
|input=236P > D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 27<br />
|active = 15<br />
|recovery = 25<br />
}}<br />
Double Dip for another Alpha Blade with a significantly larger hitbox. Gives back big damage for 25 meter.<br />
*Wallbounces the opponent on hit for bigger damage. Lets Chipp hit the big numbers.<br />
*Will always put Chipp a set distance in front of the opponent on use, making it easier to punish.<br />
*Can be input anywhere before and during the active window for Alpha Blade (ground only).<br />
**Done too early, the first Alpha Blade won't hit.<br />
**Can be used on block to fake them out and hit from the other side first, but this is somewhat slow.<br />
*Must be delayed slightly to connect against lighter characters.<br />
}}<br />
<br />
===<big>FB Beta Blade</big>===<br />
{{InputBadge|{{clr|5|623D}} (Air OK)}}<br />
{{GGACR Move Card<br />
|input=623D,j.623D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 13<br />
|inactive2 = 7<br />
|active3 = 13<br />
|recovery = 30<br />
|specialRecovery = 5<br />
}}<br />
Beta Blade on PCP. Invincible for nearly half a second. Monster of a reversal.<br />
*Invincible until 26F, 4 hits, launches them extremely high and far away.<br />
*Tacks on higher damage at the end of air combos.<br />
*Combos non-OTG after throw, but is frame perfect.<br />
*CH state during a bulk of the active frames and a few frames of recovery, making it a bit riskier than regular Beta Blade.<br />
*No FRC or auto jump install, but otherwise still a stronger reversal.<br />
*There is a wide enough gap between the 1st and 2nd hit that a handful of characters can reversal/low profile through (or IB > AT), few get much out of doing this in most cases but its still something decent to keep in mind when dealing with this yourself or throwing it out against others.<br />
}}<br />
<br />
===<big>FB Gamma Blade</big>===<br />
{{InputBadge|{{clr|5|41236D}}}}<br />
{{GGACR Move Card<br />
|input=41236D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 9<br />
|recovery = 19<br />
}}<br />
Stronger version of Gamma Blade that freezes the opponent in place for roughly one and a half seconds on hit. Allows for some real jank.<br />
*Functionally similar to regular Gamma Blade, but it lasts about twice as long and travels approx. 33%~ farther (almost full screen).<br />
*The opponent's state will change based on what hits them during the freeze period, and will carry over.<br />
**E.G. {{clr|4|6H}} will cause the opponent to floor bounce once the freeze period ends.<br />
**Will not ''remove'' OTG, meaning the opponent can still be in an OTG state once the freeze period ends.<br />
*In counter hit state for 33F.<br />
*Significantly positive on block. Startup, Active, and Damage are all otherwise the same as regular Gamma Blade.<br />
}}<br />
<br />
==Overdrives==<br />
===<big>Zansei Rouga</big>===<br />
{{InputBadge|{{clr|4|632146H}}}}<br />
{{GGACR Move Card<br />
|input=632146H<br />
|description=<br />
Extremely high damage Overdrive, but incredibly slow and requires specific conditions to combo into. Can be used for nonsense with enough meter to FRC, or when the opponent is very low on health.<br />
*260 base damage, but will only combo out of aerial {{clr|4|6H}}, and only if close enough, and not against Sols.<br />
*A full 33F of invincibility makes this a fullscreen callout/punish against very high recovery moves.<br />
**Despite this, Beta Blade still makes for a better reversal.<br />
*Does not have to be blocked in alternating directions ''unless'' FD'd, so will catch players unaware if they are low on health and must FD to survive.<br />
*Can be FRC'd before/on the 1st or 3rd hits. This will make it safe or allow for immediate land > throw/mixup setups.<br />
*Will not trigger the last hit on some standing or crouching characters on block as they are too short for the 5th hit to make contact.<br />
*Will likely get you IK'd by over half the cast if they trigger the 6th hit on block, as it allows the opponent ample time to back up, go into IK mode, and trigger it as the last hit whiffs.<br />
}}<br />
<br />
===<big>Banki Mesai</big>===<br />
{{InputBadge|{{clr|2|236236K}}}}<br />
{{GGACR Move Card<br />
|input=236236K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 2<br />
|inactive2 = 5<br />
|active3 = 4<br />
|inactive4 = 1<br />
|active5 = 1<br />
|inactive6 = 4<br />
|active7 = 2<br />
|inactive8 = 7<br />
|active9 = 2<br />
|inactive10 = 6<br />
|active11 = 2<br />
|inactive12 = 5<br />
|active13 = 4<br />
|inactive14 = 7<br />
|active15 = 2<br />
|inactive16 = 9<br />
|active17 = 4<br />
|inactive18 = 4<br />
|active19 = 1<br />
|inactive20 = 3<br />
|active21 = 1<br />
|inactive22 = 6<br />
|active23 = 2<br />
|inactive24 = 11<br />
|active25 = 1<br />
|inactive26 = 2<br />
|active27 = 1<br />
|inactive28 = 3<br />
|active29 = 4<br />
|inactive30 = 4<br />
|active31 = 2<br />
|inactive32 = 6<br />
|active33 = 1<br />
|inactive34 = 6<br />
|active35 = 4<br />
|inactive36 = 5<br />
|active37 = 3<br />
|inactive38 = 4<br />
|active39 = 21<br />
|inactive40 = 3<br />
|active41 = 13<br />
|inactive42 = 7<br />
|active43 = 13<br />
|recovery = 47<br />
|specialRecovery = 10<br />
}}<br />
Tacks on at the end of ranged hits for easy damage and knockdown. Even less safe than Zansei Rouga.<br />
*Good for ending a round as the high number of hits is useful for offsetting damage reduction due to guts and scaling.<br />
*Only has invincibility after the super flash, preventing this from use as a reversal.<br />
*Fast enough to combo non-OTG after a throw (except against Faust and Jam on whom it will not work).<br />
*Will also fully combo after a Leaf Throw against Potemkin, Jam, Johnny, Testament, Zappa, Kliff, and Justice.<br />
*90% of the cast can IK this on block. FD'ing will push Chipp out far enough that the remaining hits will continue to whiff.<br />
**Can still be RC'd if any part made contact beforehand, so Chipp can still make himself safe with 100 meter.<br />
}}<br />
<br />
==Instant Kill==<br />
===<big>Delta End</big>===<br />
{{InputBadge|During IK Mode: {{clr|4|236236H}}}}<br />
{{GGACR Move Card<br />
|input=236236H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 56<br />
|active = 119<br />
|recovery = 43<br />
|specialRecovery = 16<br />
}}<br />
The absolute ''slowest'' IK in the entire game, both in prep time and startup. Don't even consider it.<br />
<br />
Can still be used against ABA, but only when using FB Gamma to give prep time due to the incredibly slow activation time<br />
}}<br />
<br />
==Colors==<br />
{{GGACRColors|Character=Chipp Zanuff}}<br />
<br />
==Navigation==<br />
{{notice|To edit frame data, edit values in [[GGACR/Chipp Zanuff/Data]].}}<br />
{{Overview/SEO|summary=Chipp Zanuff is Guilty Gear's dedicated pixie character with insane mobility and mixup, but paper-thin defense.}}<br />
{{GGACR/Navigation}}<br />
[[Category:Guilty Gear XX Accent Core + R]]</div>Sobosswagnerhttps://www.dustloop.com/wiki/index.php?title=GGACR/Chipp_Zanuff&diff=374199GGACR/Chipp Zanuff2023-02-10T17:38:32Z<p>Sobosswagner: /* {{clr|2|5K}} */ Updated 5Ks description</p>
<hr />
<div>==Overview==<br />
{{Overview/navigation}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Chipp Zanuff is Guilty Gear's dedicated pixie character with insane mobility and mixup, but paper-thin defense. Chipp has access to a staggering amount of strong tools, which give him the advantage in just about any situation. Amazing buttons for pressure and neutral, teleporting, top-notch movement speed, and triple jumping are just the start. Chipp can cling to walls to mix the opponent up, halt his horizontal air momentum completely, become nearly invisible, the list goes on. Especially with resources on his side, Chipp can take control of almost any situation.<br />
<br />
While he's without a doubt the fastest character in the game, Chipp's execution demands precision, as many of his basic conversion combos require microdashes, jump installs, and/or perfect Tiger Knees. This is in no way helped by the fact that chipp takes the most damage in the game by a longshot, so failing to meet his high execution requirements will spell his doom quickly. While Chipp has many tools to help his offense and even defense, there's no denying that losing a trade can spiral out of control quickly.<br />
<br />
If you love playing high-speed pixies, then embrace your inner ninja and give Chipp a whirl. <br />
|lore= A former biochemical drugs trafficker, Chipp was a youth who struggled to live life on the streets of America. Tsuyoshi offered Chipp into his care, which he gratefully accepted. Tsuyoshi trained Chipp in the art of Ninjutsu basics and they lived peacefully together until an assassin syndicate ordered Tsuyoshi's killing. Chipp now has the new ambition of becoming the President of the Country. For it, he tries convincing the Assassin's Guild to vote for him, only to realize that they can't vote.<br />
}}<br />
{{GGACR/Infobox<br />
|fastestAttack = [[#5P|5P]] (4F)<br/>[[#c.S|c.S]] (4F)<br/>[[#2P|2P]] (4F)<br />
|reversal = [[#Beta Blade|623S]] (5F)<br/>[[#Zansei Rouga|632146H]] (25F)<br />
}}<br />
{{ProsAndCons<br />
|intro = is the speedster supreme, with amazing mixups and great tools for a variety of situations at the cost of the lowest health in the game. Don't get hit.<br />
|pros=<br />
* '''Extremely Fast and Mobile''': With the fastest run speed in the game, triple jumps, teleports, wall cling and faultless defense cancel, Chipp has an incredible amount of freedom in his ability to place himself anywhere on screen when he wants. Against many slower characters Chipp can often run circles around them and force them to take riskier approaches just to try and play catch up with him<br />
* '''Powerful Offense''': Chipp has a variety of incredibly potent offensive options, including his {{MMC|input=c.S|label=c.S}}, a fast, versatile throw OS that offers frame advantage on block and a variety of gatlings, {{MMC|input=6K|label=a throw invincible overhead}}, {{MMC|input=41236K|label=a strike invincible, airborne command grab}}, {{MMC|input=41236H|label=a plus on block projectile that traps the opponent in place}} as well as his Faultless Defense Cancel giving him unreactable left/right high/lows for {{keyword|okizeme}}. His {{MMC|input=j.46|label=wall cling}} also allows for further mixup opportunities against cornered opponents<br />
* '''Excellent Buttons''': Chipp has a variety of great buttons such as {{MMC|input=5K|label=5K}}, {{MMC|input=c.S|label=c.S}}, {{MMC|input=6P|label=6P}}, {{MMC|input=2S|label=2S}}, {{MMC|input=j.K|label=j.K}}, {{MMC|input=j.H|label=j.H}} and {{MMC|input=j.D|label=j.D}} that, when combined with his variety of movement options give Chipp an incredibly strong presence both on the ground and in the air<br />
* '''Whiff Punishing''': Chipps teleport FRC, ground speed and variety of strong buttons allows him to pick up punishes on a variety of slower to whiff normals and specials that other characters may struggle to deal with, most notably projectiles like {{MMC|chara=Justice|input=22X|label=Justice's nukes}}, and {{MMC|chara=Sol Badguy|input=236P|label=Sol's gunflame}}<br />
* '''Diverse Toolbox''': Chipps large, diverse toolset gives him a great amount of versatility in how he can choose to approach most any situation. Chipp can play both heavy rushdown, with a large focus on potent mixups and okizeme, or choose to play more defensively, choosing when to engage at his leisure very easily<br />
|cons=<br />
* '''Unforgiving Defense and Execution''': While Chipp's execution isn't strictly uniquely difficult, his punishment for dropping things often results in him taking bigger damage punishes than most other characters would due to his uniquely high defense modifier. <br />
* '''No Options for Cover''': Chipp's game is almost entirely physical and can quickly turn against his favor if read or properly countered, often requiring Chipp to mix up his options on offense, defense and neutral in order to prevent the opponent from getting a good read on what he tries to do<br />
* '''Difficulty in combo optimization''': Chipp often relies on character specific routing or situational confirms using close hit, crouching hit or dash momentum in order to reliably confirm hits into both decent damage and a knockdown<br />
* '''Meter Hungry''': Chipp has a variety of strong ways to spend meter for extending combos, ending them, pushing mixups, and augmenting his punish game. However, due to the meter penalty induced by FRCs, Force Breaks and FDCs, Chipp can often find himself short for meter, severely limiting both his damage and neutral<br />
}}<br />
</div><br />
===Starter Guide===<br />
{{StarterBlurb}}<br />
{{FrameChartKey}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGACR Move Card<br />
|input=5P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 2<br />
|recovery = 6<br />
}}<br />
{{clr|1|5P}} is primarily used for microdash conversions (such as {{clr|5|2D}} > {{clr|3|236S}}), and sometimes an anti-air or tick throw tool.<br />
*Whiffs on all crouchers except for Potemkin and Justice<br />
*Disjointed enough to beat some moves with extended hurtboxes.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGACR Move Card<br />
|input=5K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 5<br />
|recovery = 8<br />
}}<br />
Amazing normal, one of Chipp's most used buttons and all around incredibly useful, especially when combined with his grounded movement. Fast, self cancels, has a great hitbox, and has an extensive gatling tree<br />
*Self gatlings for confirms and pressure. Also jump cancels allowing Chipp to {{keyword|jump install}} teleports for both combos and oki setups<br />
*The disjointed hitbox allows it to beat out many pokes of similar or slower speed<br />
*Vulnerable to {{keyword|low profile}}, but often results in both moves whiffing due to the lack of lower hurtbox on {{clr|2|5K}}<br />
*Has a late gatling into {{clr|1|5P}}/{{clr|1|2P}}/{{clr|2|2K}} from frame 6 that extends into its recovery. <br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGACR Move Card<br />
|input=c.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 1<br />
|recovery = 11<br />
}}<br />
Great normal with a variety of uses. One of the best Throw OSes ({{clr|3|6S}}+{{clr|4|H}}) in the game due to its speed and advantage on block. Creates burst safe gatlings for any normal that gatlings into it, and has a variety of gatlings out of it<br />
*Gatlings into and out of {{clr|1|6P}} for longer hit confirms<br />
*Chipps only normal besides {{clr|4|2H}} that gatlings to {{clr|2|6K}}. Good for punishing throw-happy opponents<br />
*Combos into itself on crouching hit. Good for hit confirming into IAA<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGACR Move Card<br />
|input=f.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 1<br />
|recovery = 19<br />
}}<br />
Long range poke that is faster than nearly any other normals at this range.<br />
*The disjointed hitbox makes it a strong counter-poke.<br />
*Jump cancellable, making for a very safe poke.<br />
*Lacks strong conversions on its own.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGACR Move Card<br />
|input=5H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 7<br />
|recovery = 12<br />
}}<br />
An exceptionally fast heavy normal that sees use most often in Chipps relaunches off of {{MMC|input=j.236P|label=TK Alpha}}. Despite being less disjointed than some of Chipps other normals, its speed allows it to beat out many slower pokes that may otherwise outrange it. Very safe on both block and whiff for a heavy normal<br />
* Combos to {{MMC|input=236P|label=Alpha Blade}} and {{MMC|input=j.236P|label=TK Alpha}} when close, with dash momentum, on counter hit or crouching hit<br />
* <br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|5D}}<br />
}}<br />
<br />
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===<br />
{{GGACR Move Card<br />
|input=5D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 27<br />
|active = 4<br />
|recovery = 9<br />
}}<br />
Very slow Dust, but huge range and plus on block. Can make for a useful blockstring ender.<br />
*Leads to more standardized Impossible Dusts or Chipp's usual air combos on close hit.<br />
*Can get an Impossible Dust setup when hit from far away by doing a late airdash into immediate {{clr|2|j.K}}.<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGACR Move Card<br />
|input=6P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 3<br />
|inactive2 = 9<br />
|active3 = 5<br />
|recovery = 10<br />
}}<br />
Godlike Anti-Air and Counter-poke. Blows right through a good number of buttons.<br />
*Good range, fast, and upper body invincible all the way through its first hitbox.<br />
*Leads to full combos when combo'd into {{clr|4|5H}}.<br />
*Confirms into {{clr|4|6H}} on counter hit.<br />
*Often used after {{clr|3|c.S}} for hit confirms into {{clr|5|2D}}.<br />
*When used on wakeup as a reversal it goes under certain okizeme tools such as Anji's {{MMC|game=GGACR|chara=Anji Mito|input=236P|label={{clr|1|Shitsu}}}}.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}} {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|6K}}</big>===<br />
{{GGACR Move Card<br />
|input=6K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 19<br />
|active = 7<br />
|recovery = 3<br />
|specialRecovery = 3<br />
|frcStart = 16<br />
|frcEnd = 18<br />
}}<br />
Moderately quick overhead which doesn't lead to anything on normal hit unless hit very meaty or RC'd. Can be unsafe on hit.<br />
*Chipp's hop allows him to go over some lower reaching buttons as well as things like Potemkins Slidehead<br />
*Will go over the opponent if done too close against some shorter characters.<br />
*Can be FRC'd while airborne for some gimmicky setups.<br />
*Causes slide and leads to a full conversion on Counter Hit.<br />
*Can be made reversal safe vs slower reversal options such as Ky's Vapor Thrust or Order Sols Storm Viper with proper meaty timing<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGACR Move Card<br />
|input=6H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 6<br />
|recovery = 15<br />
}}<br />
Big Blade Stab. Chipp's highest damage normal.<br />
*A whopping 60 damage and floor bounce leads to big damage combos.<br />
*Can work as an anti-air and will convert on air normal hit as well as counter hit.<br />
**Bounces higher and fully untechable on counter hit.<br />
*Staggers on ground hit, leads to Alpha Blade/IAA combos.<br />
*Deals the big damage out of FRC j.Alpha Blade loops.<br />
*Will combo to Zansei Rouga on air hit when close enough against most of the cast.<br />
*Can tag characters with slow or low jumps who attempt to jump out.<br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGACR Move Card<br />
|input=2P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 2<br />
|recovery = 7<br />
}}<br />
Short ranged crouching poke. Easy enough to start strings with.<br />
*Disjointed enough to sometimes be reversal safe.<br />
*Self cancels for the sake of it.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGACR Move Card<br />
|input=2K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 7<br />
}}<br />
Very fast {{clr|2|2K}}, with a self gatling for hit confirming and pressure<br />
*Important normal for Chipps mixup game<br />
*Very heavy scaling, best to keep any combos out of this short <br />
*Enlarges Chipps hurtbox quite a lot<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGACR Move Card<br />
|input=2S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 4<br />
|recovery = 11<br />
}}<br />
Strong ranged poke rivaling {{clr|3|f.S}}.<br />
*1 frame slower, but more active, faster recovery and better at hitting low profile moves than {{clr|3|f.S}}<br />
*Equally short recovery for a ranged poke compared to {{clr|4|5H}}.<br />
*Good hitbox, will beat a lot of other poke attempts.<br />
*Similar to {{clr|3|f.S}} lacks conversions from far range without meter<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGACR Move Card<br />
|input=2H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 10<br />
|recovery = 19<br />
}}<br />
Primary (re)launch tool. A Workable Anti-air.<br />
*Launches the opponent up high on hit.<br />
*Not jump cancellable. Requires a jump install for a full conversion when combo'd into.<br />
*Fully untechable and high launch on counter hit for a big combo.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGACR Move Card<br />
|input=2D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 2<br />
|recovery = 18<br />
}}<br />
Pretty good range for a sweep, but is plagued by having few normals that gatling into it.<br />
*Moves Chipp forward and is slightly disjointed at the foot.<br />
*Gives Chipp plenty of time to set up an oki mixup.<br />
*Often cancelled into {{clr|3|236S}} when close enough for slightly extended conversions.<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGACR Move Card<br />
|input=j.P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 4<br />
}}<br />
Basic, fairly reliable air jab.<br />
*Tied with {{clr|2|j.K}} for Chipp's fastest air normal.<br />
*Used mainly in airdashes during air Alpha Blade conversions.<br />
*Has fairly high horizontal range, making for a usable air-to-air.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGACR Move Card<br />
|input=j.K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 8<br />
|recovery = 8<br />
}}<br />
Good all-around air normal. Self cancels for extended air strings.<br />
*Chipp's best air-to-air if rising, as the first hit reaches above Chipp's head.<br />
*Second hit lowers the opponent on hit for {{clr|5|j.D}} conversions or other combos.<br />
*Often self cancelled on the first hit to gain altitude on the opponent.<br />
*Used after an airdash after landing a far {{clr|5|5D}} for an Impossible Dust.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.2K}}</big>===<br />
{{InputBadge|Sakuganki}}<br />
{{GGACR Move Card<br />
|input=j.2K<br />
|description=<br />
Fast plummeting, multi-hit move for cross-up shenanigans. Will primarily be FDC/SBC'd into ambiguous {{clr|4|j.H}}. Done by starting the move, but inputting Flawless Defense or Slashback right after to stop the attack from coming out, but still halt your momentum.<br />
*Hits up to three times on the way down and can be cancelled on landing immediately for a conversion.<br />
*Will cause Chipp to plummet down on use, cutting his momentum.<br />
*Carries this property when FDC'd to make crossups ambiguous.<br />
*Completely kills that momentum when SBC'd instead. Makes crossups even further ambiguous.<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGACR Move Card<br />
|input=j.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 10<br />
|recovery = 18<br />
}}<br />
Mixup tool with a crossup hitbox. Mainly used out of wallcling setups occasionally in lieu of {{clr|4|j.H}}.<br />
*Decent damage in air combos.<br />
*Prorates less than {{clr|4|j.H}} as a starter in exchange for only being a single overhead instead of two<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|j.H}}<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGACR Move Card<br />
|input=j.H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 12<br />
|recovery = 26<br />
}}<br />
Two-hit jump-in which, when used from Chipp's FDC, teleport FRC, and/or wallcling setups, leads to his absurd mixup game.<br />
*Primary okizeme tool. Can work as a jump-in when pressure is already established.<br />
*Acts as a crossup mainly out of FDC setups.<br />
*Generally used at the end of high air combos (sometimes into Beta Blade).<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGACR Move Card<br />
|input=j.D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 8<br />
|recovery = 18<br />
|specialRecovery = 5<br />
}}<br />
One of Chipp's most oppressive normals. Aided by Weebspeak.<br />
*Massive, completely disjointed hitbox. Very strong jump-in.<br />
*Tends to knock down or lead to it when close enough to the ground.<br />
*Extremely fast for its damage and size.<br />
*Unreactable out of H/D Teleport FRC.<br />
*Used heavily in Alpha Blade loops for optimal damage.<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GGACR Move Card<br />
|input=Ground Throw<br />
|description=<br />
Has the worst grab range in the game, but can convert into some moves that are 4F or faster without triggering OTG.<br />
*Range offset by Chipp's incredible mobility. Can be impossible to react to done out of wallcling or Zansei Rouga FRC.<br />
*You can opt to link gamma blade for otg setups, a tick of dmg thats unaffected by otg states natural scaling before a round ending kd, or in FB gammas case: an extended kd with set up potential.<br />
*Leads to unburstable damage by combo'ing into Banki Messai (does not work against Faust and Jam)<br />
*Can also convert into FB Beta Blade (universal), or 2P (Potemkin & Justice).<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGACR Move Card<br />
|input=Air Throw<br />
|description=<br />
Average airthrow which scores a knockdown. Gives ample time for oki.<br />
*Puts the opponent opposite the side of which the throw was input.<br />
*Can be followed up with Gamma Blade, but the oki is generally preferable.<br />
}}<br />
<br />
===<big>[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]</big>===<br />
{{GGACR Move Card<br />
|input=DAA<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 5<br />
|recovery = 15<br />
}}<br />
Average Dead Angle. Can be combo'd off of normal hit near the corner.<br />
}}<br />
<br />
==Special Moves==<br />
===<big>Sankakutobi</big>===<br />
{{InputBadge|j.46/64}}<br />
{{GGACR Move Card<br />
|input=j.46<br />
|description=<br />
Wall Cling followed by an angled dive, either about 15° or 45° (if you hold 6 or 3 after leaving the wall). Chipp can act out of it immediately and retains all of his remaining aerial movement options. Leads to very powerful mixups.<br />
*Performed by, while being right next to the wall, hitting ''towards'' the wall, then ''away'' from it. Can be done when Chipp has an air jump or airdash available.<br />
*Cancelling into low airdash {{clr|4|j.H}} or land {{clr|5|2D}} is unreactable, can be further layered if the opponent is slightly out of the corner.<br />
*All of Chipp's air normals, and {{clr|2|41236K}}~{{clr|5|D}} can be cancelled into this, even during startup and recovery<br />
*Teleport can lead into Wall Cling as well, but must be jump installed beforehand.<br />
*Puts Chipp in counter hit state during use, proceed with caution when done outside of okizeme.<br />
*Note: <br />
**You can take yourself out of CH state by: tapping FD/SB, FDC/SBC {{clr|2|j.2K}}, or using F.Shuriken. Each of these options technically come with slight faults given you're either: sacrificing opportunities to react accordingly if you intend to throw out something from wallcling and have no method for buffering said option as soon as wall cling start up is over while also potentially staggering tension gain (applies to FD/SB/F.Shuriken) or exchanging a multipurpose tool that can almost entirely flesh out some of the characters faults for a slightly more defense oriented air stall tool (F.Shuriken).<br />
}}<br />
<br />
===<big>Alpha Blade</big>===<br />
{{InputBadge|{{clr|1|236P}} (Air OK)}}<br />
{{GGACR Move Card<br />
|input=236P,j.236P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 18<br />
|active = 15<br />
|specialRecovery = 34<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 14<br />
|specialRecovery = 21<br />
|frcStart = 14<br />
|frcEnd = 16<br />
}}<br />
Slightly low profile transport attack that can go through the opponent. Combos out of {{clr|4|5H}}/{{clr|4|6H}} when close, or on crouching hit. Can lead to big damage.<br />
*Decent damage. Very unsafe, but properly spaced some characters cannot punish this reliably.<br />
*Completely negates Chipp's momentum when RC'd, can convert out of this.<br />
*Situational mixup tool when used in conjunction with Alpha Plus (FRC).<br />
*Can score a knockdown from farther away when combo conditions are met.<br />
*Spending 25 meter to cancel to FB Alpha Blade will score more damage and lead to knockdown.<br />
*Is airborne from frame 1, making it invulnerable to throws and allowing it to go over moves like Potemkin's {{MiniMoveCard|GGACR|chara=Potemkin|input=236S|label=Slide Head}}.<br />
----<br />
Air version is generally superior to the ground version as it recovers quicker and has more hitstun, leading to combos and Chipp's Alpha Blade loops.<br />
*Recovers quickly enough that it will convert when done as close to the ground as possible .<br />
**This is commonly referred to as Instant Air Alpha/IAA.<br />
*Can be FRC'd during the first three active frames for loops, or other conversions.<br />
**Will launch Chipp upward if done during the ascent of Chipp's jump.<br />
**Loses the ability to cross through the opponent, which can lead to further mixups.<br />
}}<br />
<br />
===<big>Alpha Plus</big>===<br />
{{InputBadge|Ground Alpha Blade > {{clr|4|H}}}}<br />
{{GGACR Move Card<br />
|input=236P > H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 12<br />
|recovery = 12<br />
|frcStart = 6<br />
|frcEnd = 7<br />
}}<br />
Significantly safer followup to Alpha Blade if you end up right on the other side of them, but still punishable. Makes blockstring/raw Alpha Blades more layered.<br />
*Fast, scores a knockdown on hit.<br />
*Can be FRC'd before going active for pressure continuation or making yourself safer.<br />
*Launches them far away and wallsticks on counter hit.<br />
*Has a higher reaching hitbox and can be easily low profiled.<br />
*Puts Chipp in a crouching state on use, giving the opponent a better punish if it's blocked.<br />
}}<br />
<br />
===<big>Beta Blade</big>===<br />
{{InputBadge|{{clr|3|623S}} (Air OK)}}<br />
{{GGACR Move Card<br />
|input=623S,j.623S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 22<br />
|recovery = 17<br />
|specialRecovery = 10<br />
|frcStart = 29<br />
|frcEnd = 30<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 18<br />
|specialRecovery = 8<br />
}}<br />
5F Reversal which is active all the way up. Gets them off of you when you need the breather.<br />
*If RC'd on the first hitbox, Chipp will remain grounded and be able to dash afterwards for a conversion.<br />
*Fully untechable on Counter Hit.<br />
*Auto Jump Installed so you can safely retreat if you spend the meter while airborne.<br />
*Can be FRC'd when the active box ends, can convert on counter hit.<br />
*Has a fairly thin hitbox, take care not to get baited.<br />
*Done with dashing momentum, this can be very difficult to punish.<br />
----<br />
In the air. Wins the air-to-air war when used properly.<br />
*Even faster at frame 3, but less active, no throw invul, and with no FRC point.<br />
*Still fully untechable on Counter Hit, can RC to adjust for more sudden confirm opportunities.<br />
**Its the ver. you see used by most at mid-high lv players as it carries more horizontal than the grounded ver. meaning it allows for meterless conversions while also providing more safety on block/whiff in some cases.<br />
*Solid as a rising aa as well despite the drop in invuln frames (more so when dashing than standing because of the added confirmabilty).<br />
*Mostly used at the end of air combos when you need the damage, but leaves Chipp in a less favorable position.<br />
}}<br />
<br />
===<big>Gamma Blade</big>===<br />
{{InputBadge|{{clr|4|41236H}}}}<br />
{{GGACR Move Card<br />
|input=41236H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 9<br />
|recovery = 29<br />
}}<br />
Projectile that freezes the opponent in place for roughly one second on hit.<br />
*Ignores OTG, allowing for damage extensions after a knockdown.<br />
**Opponent is considered airborne on hit, as well as followup hits.<br />
**Will not ''remove'' OTG, meaning the opponent can still be in an OTG state once the freeze period ends.<br />
*Will pass through other projectiles and negate one hit of them.<br />
*Cannot be cancelled into or performed while another Gamma Blade is already active.<br />
*Its GB(-20) based scaling loosely equates to {{clr|5|j.D}}'s set proration.<br />
*Will go away if Chipp is hit in the process.<br />
}}<br />
<br />
===<big>Tsuyoshishiki Ten'i</big>===<br />
{{InputBadge|22X}}<br />
{{GGACR Move Card<br />
|input=22P,22K,22S,22H,22D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 25<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 30<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 34<br />
|frcStart = 16<br />
|frcEnd = 18<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 20<br />
|frcStart = 13<br />
|frcEnd = 14<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 20<br />
|frcStart = 13<br />
|frcEnd = 14<br />
}}<br />
Powerful tool which overall allows Chipp to move with unpredictability, score punishes from far away, escape from poor situations, or go for the mixup. Use with practicality or abandon, sometimes Chipp can get away with it.<br />
*Each version has a small window of strike invincibility as Chipp goes invisible.<br />
----<br />
{{clr|1|P}} moves Chipp forwards slightly, about a 1/5th to 1/4th of the screen. The quickest and shortest duration ground teleport.<br />
*Useful for going through slow projectiles with long recovery on prediction.<br />
*The shorter duration can let Chipp nab initiative or a grab very quickly.<br />
*Will pass through the opponent when done at a range a bit shorter than {{clr|1|2P}}. Can burn frames on oki for trickier setups.<br />
----<br />
{{clr|2|K}} moves significantly forward, about 2/3rds of the screen.<br />
*Calls out slow, punishable moves from afar.<br />
*Slightly more recovery than P Teleport, punishes will be a bit stricter.<br />
*Will pass through the opponent at ranges a bit farther than {{clr|4|6H}}.<br />
----<br />
{{clr|3|S}} is a retreating teleport with the most recovery.<br />
*Gets Chipp outta dodge, must be called out with a dashing or forward moving attack.<br />
*Puts Chipp airborne after teleporting, which might not be favorable.<br />
*Is the only TP that's auto jump installed, meaning you can also AJI 22H/D on your landing with decent enough timing.<br />
*Can be FRC'd after changing location with air options intact, allowing Chipp to immediately airdash or double jump for extended pressure or resets.<br />
----<br />
{{clr|4|H}} is a forward aerial homing teleport that puts Chipp above and in front of the opponent. Leads to FRC shenanigans.<br />
*Mainly used after {{clr|4|2H}} for air combo conversions.<br />
*Must be jump installed for further air actions besides using an air normal/special.<br />
**Best if jump installed normally from a gatling string beforehand.<br />
**Can be jump installed by itself by doing 228+H. Will only install options available from super jump; no double jump or wall dive, only airdash.<br />
*FRC allows Chipp to attack from the air almost immediately, setting up powerful resets into vortexes.<br />
*Mix with other teleports against opponents who attempt to call out H Teleport with airthrows.<br />
*Will maintain dashing momentum.<br />
----<br />
{{clr|5|D}} teleports above and behind opponent, but otherwise nearly identical to H Teleport.<br />
*Also used in {{clr|4|2H}} conversions if a sideswap is desired.<br />
*Jump installs the same way as H Teleport.<br />
*Will put Chipp at the wall if done when the opponent is cornered, allowing for immediate Wall Clings if jump installed.<br />
*FRC point and other notes from H Teleport apply here.<br />
}}<br />
<br />
===<big>Tsuyoshishiki Meisei</big>===<br />
{{InputBadge|{{clr|2|214K}}}}<br />
{{GGACR Move Card<br />
|input=214K<br />
|description=<br />
Hide and Seek Cheat Code. Will cause Chipp to fade in and out, making him much more difficult to see and react to.<br />
*Can be stacked twice to make it next to impossible to discern what Chipp is doing.<br />
*Can't be cancelled into. Usually done after a knockdown that gives you ample time, such as Gamma Blade.<br />
*The effect will disappear the moment Chipp takes damage or blocks an attack.<br />
}}<br />
<br />
===<big>Genrouzan</big>===<br />
{{InputBadge|{{clr|2|41236K}}}}<br />
{{GGACR Move Card<br />
|input=41236K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 29<br />
|active = 12<br />
|specialRecovery = 10<br />
}}<br />
Slow command grab with generous strike invincibility during the period that Chipp is invisible. <br />
*Very slow, but can blow through some slower, punishable moves.<br />
*Can be FRC'd on the hit in order to convert further.<br />
*Very active, can be used to catch backdash happy opponents with the correct read<br />
*Is airborne for much of the startup and active frames, throw attempts will whiff but can be air thrown by opponents with good reactions<br />
*Very generous cancel window for {{MMC|input=41236K > D|label=Genrouzan-You}}<br />
}}<br />
<br />
===<big>Resshou</big>===<br />
{{InputBadge|{{clr|3|236S}}}}<br />
{{GGACR Move Card<br />
|input=236S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 5<br />
|recovery = 10<br />
}}<br />
First hit of Chipp's rekka series. Sometimes used at the end of combos and pressure.<br />
*+3 on hit, Cannot be thrown out of standing repressure strings on hit or block regardless of ones spacing.<br />
*Leads to either Rokusai or Senshuu<br />
*Done out of {{clr|5|2D}}, can lead to launch confirms into knockdown with microdash {{clr|1|5P}} or {{clr|4|5H}}, depending on the character.<br />
**Also sometimes confirmed into {{clr|4|2H}} for high air combos.<br />
*Floats on CH, leading to a full combo.<br />
}}<br />
<br />
===<big>Rokusai</big>===<br />
{{InputBadge|Resshou > {{clr|3|236S}}}}<br />
{{GGACR Move Card<br />
|input=236S > 236S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 1<br />
|recovery = 25<br />
}}<br />
Second hit in Chipp's Rekka series, can still cancel to Senshuu. Significantly unsafer than the first.<br />
*Hits low against players upbacking or expecting an overhead.<br />
*Slightly disjointed at the foot.<br />
*-6 on hit.<br />
*Staggers on CH for a bigger conversion.<br />
*Sometimes RC'd on hit for a further grounded conversion (e.g. {{clr|4|6H}} IAA), but this is expensive and not usually worth it.<br />
}}<br />
<br />
===<big>Senshuu</big>===<br />
{{InputBadge|Resshou > {{clr|2|236K}}\Rokusai > {{clr|2|236K}}}}<br />
{{GGACR Move Card<br />
|input=236S > 236K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 25<br />
|active = 6<br />
|recovery = 10<br />
|specialRecovery = 12<br />
|frcStart = 15<br />
|frcEnd = 17<br />
}}<br />
Third hit rekka, which hits overhead and leads into a full launch combo on hit but is pretty slow and unsafe. Not recommended to be used often unless Rokusai is confirmed CH.<br />
*Sometimes used after {{clr|5|2D}} > Resshou based on the opponent's character.<br />
*Places Chipp airborne during use with an auto jump install for metered use.<br />
*FRC allows for shenanigans, but similar to {{clr|2|6K}} this FRC is mostly a gimmick.<br />
}}<br />
<br />
===<big>Shuriken</big>===<br />
{{InputBadge|{{clr|1|j.214P}}}}<br />
{{GGACR Move Card<br />
|input=j.214P Slow,j.214P Fast<br />
|description=<br />
Slow version is a Participation Prize. Use this awful version solely for the sake of getting to the good version.<br />
*Extremely slow "projectile" which doesn't act as a projectile, and exists just to keep the good version from being one of the best moves in the game.<br />
*Completely stalls Chipp on use, holding him in the air and preventing further action until he lands.<br />
**Despite this weakness, some characters lack the means to reliably punish Chipp if used out of a triple/high jump.<br />
**''Do not Tiger Knee this''. Chipp will fly up in the direction he was traveling but will be unable to act for the entire arc.<br />
*Be smart about when to use this, as the benefit of having fast shuriken is very enticing.<br />
----<br />
Fast version is a Trophy Wife. One of the most versatile moves in Chipp's toolkit.<br />
*Extremely fast tool which can change the followups of many of Chipp's normals on hit/block.<br />
*Recovers almost immediately, allowing Chipp to extend things with a airdashes or other jumps.<br />
*Can cover Chipp's approaches or retreats.<br />
*Still only does 1 damage but is otherwise excellent at everything else it does.<br />
*Both versions will disappear if Chipp is hit.<br />
*Neither version is actually considered a projectile, and are unaffected by Potemkins {{MMC|chara=Potemkin|input = 63214S|label = Flick}}. Can be very good for stalling vs him<br />
}}<br />
<br />
==Force Breaks==<br />
===<big>Genrouzan-You</big>===<br />
{{InputBadge|{{clr|2|41236K}} > {{clr|5|D}}}}<br />
{{GGACR Move Card<br />
|input=41236K > D<br />
|description=<br />
Calls out jump attempts out of Leaf Grab. Strong tool which can be converted from based on distance.<br />
*70 damage and knockdown, with a generous cancel window out of Genrouzan.<br />
*Combos out of air hit {{clr|4|5H}}/{{clr|4|6H}}, and can be linked from with {{clr|3|f.S}} if close enough.<br />
*Can be cancelled into Wall Cling, allowing for further conversion.<br />
*Substitutes for Alpha Blade loops in the corner in terms of ease, but comes with an 85% forced prorate.<br />
}}<br />
<br />
===<big>FB Alpha Blade Plus</big>===<br />
{{InputBadge|Ground Alpha Blade > {{clr|5|D}}}}<br />
{{GGACR Move Card<br />
|input=236P > D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 27<br />
|active = 15<br />
|recovery = 25<br />
}}<br />
Double Dip for another Alpha Blade with a significantly larger hitbox. Gives back big damage for 25 meter.<br />
*Wallbounces the opponent on hit for bigger damage. Lets Chipp hit the big numbers.<br />
*Will always put Chipp a set distance in front of the opponent on use, making it easier to punish.<br />
*Can be input anywhere before and during the active window for Alpha Blade (ground only).<br />
**Done too early, the first Alpha Blade won't hit.<br />
**Can be used on block to fake them out and hit from the other side first, but this is somewhat slow.<br />
*Must be delayed slightly to connect against lighter characters.<br />
}}<br />
<br />
===<big>FB Beta Blade</big>===<br />
{{InputBadge|{{clr|5|623D}} (Air OK)}}<br />
{{GGACR Move Card<br />
|input=623D,j.623D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 13<br />
|inactive2 = 7<br />
|active3 = 13<br />
|recovery = 30<br />
|specialRecovery = 5<br />
}}<br />
Beta Blade on PCP. Invincible for nearly half a second. Monster of a reversal.<br />
*Invincible until 26F, 4 hits, launches them extremely high and far away.<br />
*Tacks on higher damage at the end of air combos.<br />
*Combos non-OTG after throw, but is frame perfect.<br />
*CH state during a bulk of the active frames and a few frames of recovery, making it a bit riskier than regular Beta Blade.<br />
*No FRC or auto jump install, but otherwise still a stronger reversal.<br />
*There is a wide enough gap between the 1st and 2nd hit that a handful of characters can reversal/low profile through (or IB > AT), few get much out of doing this in most cases but its still something decent to keep in mind when dealing with this yourself or throwing it out against others.<br />
}}<br />
<br />
===<big>FB Gamma Blade</big>===<br />
{{InputBadge|{{clr|5|41236D}}}}<br />
{{GGACR Move Card<br />
|input=41236D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 9<br />
|recovery = 19<br />
}}<br />
Stronger version of Gamma Blade that freezes the opponent in place for roughly one and a half seconds on hit. Allows for some real jank.<br />
*Functionally similar to regular Gamma Blade, but it lasts about twice as long and travels approx. 33%~ farther (almost full screen).<br />
*The opponent's state will change based on what hits them during the freeze period, and will carry over.<br />
**E.G. {{clr|4|6H}} will cause the opponent to floor bounce once the freeze period ends.<br />
**Will not ''remove'' OTG, meaning the opponent can still be in an OTG state once the freeze period ends.<br />
*In counter hit state for 33F.<br />
*Significantly positive on block. Startup, Active, and Damage are all otherwise the same as regular Gamma Blade.<br />
}}<br />
<br />
==Overdrives==<br />
===<big>Zansei Rouga</big>===<br />
{{InputBadge|{{clr|4|632146H}}}}<br />
{{GGACR Move Card<br />
|input=632146H<br />
|description=<br />
Extremely high damage Overdrive, but incredibly slow and requires specific conditions to combo into. Can be used for nonsense with enough meter to FRC, or when the opponent is very low on health.<br />
*260 base damage, but will only combo out of aerial {{clr|4|6H}}, and only if close enough, and not against Sols.<br />
*A full 33F of invincibility makes this a fullscreen callout/punish against very high recovery moves.<br />
**Despite this, Beta Blade still makes for a better reversal.<br />
*Does not have to be blocked in alternating directions ''unless'' FD'd, so will catch players unaware if they are low on health and must FD to survive.<br />
*Can be FRC'd before/on the 1st or 3rd hits. This will make it safe or allow for immediate land > throw/mixup setups.<br />
*Will not trigger the last hit on some standing or crouching characters on block as they are too short for the 5th hit to make contact.<br />
*Will likely get you IK'd by over half the cast if they trigger the 6th hit on block, as it allows the opponent ample time to back up, go into IK mode, and trigger it as the last hit whiffs.<br />
}}<br />
<br />
===<big>Banki Mesai</big>===<br />
{{InputBadge|{{clr|2|236236K}}}}<br />
{{GGACR Move Card<br />
|input=236236K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 2<br />
|inactive2 = 5<br />
|active3 = 4<br />
|inactive4 = 1<br />
|active5 = 1<br />
|inactive6 = 4<br />
|active7 = 2<br />
|inactive8 = 7<br />
|active9 = 2<br />
|inactive10 = 6<br />
|active11 = 2<br />
|inactive12 = 5<br />
|active13 = 4<br />
|inactive14 = 7<br />
|active15 = 2<br />
|inactive16 = 9<br />
|active17 = 4<br />
|inactive18 = 4<br />
|active19 = 1<br />
|inactive20 = 3<br />
|active21 = 1<br />
|inactive22 = 6<br />
|active23 = 2<br />
|inactive24 = 11<br />
|active25 = 1<br />
|inactive26 = 2<br />
|active27 = 1<br />
|inactive28 = 3<br />
|active29 = 4<br />
|inactive30 = 4<br />
|active31 = 2<br />
|inactive32 = 6<br />
|active33 = 1<br />
|inactive34 = 6<br />
|active35 = 4<br />
|inactive36 = 5<br />
|active37 = 3<br />
|inactive38 = 4<br />
|active39 = 21<br />
|inactive40 = 3<br />
|active41 = 13<br />
|inactive42 = 7<br />
|active43 = 13<br />
|recovery = 47<br />
|specialRecovery = 10<br />
}}<br />
Tacks on at the end of ranged hits for easy damage and knockdown. Even less safe than Zansei Rouga.<br />
*Good for ending a round as the high number of hits is useful for offsetting damage reduction due to guts and scaling.<br />
*Only has invincibility after the super flash, preventing this from use as a reversal.<br />
*Fast enough to combo non-OTG after a throw (except against Faust and Jam on whom it will not work).<br />
*Will also fully combo after a Leaf Throw against Potemkin, Jam, Johnny, Testament, Zappa, Kliff, and Justice.<br />
*90% of the cast can IK this on block. FD'ing will push Chipp out far enough that the remaining hits will continue to whiff.<br />
**Can still be RC'd if any part made contact beforehand, so Chipp can still make himself safe with 100 meter.<br />
}}<br />
<br />
==Instant Kill==<br />
===<big>Delta End</big>===<br />
{{InputBadge|During IK Mode: {{clr|4|236236H}}}}<br />
{{GGACR Move Card<br />
|input=236236H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 56<br />
|active = 119<br />
|recovery = 43<br />
|specialRecovery = 16<br />
}}<br />
The absolute ''slowest'' IK in the entire game, both in prep time and startup. Don't even consider it.<br />
<br />
Can still be used against ABA, but only when using FB Gamma to give prep time due to the incredibly slow activation time<br />
}}<br />
<br />
==Colors==<br />
{{GGACRColors|Character=Chipp Zanuff}}<br />
<br />
==Navigation==<br />
{{notice|To edit frame data, edit values in [[GGACR/Chipp Zanuff/Data]].}}<br />
{{Overview/SEO|summary=Chipp Zanuff is Guilty Gear's dedicated pixie character with insane mobility and mixup, but paper-thin defense.}}<br />
{{GGACR/Navigation}}<br />
[[Category:Guilty Gear XX Accent Core + R]]</div>Sobosswagnerhttps://www.dustloop.com/wiki/index.php?title=GGACR/Chipp_Zanuff&diff=374197GGACR/Chipp Zanuff2023-02-10T17:21:30Z<p>Sobosswagner: /* {{clr|4|5H}} */ Updated the description for 5H</p>
<hr />
<div>==Overview==<br />
{{Overview/navigation}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Chipp Zanuff is Guilty Gear's dedicated pixie character with insane mobility and mixup, but paper-thin defense. Chipp has access to a staggering amount of strong tools, which give him the advantage in just about any situation. Amazing buttons for pressure and neutral, teleporting, top-notch movement speed, and triple jumping are just the start. Chipp can cling to walls to mix the opponent up, halt his horizontal air momentum completely, become nearly invisible, the list goes on. Especially with resources on his side, Chipp can take control of almost any situation.<br />
<br />
While he's without a doubt the fastest character in the game, Chipp's execution demands precision, as many of his basic conversion combos require microdashes, jump installs, and/or perfect Tiger Knees. This is in no way helped by the fact that chipp takes the most damage in the game by a longshot, so failing to meet his high execution requirements will spell his doom quickly. While Chipp has many tools to help his offense and even defense, there's no denying that losing a trade can spiral out of control quickly.<br />
<br />
If you love playing high-speed pixies, then embrace your inner ninja and give Chipp a whirl. <br />
|lore= A former biochemical drugs trafficker, Chipp was a youth who struggled to live life on the streets of America. Tsuyoshi offered Chipp into his care, which he gratefully accepted. Tsuyoshi trained Chipp in the art of Ninjutsu basics and they lived peacefully together until an assassin syndicate ordered Tsuyoshi's killing. Chipp now has the new ambition of becoming the President of the Country. For it, he tries convincing the Assassin's Guild to vote for him, only to realize that they can't vote.<br />
}}<br />
{{GGACR/Infobox<br />
|fastestAttack = [[#5P|5P]] (4F)<br/>[[#c.S|c.S]] (4F)<br/>[[#2P|2P]] (4F)<br />
|reversal = [[#Beta Blade|623S]] (5F)<br/>[[#Zansei Rouga|632146H]] (25F)<br />
}}<br />
{{ProsAndCons<br />
|intro = is the speedster supreme, with amazing mixups and great tools for a variety of situations at the cost of the lowest health in the game. Don't get hit.<br />
|pros=<br />
* '''Extremely Fast and Mobile''': With the fastest run speed in the game, triple jumps, teleports, wall cling and faultless defense cancel, Chipp has an incredible amount of freedom in his ability to place himself anywhere on screen when he wants. Against many slower characters Chipp can often run circles around them and force them to take riskier approaches just to try and play catch up with him<br />
* '''Powerful Offense''': Chipp has a variety of incredibly potent offensive options, including his {{MMC|input=c.S|label=c.S}}, a fast, versatile throw OS that offers frame advantage on block and a variety of gatlings, {{MMC|input=6K|label=a throw invincible overhead}}, {{MMC|input=41236K|label=a strike invincible, airborne command grab}}, {{MMC|input=41236H|label=a plus on block projectile that traps the opponent in place}} as well as his Faultless Defense Cancel giving him unreactable left/right high/lows for {{keyword|okizeme}}. His {{MMC|input=j.46|label=wall cling}} also allows for further mixup opportunities against cornered opponents<br />
* '''Excellent Buttons''': Chipp has a variety of great buttons such as {{MMC|input=5K|label=5K}}, {{MMC|input=c.S|label=c.S}}, {{MMC|input=6P|label=6P}}, {{MMC|input=2S|label=2S}}, {{MMC|input=j.K|label=j.K}}, {{MMC|input=j.H|label=j.H}} and {{MMC|input=j.D|label=j.D}} that, when combined with his variety of movement options give Chipp an incredibly strong presence both on the ground and in the air<br />
* '''Whiff Punishing''': Chipps teleport FRC, ground speed and variety of strong buttons allows him to pick up punishes on a variety of slower to whiff normals and specials that other characters may struggle to deal with, most notably projectiles like {{MMC|chara=Justice|input=22X|label=Justice's nukes}}, and {{MMC|chara=Sol Badguy|input=236P|label=Sol's gunflame}}<br />
* '''Diverse Toolbox''': Chipps large, diverse toolset gives him a great amount of versatility in how he can choose to approach most any situation. Chipp can play both heavy rushdown, with a large focus on potent mixups and okizeme, or choose to play more defensively, choosing when to engage at his leisure very easily<br />
|cons=<br />
* '''Unforgiving Defense and Execution''': While Chipp's execution isn't strictly uniquely difficult, his punishment for dropping things often results in him taking bigger damage punishes than most other characters would due to his uniquely high defense modifier. <br />
* '''No Options for Cover''': Chipp's game is almost entirely physical and can quickly turn against his favor if read or properly countered, often requiring Chipp to mix up his options on offense, defense and neutral in order to prevent the opponent from getting a good read on what he tries to do<br />
* '''Difficulty in combo optimization''': Chipp often relies on character specific routing or situational confirms using close hit, crouching hit or dash momentum in order to reliably confirm hits into both decent damage and a knockdown<br />
* '''Meter Hungry''': Chipp has a variety of strong ways to spend meter for extending combos, ending them, pushing mixups, and augmenting his punish game. However, due to the meter penalty induced by FRCs, Force Breaks and FDCs, Chipp can often find himself short for meter, severely limiting both his damage and neutral<br />
}}<br />
</div><br />
===Starter Guide===<br />
{{StarterBlurb}}<br />
{{FrameChartKey}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGACR Move Card<br />
|input=5P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 2<br />
|recovery = 6<br />
}}<br />
{{clr|1|5P}} is primarily used for microdash conversions (such as {{clr|5|2D}} > {{clr|3|236S}}), and sometimes an anti-air or tick throw tool.<br />
*Whiffs on all crouchers except for Potemkin and Justice<br />
*Disjointed enough to beat some moves with extended hurtboxes.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGACR Move Card<br />
|input=5K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 5<br />
|recovery = 8<br />
}}<br />
Fast, ranged, self cancelleable poke with a moderately disjointed hitbox.<br />
*Self cancel for extended pressure setups or confirms.<br />
*Very strong for beating out other pokes or resuming pressure.<br />
*Has a late gatling into {{clr|1|5P}}/{{clr|1|2P}}/{{clr|2|2K}} from frame 6 that extends into its recovery. <br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGACR Move Card<br />
|input=c.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 1<br />
|recovery = 11<br />
}}<br />
Great normal with a variety of uses. One of the best Throw OSes ({{clr|3|6S}}+{{clr|4|H}}) in the game due to its speed and advantage on block. Creates burst safe gatlings for any normal that gatlings into it, and has a variety of gatlings out of it<br />
*Gatlings into and out of {{clr|1|6P}} for longer hit confirms<br />
*Chipps only normal besides {{clr|4|2H}} that gatlings to {{clr|2|6K}}. Good for punishing throw-happy opponents<br />
*Combos into itself on crouching hit. Good for hit confirming into IAA<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGACR Move Card<br />
|input=f.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 1<br />
|recovery = 19<br />
}}<br />
Long range poke that is faster than nearly any other normals at this range.<br />
*The disjointed hitbox makes it a strong counter-poke.<br />
*Jump cancellable, making for a very safe poke.<br />
*Lacks strong conversions on its own.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGACR Move Card<br />
|input=5H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 7<br />
|recovery = 12<br />
}}<br />
An exceptionally fast heavy normal that sees use most often in Chipps relaunches off of {{MMC|input=j.236P|label=TK Alpha}}. Despite being less disjointed than some of Chipps other normals, its speed allows it to beat out many slower pokes that may otherwise outrange it. Very safe on both block and whiff for a heavy normal<br />
* Combos to {{MMC|input=236P|label=Alpha Blade}} and {{MMC|input=j.236P|label=TK Alpha}} when close, with dash momentum, on counter hit or crouching hit<br />
* <br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|5D}}<br />
}}<br />
<br />
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===<br />
{{GGACR Move Card<br />
|input=5D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 27<br />
|active = 4<br />
|recovery = 9<br />
}}<br />
Very slow Dust, but huge range and plus on block. Can make for a useful blockstring ender.<br />
*Leads to more standardized Impossible Dusts or Chipp's usual air combos on close hit.<br />
*Can get an Impossible Dust setup when hit from far away by doing a late airdash into immediate {{clr|2|j.K}}.<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGACR Move Card<br />
|input=6P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 3<br />
|inactive2 = 9<br />
|active3 = 5<br />
|recovery = 10<br />
}}<br />
Godlike Anti-Air and Counter-poke. Blows right through a good number of buttons.<br />
*Good range, fast, and upper body invincible all the way through its first hitbox.<br />
*Leads to full combos when combo'd into {{clr|4|5H}}.<br />
*Confirms into {{clr|4|6H}} on counter hit.<br />
*Often used after {{clr|3|c.S}} for hit confirms into {{clr|5|2D}}.<br />
*When used on wakeup as a reversal it goes under certain okizeme tools such as Anji's {{MMC|game=GGACR|chara=Anji Mito|input=236P|label={{clr|1|Shitsu}}}}.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}} {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|6K}}</big>===<br />
{{GGACR Move Card<br />
|input=6K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 19<br />
|active = 7<br />
|recovery = 3<br />
|specialRecovery = 3<br />
|frcStart = 16<br />
|frcEnd = 18<br />
}}<br />
Moderately quick overhead which doesn't lead to anything on normal hit unless hit very meaty or RC'd. Can be unsafe on hit.<br />
*Chipp's hop allows him to go over some lower reaching buttons as well as things like Potemkins Slidehead<br />
*Will go over the opponent if done too close against some shorter characters.<br />
*Can be FRC'd while airborne for some gimmicky setups.<br />
*Causes slide and leads to a full conversion on Counter Hit.<br />
*Can be made reversal safe vs slower reversal options such as Ky's Vapor Thrust or Order Sols Storm Viper with proper meaty timing<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGACR Move Card<br />
|input=6H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 6<br />
|recovery = 15<br />
}}<br />
Big Blade Stab. Chipp's highest damage normal.<br />
*A whopping 60 damage and floor bounce leads to big damage combos.<br />
*Can work as an anti-air and will convert on air normal hit as well as counter hit.<br />
**Bounces higher and fully untechable on counter hit.<br />
*Staggers on ground hit, leads to Alpha Blade/IAA combos.<br />
*Deals the big damage out of FRC j.Alpha Blade loops.<br />
*Will combo to Zansei Rouga on air hit when close enough against most of the cast.<br />
*Can tag characters with slow or low jumps who attempt to jump out.<br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGACR Move Card<br />
|input=2P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 2<br />
|recovery = 7<br />
}}<br />
Short ranged crouching poke. Easy enough to start strings with.<br />
*Disjointed enough to sometimes be reversal safe.<br />
*Self cancels for the sake of it.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGACR Move Card<br />
|input=2K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 7<br />
}}<br />
Very fast {{clr|2|2K}}, with a self gatling for hit confirming and pressure<br />
*Important normal for Chipps mixup game<br />
*Very heavy scaling, best to keep any combos out of this short <br />
*Enlarges Chipps hurtbox quite a lot<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGACR Move Card<br />
|input=2S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 4<br />
|recovery = 11<br />
}}<br />
Strong ranged poke rivaling {{clr|3|f.S}}.<br />
*1 frame slower, but more active, faster recovery and better at hitting low profile moves than {{clr|3|f.S}}<br />
*Equally short recovery for a ranged poke compared to {{clr|4|5H}}.<br />
*Good hitbox, will beat a lot of other poke attempts.<br />
*Similar to {{clr|3|f.S}} lacks conversions from far range without meter<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGACR Move Card<br />
|input=2H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 10<br />
|recovery = 19<br />
}}<br />
Primary (re)launch tool. A Workable Anti-air.<br />
*Launches the opponent up high on hit.<br />
*Not jump cancellable. Requires a jump install for a full conversion when combo'd into.<br />
*Fully untechable and high launch on counter hit for a big combo.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGACR Move Card<br />
|input=2D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 2<br />
|recovery = 18<br />
}}<br />
Pretty good range for a sweep, but is plagued by having few normals that gatling into it.<br />
*Moves Chipp forward and is slightly disjointed at the foot.<br />
*Gives Chipp plenty of time to set up an oki mixup.<br />
*Often cancelled into {{clr|3|236S}} when close enough for slightly extended conversions.<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGACR Move Card<br />
|input=j.P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 4<br />
}}<br />
Basic, fairly reliable air jab.<br />
*Tied with {{clr|2|j.K}} for Chipp's fastest air normal.<br />
*Used mainly in airdashes during air Alpha Blade conversions.<br />
*Has fairly high horizontal range, making for a usable air-to-air.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGACR Move Card<br />
|input=j.K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 8<br />
|recovery = 8<br />
}}<br />
Good all-around air normal. Self cancels for extended air strings.<br />
*Chipp's best air-to-air if rising, as the first hit reaches above Chipp's head.<br />
*Second hit lowers the opponent on hit for {{clr|5|j.D}} conversions or other combos.<br />
*Often self cancelled on the first hit to gain altitude on the opponent.<br />
*Used after an airdash after landing a far {{clr|5|5D}} for an Impossible Dust.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.2K}}</big>===<br />
{{InputBadge|Sakuganki}}<br />
{{GGACR Move Card<br />
|input=j.2K<br />
|description=<br />
Fast plummeting, multi-hit move for cross-up shenanigans. Will primarily be FDC/SBC'd into ambiguous {{clr|4|j.H}}. Done by starting the move, but inputting Flawless Defense or Slashback right after to stop the attack from coming out, but still halt your momentum.<br />
*Hits up to three times on the way down and can be cancelled on landing immediately for a conversion.<br />
*Will cause Chipp to plummet down on use, cutting his momentum.<br />
*Carries this property when FDC'd to make crossups ambiguous.<br />
*Completely kills that momentum when SBC'd instead. Makes crossups even further ambiguous.<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGACR Move Card<br />
|input=j.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 10<br />
|recovery = 18<br />
}}<br />
Mixup tool with a crossup hitbox. Mainly used out of wallcling setups occasionally in lieu of {{clr|4|j.H}}.<br />
*Decent damage in air combos.<br />
*Prorates less than {{clr|4|j.H}} as a starter in exchange for only being a single overhead instead of two<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|j.H}}<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGACR Move Card<br />
|input=j.H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 12<br />
|recovery = 26<br />
}}<br />
Two-hit jump-in which, when used from Chipp's FDC, teleport FRC, and/or wallcling setups, leads to his absurd mixup game.<br />
*Primary okizeme tool. Can work as a jump-in when pressure is already established.<br />
*Acts as a crossup mainly out of FDC setups.<br />
*Generally used at the end of high air combos (sometimes into Beta Blade).<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGACR Move Card<br />
|input=j.D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 8<br />
|recovery = 18<br />
|specialRecovery = 5<br />
}}<br />
One of Chipp's most oppressive normals. Aided by Weebspeak.<br />
*Massive, completely disjointed hitbox. Very strong jump-in.<br />
*Tends to knock down or lead to it when close enough to the ground.<br />
*Extremely fast for its damage and size.<br />
*Unreactable out of H/D Teleport FRC.<br />
*Used heavily in Alpha Blade loops for optimal damage.<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GGACR Move Card<br />
|input=Ground Throw<br />
|description=<br />
Has the worst grab range in the game, but can convert into some moves that are 4F or faster without triggering OTG.<br />
*Range offset by Chipp's incredible mobility. Can be impossible to react to done out of wallcling or Zansei Rouga FRC.<br />
*You can opt to link gamma blade for otg setups, a tick of dmg thats unaffected by otg states natural scaling before a round ending kd, or in FB gammas case: an extended kd with set up potential.<br />
*Leads to unburstable damage by combo'ing into Banki Messai (does not work against Faust and Jam)<br />
*Can also convert into FB Beta Blade (universal), or 2P (Potemkin & Justice).<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGACR Move Card<br />
|input=Air Throw<br />
|description=<br />
Average airthrow which scores a knockdown. Gives ample time for oki.<br />
*Puts the opponent opposite the side of which the throw was input.<br />
*Can be followed up with Gamma Blade, but the oki is generally preferable.<br />
}}<br />
<br />
===<big>[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]</big>===<br />
{{GGACR Move Card<br />
|input=DAA<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 5<br />
|recovery = 15<br />
}}<br />
Average Dead Angle. Can be combo'd off of normal hit near the corner.<br />
}}<br />
<br />
==Special Moves==<br />
===<big>Sankakutobi</big>===<br />
{{InputBadge|j.46/64}}<br />
{{GGACR Move Card<br />
|input=j.46<br />
|description=<br />
Wall Cling followed by an angled dive, either about 15° or 45° (if you hold 6 or 3 after leaving the wall). Chipp can act out of it immediately and retains all of his remaining aerial movement options. Leads to very powerful mixups.<br />
*Performed by, while being right next to the wall, hitting ''towards'' the wall, then ''away'' from it. Can be done when Chipp has an air jump or airdash available.<br />
*Cancelling into low airdash {{clr|4|j.H}} or land {{clr|5|2D}} is unreactable, can be further layered if the opponent is slightly out of the corner.<br />
*All of Chipp's air normals, and {{clr|2|41236K}}~{{clr|5|D}} can be cancelled into this, even during startup and recovery<br />
*Teleport can lead into Wall Cling as well, but must be jump installed beforehand.<br />
*Puts Chipp in counter hit state during use, proceed with caution when done outside of okizeme.<br />
*Note: <br />
**You can take yourself out of CH state by: tapping FD/SB, FDC/SBC {{clr|2|j.2K}}, or using F.Shuriken. Each of these options technically come with slight faults given you're either: sacrificing opportunities to react accordingly if you intend to throw out something from wallcling and have no method for buffering said option as soon as wall cling start up is over while also potentially staggering tension gain (applies to FD/SB/F.Shuriken) or exchanging a multipurpose tool that can almost entirely flesh out some of the characters faults for a slightly more defense oriented air stall tool (F.Shuriken).<br />
}}<br />
<br />
===<big>Alpha Blade</big>===<br />
{{InputBadge|{{clr|1|236P}} (Air OK)}}<br />
{{GGACR Move Card<br />
|input=236P,j.236P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 18<br />
|active = 15<br />
|specialRecovery = 34<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 14<br />
|specialRecovery = 21<br />
|frcStart = 14<br />
|frcEnd = 16<br />
}}<br />
Slightly low profile transport attack that can go through the opponent. Combos out of {{clr|4|5H}}/{{clr|4|6H}} when close, or on crouching hit. Can lead to big damage.<br />
*Decent damage. Very unsafe, but properly spaced some characters cannot punish this reliably.<br />
*Completely negates Chipp's momentum when RC'd, can convert out of this.<br />
*Situational mixup tool when used in conjunction with Alpha Plus (FRC).<br />
*Can score a knockdown from farther away when combo conditions are met.<br />
*Spending 25 meter to cancel to FB Alpha Blade will score more damage and lead to knockdown.<br />
*Is airborne from frame 1, making it invulnerable to throws and allowing it to go over moves like Potemkin's {{MiniMoveCard|GGACR|chara=Potemkin|input=236S|label=Slide Head}}.<br />
----<br />
Air version is generally superior to the ground version as it recovers quicker and has more hitstun, leading to combos and Chipp's Alpha Blade loops.<br />
*Recovers quickly enough that it will convert when done as close to the ground as possible .<br />
**This is commonly referred to as Instant Air Alpha/IAA.<br />
*Can be FRC'd during the first three active frames for loops, or other conversions.<br />
**Will launch Chipp upward if done during the ascent of Chipp's jump.<br />
**Loses the ability to cross through the opponent, which can lead to further mixups.<br />
}}<br />
<br />
===<big>Alpha Plus</big>===<br />
{{InputBadge|Ground Alpha Blade > {{clr|4|H}}}}<br />
{{GGACR Move Card<br />
|input=236P > H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 12<br />
|recovery = 12<br />
|frcStart = 6<br />
|frcEnd = 7<br />
}}<br />
Significantly safer followup to Alpha Blade if you end up right on the other side of them, but still punishable. Makes blockstring/raw Alpha Blades more layered.<br />
*Fast, scores a knockdown on hit.<br />
*Can be FRC'd before going active for pressure continuation or making yourself safer.<br />
*Launches them far away and wallsticks on counter hit.<br />
*Has a higher reaching hitbox and can be easily low profiled.<br />
*Puts Chipp in a crouching state on use, giving the opponent a better punish if it's blocked.<br />
}}<br />
<br />
===<big>Beta Blade</big>===<br />
{{InputBadge|{{clr|3|623S}} (Air OK)}}<br />
{{GGACR Move Card<br />
|input=623S,j.623S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 22<br />
|recovery = 17<br />
|specialRecovery = 10<br />
|frcStart = 29<br />
|frcEnd = 30<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 18<br />
|specialRecovery = 8<br />
}}<br />
5F Reversal which is active all the way up. Gets them off of you when you need the breather.<br />
*If RC'd on the first hitbox, Chipp will remain grounded and be able to dash afterwards for a conversion.<br />
*Fully untechable on Counter Hit.<br />
*Auto Jump Installed so you can safely retreat if you spend the meter while airborne.<br />
*Can be FRC'd when the active box ends, can convert on counter hit.<br />
*Has a fairly thin hitbox, take care not to get baited.<br />
*Done with dashing momentum, this can be very difficult to punish.<br />
----<br />
In the air. Wins the air-to-air war when used properly.<br />
*Even faster at frame 3, but less active, no throw invul, and with no FRC point.<br />
*Still fully untechable on Counter Hit, can RC to adjust for more sudden confirm opportunities.<br />
**Its the ver. you see used by most at mid-high lv players as it carries more horizontal than the grounded ver. meaning it allows for meterless conversions while also providing more safety on block/whiff in some cases.<br />
*Solid as a rising aa as well despite the drop in invuln frames (more so when dashing than standing because of the added confirmabilty).<br />
*Mostly used at the end of air combos when you need the damage, but leaves Chipp in a less favorable position.<br />
}}<br />
<br />
===<big>Gamma Blade</big>===<br />
{{InputBadge|{{clr|4|41236H}}}}<br />
{{GGACR Move Card<br />
|input=41236H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 9<br />
|recovery = 29<br />
}}<br />
Projectile that freezes the opponent in place for roughly one second on hit.<br />
*Ignores OTG, allowing for damage extensions after a knockdown.<br />
**Opponent is considered airborne on hit, as well as followup hits.<br />
**Will not ''remove'' OTG, meaning the opponent can still be in an OTG state once the freeze period ends.<br />
*Will pass through other projectiles and negate one hit of them.<br />
*Cannot be cancelled into or performed while another Gamma Blade is already active.<br />
*Its GB(-20) based scaling loosely equates to {{clr|5|j.D}}'s set proration.<br />
*Will go away if Chipp is hit in the process.<br />
}}<br />
<br />
===<big>Tsuyoshishiki Ten'i</big>===<br />
{{InputBadge|22X}}<br />
{{GGACR Move Card<br />
|input=22P,22K,22S,22H,22D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 25<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 30<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 34<br />
|frcStart = 16<br />
|frcEnd = 18<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 20<br />
|frcStart = 13<br />
|frcEnd = 14<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 20<br />
|frcStart = 13<br />
|frcEnd = 14<br />
}}<br />
Powerful tool which overall allows Chipp to move with unpredictability, score punishes from far away, escape from poor situations, or go for the mixup. Use with practicality or abandon, sometimes Chipp can get away with it.<br />
*Each version has a small window of strike invincibility as Chipp goes invisible.<br />
----<br />
{{clr|1|P}} moves Chipp forwards slightly, about a 1/5th to 1/4th of the screen. The quickest and shortest duration ground teleport.<br />
*Useful for going through slow projectiles with long recovery on prediction.<br />
*The shorter duration can let Chipp nab initiative or a grab very quickly.<br />
*Will pass through the opponent when done at a range a bit shorter than {{clr|1|2P}}. Can burn frames on oki for trickier setups.<br />
----<br />
{{clr|2|K}} moves significantly forward, about 2/3rds of the screen.<br />
*Calls out slow, punishable moves from afar.<br />
*Slightly more recovery than P Teleport, punishes will be a bit stricter.<br />
*Will pass through the opponent at ranges a bit farther than {{clr|4|6H}}.<br />
----<br />
{{clr|3|S}} is a retreating teleport with the most recovery.<br />
*Gets Chipp outta dodge, must be called out with a dashing or forward moving attack.<br />
*Puts Chipp airborne after teleporting, which might not be favorable.<br />
*Is the only TP that's auto jump installed, meaning you can also AJI 22H/D on your landing with decent enough timing.<br />
*Can be FRC'd after changing location with air options intact, allowing Chipp to immediately airdash or double jump for extended pressure or resets.<br />
----<br />
{{clr|4|H}} is a forward aerial homing teleport that puts Chipp above and in front of the opponent. Leads to FRC shenanigans.<br />
*Mainly used after {{clr|4|2H}} for air combo conversions.<br />
*Must be jump installed for further air actions besides using an air normal/special.<br />
**Best if jump installed normally from a gatling string beforehand.<br />
**Can be jump installed by itself by doing 228+H. Will only install options available from super jump; no double jump or wall dive, only airdash.<br />
*FRC allows Chipp to attack from the air almost immediately, setting up powerful resets into vortexes.<br />
*Mix with other teleports against opponents who attempt to call out H Teleport with airthrows.<br />
*Will maintain dashing momentum.<br />
----<br />
{{clr|5|D}} teleports above and behind opponent, but otherwise nearly identical to H Teleport.<br />
*Also used in {{clr|4|2H}} conversions if a sideswap is desired.<br />
*Jump installs the same way as H Teleport.<br />
*Will put Chipp at the wall if done when the opponent is cornered, allowing for immediate Wall Clings if jump installed.<br />
*FRC point and other notes from H Teleport apply here.<br />
}}<br />
<br />
===<big>Tsuyoshishiki Meisei</big>===<br />
{{InputBadge|{{clr|2|214K}}}}<br />
{{GGACR Move Card<br />
|input=214K<br />
|description=<br />
Hide and Seek Cheat Code. Will cause Chipp to fade in and out, making him much more difficult to see and react to.<br />
*Can be stacked twice to make it next to impossible to discern what Chipp is doing.<br />
*Can't be cancelled into. Usually done after a knockdown that gives you ample time, such as Gamma Blade.<br />
*The effect will disappear the moment Chipp takes damage or blocks an attack.<br />
}}<br />
<br />
===<big>Genrouzan</big>===<br />
{{InputBadge|{{clr|2|41236K}}}}<br />
{{GGACR Move Card<br />
|input=41236K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 29<br />
|active = 12<br />
|specialRecovery = 10<br />
}}<br />
Slow command grab with generous strike invincibility during the period that Chipp is invisible. <br />
*Very slow, but can blow through some slower, punishable moves.<br />
*Can be FRC'd on the hit in order to convert further.<br />
*Very active, can be used to catch backdash happy opponents with the correct read<br />
*Is airborne for much of the startup and active frames, throw attempts will whiff but can be air thrown by opponents with good reactions<br />
*Very generous cancel window for {{MMC|input=41236K > D|label=Genrouzan-You}}<br />
}}<br />
<br />
===<big>Resshou</big>===<br />
{{InputBadge|{{clr|3|236S}}}}<br />
{{GGACR Move Card<br />
|input=236S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 5<br />
|recovery = 10<br />
}}<br />
First hit of Chipp's rekka series. Sometimes used at the end of combos and pressure.<br />
*+3 on hit, Cannot be thrown out of standing repressure strings on hit or block regardless of ones spacing.<br />
*Leads to either Rokusai or Senshuu<br />
*Done out of {{clr|5|2D}}, can lead to launch confirms into knockdown with microdash {{clr|1|5P}} or {{clr|4|5H}}, depending on the character.<br />
**Also sometimes confirmed into {{clr|4|2H}} for high air combos.<br />
*Floats on CH, leading to a full combo.<br />
}}<br />
<br />
===<big>Rokusai</big>===<br />
{{InputBadge|Resshou > {{clr|3|236S}}}}<br />
{{GGACR Move Card<br />
|input=236S > 236S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 1<br />
|recovery = 25<br />
}}<br />
Second hit in Chipp's Rekka series, can still cancel to Senshuu. Significantly unsafer than the first.<br />
*Hits low against players upbacking or expecting an overhead.<br />
*Slightly disjointed at the foot.<br />
*-6 on hit.<br />
*Staggers on CH for a bigger conversion.<br />
*Sometimes RC'd on hit for a further grounded conversion (e.g. {{clr|4|6H}} IAA), but this is expensive and not usually worth it.<br />
}}<br />
<br />
===<big>Senshuu</big>===<br />
{{InputBadge|Resshou > {{clr|2|236K}}\Rokusai > {{clr|2|236K}}}}<br />
{{GGACR Move Card<br />
|input=236S > 236K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 25<br />
|active = 6<br />
|recovery = 10<br />
|specialRecovery = 12<br />
|frcStart = 15<br />
|frcEnd = 17<br />
}}<br />
Third hit rekka, which hits overhead and leads into a full launch combo on hit but is pretty slow and unsafe. Not recommended to be used often unless Rokusai is confirmed CH.<br />
*Sometimes used after {{clr|5|2D}} > Resshou based on the opponent's character.<br />
*Places Chipp airborne during use with an auto jump install for metered use.<br />
*FRC allows for shenanigans, but similar to {{clr|2|6K}} this FRC is mostly a gimmick.<br />
}}<br />
<br />
===<big>Shuriken</big>===<br />
{{InputBadge|{{clr|1|j.214P}}}}<br />
{{GGACR Move Card<br />
|input=j.214P Slow,j.214P Fast<br />
|description=<br />
Slow version is a Participation Prize. Use this awful version solely for the sake of getting to the good version.<br />
*Extremely slow "projectile" which doesn't act as a projectile, and exists just to keep the good version from being one of the best moves in the game.<br />
*Completely stalls Chipp on use, holding him in the air and preventing further action until he lands.<br />
**Despite this weakness, some characters lack the means to reliably punish Chipp if used out of a triple/high jump.<br />
**''Do not Tiger Knee this''. Chipp will fly up in the direction he was traveling but will be unable to act for the entire arc.<br />
*Be smart about when to use this, as the benefit of having fast shuriken is very enticing.<br />
----<br />
Fast version is a Trophy Wife. One of the most versatile moves in Chipp's toolkit.<br />
*Extremely fast tool which can change the followups of many of Chipp's normals on hit/block.<br />
*Recovers almost immediately, allowing Chipp to extend things with a airdashes or other jumps.<br />
*Can cover Chipp's approaches or retreats.<br />
*Still only does 1 damage but is otherwise excellent at everything else it does.<br />
*Both versions will disappear if Chipp is hit.<br />
*Neither version is actually considered a projectile, and are unaffected by Potemkins {{MMC|chara=Potemkin|input = 63214S|label = Flick}}. Can be very good for stalling vs him<br />
}}<br />
<br />
==Force Breaks==<br />
===<big>Genrouzan-You</big>===<br />
{{InputBadge|{{clr|2|41236K}} > {{clr|5|D}}}}<br />
{{GGACR Move Card<br />
|input=41236K > D<br />
|description=<br />
Calls out jump attempts out of Leaf Grab. Strong tool which can be converted from based on distance.<br />
*70 damage and knockdown, with a generous cancel window out of Genrouzan.<br />
*Combos out of air hit {{clr|4|5H}}/{{clr|4|6H}}, and can be linked from with {{clr|3|f.S}} if close enough.<br />
*Can be cancelled into Wall Cling, allowing for further conversion.<br />
*Substitutes for Alpha Blade loops in the corner in terms of ease, but comes with an 85% forced prorate.<br />
}}<br />
<br />
===<big>FB Alpha Blade Plus</big>===<br />
{{InputBadge|Ground Alpha Blade > {{clr|5|D}}}}<br />
{{GGACR Move Card<br />
|input=236P > D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 27<br />
|active = 15<br />
|recovery = 25<br />
}}<br />
Double Dip for another Alpha Blade with a significantly larger hitbox. Gives back big damage for 25 meter.<br />
*Wallbounces the opponent on hit for bigger damage. Lets Chipp hit the big numbers.<br />
*Will always put Chipp a set distance in front of the opponent on use, making it easier to punish.<br />
*Can be input anywhere before and during the active window for Alpha Blade (ground only).<br />
**Done too early, the first Alpha Blade won't hit.<br />
**Can be used on block to fake them out and hit from the other side first, but this is somewhat slow.<br />
*Must be delayed slightly to connect against lighter characters.<br />
}}<br />
<br />
===<big>FB Beta Blade</big>===<br />
{{InputBadge|{{clr|5|623D}} (Air OK)}}<br />
{{GGACR Move Card<br />
|input=623D,j.623D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 13<br />
|inactive2 = 7<br />
|active3 = 13<br />
|recovery = 30<br />
|specialRecovery = 5<br />
}}<br />
Beta Blade on PCP. Invincible for nearly half a second. Monster of a reversal.<br />
*Invincible until 26F, 4 hits, launches them extremely high and far away.<br />
*Tacks on higher damage at the end of air combos.<br />
*Combos non-OTG after throw, but is frame perfect.<br />
*CH state during a bulk of the active frames and a few frames of recovery, making it a bit riskier than regular Beta Blade.<br />
*No FRC or auto jump install, but otherwise still a stronger reversal.<br />
*There is a wide enough gap between the 1st and 2nd hit that a handful of characters can reversal/low profile through (or IB > AT), few get much out of doing this in most cases but its still something decent to keep in mind when dealing with this yourself or throwing it out against others.<br />
}}<br />
<br />
===<big>FB Gamma Blade</big>===<br />
{{InputBadge|{{clr|5|41236D}}}}<br />
{{GGACR Move Card<br />
|input=41236D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 9<br />
|recovery = 19<br />
}}<br />
Stronger version of Gamma Blade that freezes the opponent in place for roughly one and a half seconds on hit. Allows for some real jank.<br />
*Functionally similar to regular Gamma Blade, but it lasts about twice as long and travels approx. 33%~ farther (almost full screen).<br />
*The opponent's state will change based on what hits them during the freeze period, and will carry over.<br />
**E.G. {{clr|4|6H}} will cause the opponent to floor bounce once the freeze period ends.<br />
**Will not ''remove'' OTG, meaning the opponent can still be in an OTG state once the freeze period ends.<br />
*In counter hit state for 33F.<br />
*Significantly positive on block. Startup, Active, and Damage are all otherwise the same as regular Gamma Blade.<br />
}}<br />
<br />
==Overdrives==<br />
===<big>Zansei Rouga</big>===<br />
{{InputBadge|{{clr|4|632146H}}}}<br />
{{GGACR Move Card<br />
|input=632146H<br />
|description=<br />
Extremely high damage Overdrive, but incredibly slow and requires specific conditions to combo into. Can be used for nonsense with enough meter to FRC, or when the opponent is very low on health.<br />
*260 base damage, but will only combo out of aerial {{clr|4|6H}}, and only if close enough, and not against Sols.<br />
*A full 33F of invincibility makes this a fullscreen callout/punish against very high recovery moves.<br />
**Despite this, Beta Blade still makes for a better reversal.<br />
*Does not have to be blocked in alternating directions ''unless'' FD'd, so will catch players unaware if they are low on health and must FD to survive.<br />
*Can be FRC'd before/on the 1st or 3rd hits. This will make it safe or allow for immediate land > throw/mixup setups.<br />
*Will not trigger the last hit on some standing or crouching characters on block as they are too short for the 5th hit to make contact.<br />
*Will likely get you IK'd by over half the cast if they trigger the 6th hit on block, as it allows the opponent ample time to back up, go into IK mode, and trigger it as the last hit whiffs.<br />
}}<br />
<br />
===<big>Banki Mesai</big>===<br />
{{InputBadge|{{clr|2|236236K}}}}<br />
{{GGACR Move Card<br />
|input=236236K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 2<br />
|inactive2 = 5<br />
|active3 = 4<br />
|inactive4 = 1<br />
|active5 = 1<br />
|inactive6 = 4<br />
|active7 = 2<br />
|inactive8 = 7<br />
|active9 = 2<br />
|inactive10 = 6<br />
|active11 = 2<br />
|inactive12 = 5<br />
|active13 = 4<br />
|inactive14 = 7<br />
|active15 = 2<br />
|inactive16 = 9<br />
|active17 = 4<br />
|inactive18 = 4<br />
|active19 = 1<br />
|inactive20 = 3<br />
|active21 = 1<br />
|inactive22 = 6<br />
|active23 = 2<br />
|inactive24 = 11<br />
|active25 = 1<br />
|inactive26 = 2<br />
|active27 = 1<br />
|inactive28 = 3<br />
|active29 = 4<br />
|inactive30 = 4<br />
|active31 = 2<br />
|inactive32 = 6<br />
|active33 = 1<br />
|inactive34 = 6<br />
|active35 = 4<br />
|inactive36 = 5<br />
|active37 = 3<br />
|inactive38 = 4<br />
|active39 = 21<br />
|inactive40 = 3<br />
|active41 = 13<br />
|inactive42 = 7<br />
|active43 = 13<br />
|recovery = 47<br />
|specialRecovery = 10<br />
}}<br />
Tacks on at the end of ranged hits for easy damage and knockdown. Even less safe than Zansei Rouga.<br />
*Good for ending a round as the high number of hits is useful for offsetting damage reduction due to guts and scaling.<br />
*Only has invincibility after the super flash, preventing this from use as a reversal.<br />
*Fast enough to combo non-OTG after a throw (except against Faust and Jam on whom it will not work).<br />
*Will also fully combo after a Leaf Throw against Potemkin, Jam, Johnny, Testament, Zappa, Kliff, and Justice.<br />
*90% of the cast can IK this on block. FD'ing will push Chipp out far enough that the remaining hits will continue to whiff.<br />
**Can still be RC'd if any part made contact beforehand, so Chipp can still make himself safe with 100 meter.<br />
}}<br />
<br />
==Instant Kill==<br />
===<big>Delta End</big>===<br />
{{InputBadge|During IK Mode: {{clr|4|236236H}}}}<br />
{{GGACR Move Card<br />
|input=236236H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 56<br />
|active = 119<br />
|recovery = 43<br />
|specialRecovery = 16<br />
}}<br />
The absolute ''slowest'' IK in the entire game, both in prep time and startup. Don't even consider it.<br />
<br />
Can still be used against ABA, but only when using FB Gamma to give prep time due to the incredibly slow activation time<br />
}}<br />
<br />
==Colors==<br />
{{GGACRColors|Character=Chipp Zanuff}}<br />
<br />
==Navigation==<br />
{{notice|To edit frame data, edit values in [[GGACR/Chipp Zanuff/Data]].}}<br />
{{Overview/SEO|summary=Chipp Zanuff is Guilty Gear's dedicated pixie character with insane mobility and mixup, but paper-thin defense.}}<br />
{{GGACR/Navigation}}<br />
[[Category:Guilty Gear XX Accent Core + R]]</div>Sobosswagnerhttps://www.dustloop.com/wiki/index.php?title=GGACR/Tech&diff=372654GGACR/Tech2023-01-31T17:55:28Z<p>Sobosswagner: /* 6FRC6 */Redid the description and added a video showing off 6FRC6. Thumbnail will come later</p>
<hr />
<div>{{MFlag|sticky=yea}}<br />
<br />
{{note|This page assumes that you are already familiar with both the [[GGACR/Mechanics|Mechanics]] of the game and [[Notation|Numpad Notation]]. This page will contain advanced topics, and frame data.}}<br />
<br />
==FD Brake==<br />
{{InputBadge|Tap Faultless Defense while Running}}<br />
<br />
FD Brake is a technique that avoids the [[GGACR/System Mechanics#Running|Run Skid]] animation by canceling one's run into [[GGACR/System Mechanics#Faultless Defense|Faultless Defense]].<br><br />
This lets the user block out of a run sooner than they normally would by bypassing the run skid animation. Additionally, FD Brake lets the user manipulate their forwards momentum. To perform an FD Brake, briefly tap the Fautlless Defense input while running.<br />
<br />
Both standing and crouching FD Brake preserve some of the sliding momentum, but this can be negated by briefly transitioning to a backwards walk after the FD input.<br />
<br />
<div style="width: fit-content; margin: 1em auto 0;"><br />
[[File:GGACR_System_FD_Brake.webm|poster=GGACR_System_FD_Brake_Thumbnail.png|title=FD Brake]]<br />
</div><br />
<br />
===FD Slide===<br />
{{InputBadge|Walk Forwards after FD Brake with Sliding Momentum}}<br />
<br />
With a precise input, one can transition directly from the FD input to a forwards walk input. This will add the sliding momentum to the user's forwards walking speed.<br />
<br />
===SB Brake===<br />
{{InputBadge|Tap Slashback while Running}}<br />
<br />
Slashback brake is similar to [[#FD Brake|FD Brake]] for modifying the user's momentum, but without the blocking aspect.<br><br />
SB Brake will completely negate forwards momentum, whether performed standing or crouching. Furthermore, all of the rules from [[GGACR/Mechanics#Slashback|Slashback]] apply. This means that the user will not be able to [[GGACR/Mechanics#Guard|guard]] for a period of time after the SB brake.<br />
<br />
<div style="width: fit-content; margin: 1em auto 0;"><br />
[[File:GGACR_System_SB_Brake.webm|poster=GGACR_System_SB_Brake_Thumbnail.png|title=SB Brake]]<br />
</div><br />
<br />
{{ReturnToTop}}<br />
<br />
==FD Jump==<br />
{{InputBadge|Use Faultless Defense During Prejump}}<br />
<br />
FD Jump is a defensive technique used to avoid getting hit while jumping.<br><br />
This technique will cause the user's character to immediately enter their air FD state as soon as the [[GGACR/Mechanics#Prejump|prejump]] animation ends. This has the obvious benefit of allowing the user to block grounded attacks immediately after jumping, but also has character specific benefits based on their air FD Hurtbox. Some characters, such as {{CLabel|GGACR|Kliff}} and {{CLabel|GGACR|Venom}}, have especially small air FD hurtboxes. This can cause the opponent's attacks to miss where they would normally hit the standard air hurtbox.<br />
<br />
A successful FD Jump will not show the jumping smoke cloud effect, nor play the jumping sound effect.<br />
<br />
<gallery widths="200px" heights="200px" mode="nolines"><br />
GGACR_System_FD_Jump_Comparison.png|Venom's hurtbox on the first frame after prejump<br />
GGACR_System_FD_Jump.png|Venom's air FD hurtbox on the first frame after prejump<br />
</gallery><br />
<div style="margin: 0 auto 1em; width: fit-content;">''Both of these images are taken with the same scale on the same frame to illustrate how Venom's hurtbox shifts during air FD.''</div><br />
<br />
{{ReturnToTop}}<br />
<br />
==Instant Air Dash==<br />
{{InputBadge|956 (forwards)}} or {{InputBadge|754 (backwards)}}<br />
<br />
Instant Air Dash, IAD, is a method of performing an [[GGACR/Mechanics#Air Dash|air dash]], either forwards or backwards, as quickly as possible from a grounded state.<br><br />
This technique works because the initial, diagonal jump input counts as the first forwards or backwards input of the air dash. IAD is useful in combos, neutral, and sometimes defense depending on the character.<br />
<br />
<div style="width: fit-content; margin: 1em auto 0;"><br />
[[File:GGACR_System_IAD.webm|poster=GGACR_System_IAD_Thumbnail.png|title=IAD]]<br />
</div><br />
{{ReturnToTop}}<br />
<br />
==Common Option Selects==<br />
===Button Priority===<br />
In +R, button inputs have a priority system. If two buttons are pressed at the same time, then the move whose input uses the higher priority button will come out.<br><br />
The priority for buttons is, from highest to lowest, {{MCB|{{Clr|D|D}} > {{Clr|P|P}} > {{Clr|K|K}} > {{Clr|S|S}} > {{Clr|H|H}}}}.<br />
<br />
===Throw OS===<br />
{{InputBadge|6+{{Clr|4|H}}+a Higher Priority Button}}<br />
<br />
Throw OS is an {{keyword|option select}} that allows the user to default to a normal other than {{clr|4|5H}} or {{clr|4|6H}} when the opponent is potentially not throwable.<br />
<br />
+R Throws consist of a distance check, a check to see if the opponent is in a throwable state, and a check to see if the opponent matches the thrower's airborne/grounded state. If the conditions for a throw are not met, then the thrower will instead perform whatever attack matches the buttons they input. This would normally result in the thrower's character performing {{clr|4|5H}} or {{clr|4|6H}}. {{clr|4|5H}} will occur if the direction + {{clr|4|H}} input does not correspond to a valid {{clr|4|6H}} input—in the case the character does not have a {{clr|4|6H}} move, or the throw was input with 4.<br />
<br />
Throw OS allows the user to have their throw-misses default to faster, safer normals. OSing a throw is as simple as inputting another, higher priority button during a throw input. Which normal is used will depend on the character, but common examples include {{clr|P|6P}} and {{clr|K|6K}}—{{clr|P|6P}}{{clr|H|H}} or {{clr|K|6K}}{{clr|H|H}}. In these examples, the thrower will perform {{clr|P|6P}} or {{clr|K|6K}} if the opponent cannot be thrown at that moment.<br />
<br />
<gallery widths="200px" heights="175px" mode="packed"><br />
GGAC_Sol_throw.png|If all conditions for ground throw are met, then ground throw will occur<br />
GGAC_Sol_6H.png|A throw input of {{clr|4|6H}} will give {{clr|4|6H}} if the throw conditions aren't met<br />
GGAC_Sol_5K.png|A throw input of {{clr|2|6K}}{{clr|4|H}} will give {{clr|K|5K}} if the throw conditions aren't met<br />
</gallery><br />
<br />
Throw OSes also apply to air throws, and are input in the same manner. Air throws are most commonly OSed using a character's {{clr|1|j.P}} because most are fast, and are generally safe to whiff due to their short duration.<br />
<br />
<gallery widths="200px" heights="175px" mode="packed"><br />
GGAC_OSol_airthrow.png|If all conditions for air throw are met, then air throw will occur<br />
GGAC_OSol_jH.png|An air throw input of {{clr|4|j.6H}} will give {{clr|H|j.H}} if the throw conditions aren't met<br />
GGAC_OSol_jP.png|An air throw input of {{clr|P|j.6P}}{{clr|4|H}} will give {{clr|P|j.P}} if the throw conditions aren't met<br />
</gallery><br />
<br />
====Throw Burst OS====<br />
{{InputBadge|4 or 6+{{Clr|H|H}}+{{Clr|D|D}}}}<br />
<br />
Because throw has higher input priority than Burst, the user will perform a throw with a {{Clr|H|6H}}{{Clr|D|D}} input if all of the conditions for a throw are met, and will otherwise perform [[GGACR/Mechanics#Burst|Burst]].<br />
<br />
===Tech FD===<br />
{{InputBadge|Hold 1 button for FD, a backwards direction, and rapidly press other buttons for FD}}<br />
<br />
Tech FD is an {{keyword|option select}} that mitigates the risk associated with teching.<br><br />
Normally, it is possible for the defending player to press buttons either too slowly or too quickly when attempting to [[GGACR/Mechanics#Air_Teching|air tech]]. This would result in them either missing tech opportunities, or accidentally attacking after teching.<br />
<br />
By option selecting the air tech input with [[GGACR/Mechanics#Faultless Defense|Faultless Defense]], Tech FD protects against over-mashing. Instead of accidentally performing a normal attack if you press buttons too many times, you will instead perform Faultless Defense, which is notably lower risk. Furthermore, Faultless Defense can be an inherently favorable option to perform after teching, because it allows you to block the opponent's attempts at using air-unblockable attacks as resets.<br />
<br />
{{ReturnToTop}}<br />
<br />
==6FRC6==<br />
{{Input Badge|6 > FRC > 6}}<br />
<br />
6FRC6 is a technique which allows a player to perform a dash the first frame a character becomes actionable after performing a {{keyword|Force Roman Cancel}}. Using 6FRC6 to buffer a dash lets players move quicker than they would normally be able to by manually inputting a dash after an RC or FRC, and is essential for certain combos, and can make certain combos easier than they would be otherwise<br />
[[File:GGAC 6FRC6 Demo.mp4|thumb|center|Order-Sol can use 6FRC6 to make comboing off blockhead busters action charge FRC much easier than it would be normally]]<br />
{{ReturnToTop}}<br />
<br />
==Jump Install==<br />
<br />
{{ReturnToTop}}<br />
<br />
==Impossible Dust==<br />
<br />
{{ReturnToTop}}<br />
==FD Cancel==<br />
<br />
{{ReturnToTop}}<br />
==Tech Buttons==<br />
<br />
{{ReturnToTop}}<br />
==Slashback Input Tricks==<br />
<br />
{{ReturnToTop}}<br />
<br />
==Navigation==<br />
{{#lst:GGACR/Navigation}}<br />
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|title=GGACR - Tech<br />
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}}</div>Sobosswagnerhttps://www.dustloop.com/wiki/index.php?title=File:GGAC_6FRC6_Demo.mp4&diff=372630File:GGAC 6FRC6 Demo.mp42023-01-31T16:39:01Z<p>Sobosswagner: </p>
<hr />
<div>Video demo of Order-Sol attempting to perform a combo with and without 6FRC6</div>Sobosswagnerhttps://www.dustloop.com/wiki/index.php?title=Glossary&diff=370854Glossary2023-01-24T00:03:37Z<p>Sobosswagner: /* Guilty Gear */ added glossary terms for Risc, Tension Pulse and Kire</p>
<hr />
<div>{{TOC limit|3}}<br />
Welcome to Dustloop's internal glossary page. The entries listed here can allow editors to provide in-article links to important fighting game terminology without having to explain it in-depth. In order to use the glossary, use the keyword template, such as {{keyword|DP}} or {{keyword|abare}}.<br />
== Common Vocabulary ==<br />
*Please see the ''Synonyms'' category for abbreviations of terms listed in ''Common Vocabulary''<br />
{{GlossaryTerm<br />
|term=Abare<br />
|partOfSpeech=noun<br />
|definition=An attack during the opponent's pressure, intended to interrupt it.<br />
|altDefinition=Derived from the Japanese 暴れ, meaning to act brutishly or violently.<br />
|infil=https://glossary.infil.net/?t=Abare<br />
}}<br />
{{GlossaryTerm<br />
|term=Air-to-Air<br />
|partOfSpeech=noun, verb<br />
|definition=A jumping attack that hits the opponent out of the air<br />
|altDefinition=A specific jumping attack that is particularly suited for hitting the opponent out of the air<br />
|infil=https://glossary.infil.net/?t=Air-to-air<br />
}}<br />
{{GlossaryTerm<br />
|term=Ambiguous Crossup<br />
|partOfSpeech=noun<br />
|definition=Describes an attack which may cross up, but also may not, depending on extremely subtle and often imperceptible differences in timing or spacing.<br />
|infil=https://glossary.infil.net/?t=Ambiguous<br />
}}<br />
{{GlossaryTerm<br />
|term=Anchor<br />
|partOfSpeech=noun<br />
|definition=In a 3v3 fighting game, Anchor refers to the 3rd character up to fight out of the 3 selected by the player.<br />
|infil=https://glossary.infil.net/?t=Anchor<br />
}}<br />
{{GlossaryTerm<br />
|term=Anti-Air<br />
|partOfSpeech=noun, verb<br />
|definition=A grounded attack that hits the opponent out of the air<br />
|altDefinition=A specific grounded attack that is particularly suited for hitting the opponent out of the air<br />
|infil=https://glossary.infil.net/?t=Anti-Air<br />
}}<br />
{{GlossaryTerm<br />
|term=Armor<br />
|partOfSpeech=noun<br />
|definition=A property which lets a move continue when hit by a set number of moves (usually taking reduced damage).<br />
|infil=https://glossary.infil.net/?t=Armor<br />
}}<br />
{{GlossaryTerm<br />
|term=Block String<br />
|partOfSpeech=noun, verb<br />
|definition=A series of multiple attacks that work well against a blocking opponent. Generally, a block string will be composed of several plus on block or cancelable attacks performed in quick sequence. When blocked, these will slowly push your character out of range and prevent the opponent from counter-attacking, which makes them a very good default, low-risk option when trying to apply offense.<br />
|infil=https://glossary.infil.net/?t=Block%20String<br />
}}<br />
{{GlossaryTerm<br />
|term=Bread and Butter<br />
|partOfSpeech=noun, adj.<br />
|definition=A staple combo that is relatively simple and effective.<br />
|infil=https://glossary.infil.net/?t=Bread%20and%20Butter<br />
}}<br />
{{GlossaryTerm<br />
|term=Burst<br />
|partOfSpeech=noun, verb<br />
|definition=An invincible attack that can be performed during hitstun to prevent an opponent from performing a full combo.<br />
|infil=https://glossary.infil.net/?t=Burst<br />
}}<br />
{{GlossaryTerm<br />
|term=Burst Option<br />
|partOfSpeech=noun<br />
|definition= An explosive, quick attack that is usually unreactable from close to medium range.<br />
}}<br />
{{GlossaryTerm<br />
|term=Cancel<br />
|partOfSpeech=verb, noun<br />
|definition= To bypass the remaining time or frames in an action by proceeding directly into another action.<br />
|infil=https://glossary.infil.net/?t=cancel<br />
}}<br />
{{GlossaryTerm<br />
|term=Charge<br />
|partOfSpeech=adj, verb<br />
|definition=The act of holding a direction (usually back or down) for about one second, for the purposes of executing certain special moves like Guile's Sonic Boom. Because charge inputs take a bit of time to prepare before you execute them, they tend to be relatively powerful compared to special moves input using other methods, like a quarter circle, which can be input more quickly and in more situations. <br />
|infil=https://glossary.infil.net/?t=Charge<br />
}}<br />
{{GlossaryTerm<br />
|term=Chicken Block<br />
|partOfSpeech=noun<br />
|definition=Jumping into the air and blocking rather than standing on the ground and being forced to guess a high-low mixup. Loses to air unblockable attacks such as BBTAG's Reversal Actions.<br />
|infil=https://glossary.infil.net/?t=Chicken%20Block<br />
}}<br />
{{GlossaryTerm<br />
|term=Chip Damage<br />
|partOfSpeech=noun<br />
|definition=Damage incurred when blocking an attack. Typically, only Special Attacks and Super Attacks have chip damage, but there are exceptions.<br />
|infil=https://glossary.infil.net/?t=Chip%20Damage<br />
}}<br />
{{GlossaryTerm<br />
|term=Combo<br />
|partOfSpeech=noun<br />
|definition=A sequence offensive executions where if the first attack hits and meets specific conditions (such as range, position, gauges, etc.), the correct executions guarantee you to land all the follow-up on the opponent.<br />
|infil=https://glossary.infil.net/?t=Combo<br />
}}<br />
{{GlossaryTerm<br />
|term=Command Throw<br />
|partOfSpeech=noun<br />
|definition=A throw that is performed by inputting a special command like 214C. Generally command throws have special properties in comparison to normal throws like increased damage or being untechable.<br />
|infil=https://glossary.infil.net/?t=Command%20Throw<br />
}}<br />
{{GlossaryTerm<br />
|term=Counter<br />
|partOfSpeech=noun, verb<br />
|definition=A move wherein your character pre-empts the opponent's attack, and attacks if hit by the opponent.<br />
|altDefinition=To adapt to your opponent's strategy and change your own strategy to beat it.<br />
|infil=https://glossary.infil.net/?t=Counter<br />
}}<br />
{{GlossaryTerm<br />
|term=Counterhit<br />
|partOfSpeech=adj, verb<br />
|definition=Hitting someone while they are in the startup of an attack. In some games counter hits get enhanced by dealing more damage and giving more frame advantage, which can open up new combo possibilities. <br />
|infil=https://glossary.infil.net/?t=Counter%20Hit<br />
}}<br />
{{GlossaryTerm<br />
|term=Cross under<br />
|partOfSpeech= noun<br />
|definition=A specific form of a crossup where an attacker moves under the defending opponent to switch sides.<br />
|https://glossary.infil.net/?t=Counter<br />
}}<br />
{{GlossaryTerm<br />
|term=Crossup<br />
|partOfSpeech=noun<br />
|definition=Attacking your opponent after changing which horizontal side you are on, typically by jumping over them.<br />
|infil=https://glossary.infil.net/?t=Crossup<br />
}}<br />
{{GlossaryTerm<br />
|term=Crossup Protection<br />
|partOfSpeech=noun<br />
|definition=A period of time where you can block by holding back or forwards after the opponent crosses you up. Under Night, and BBTag have this.<br />
|infil=https://glossary.infil.net/?t=Cross-up%20Protection<br />
}}<br />
{{GlossaryTerm<br />
|term=Crouch Confirm<br />
|partOfSpeech=noun<br />
|definition=A combo that only works on crouching opponents. In some games, opponents hit while crouching may take extra hitstun as opposed to while standing, allowing for generally better combos on crouching hit.<br />
}}<br />
{{GlossaryTerm<br />
|term=Damage<br />
|partOfSpeech=noun,verb<br />
|definition=A quantification of how a character's health bar is reduced when they are hit.<br />
}}<br />
{{GlossaryTerm<br />
|term=DHC<br />
|partOfSpeech=noun<br />
|definition=A term that describes when a character performs a super attack in a team game and tags into another characters super.<br />
|infil=https://glossary.infil.net/?t=Delayed%20Hyper%20Combo<br />
}}<br />
{{GlossaryTerm<br />
|term=Dragon Punch<br />
|partOfSpeech=noun<br />
|definition=A move that has invulnerability during its startup, long recovery, and a rising motion.<br />
|infil=https://glossary.infil.net/?t=Dragon%20Punch<br />
}}<br />
{{GlossaryTerm<br />
|term=EX<br />
|partOfSpeech=noun<br />
|definition=A type of special attack that consumes meter, but is not a super. Normally the power of these attacks are between that of Specials and Supers. Where as supers are unique concepts, EX attacks are often variants of moves available without spending meter.<br />
|infil=https://glossary.infil.net/?t=EX%20Move<br />
}}<br />
{{GlossaryTerm<br />
|term=Fireball<br />
|partOfSpeech=noun<br />
|definition=A projectile which usually travels slowly across the screen in a horizontal path above the ground.<br />
|infil=https://glossary.infil.net/?t=Fireball<br />
}}<br />
{{GlossaryTerm<br />
|term=Footsies<br />
|partOfSpeech=verb, noun<br />
|definition=A complicated, often nebulous term that refers to the battle for controlling the space in front of you, often by using good pokes. In essence, you are trying to get to a range you like, while trying to deny your opponent getting to a range that they like. How you do this varies wildly based on the game, but it often involves using long range attacks to pester your opponent as they are trying to walk around. This dance of playing mind games with your feet is the source of the term's name.<br />
|infil=https://glossary.infil.net/?t=Footsies<br />
}}<br />
{{GlossaryTerm<br />
|term=Frame Trap<br />
|partOfSpeech=noun<br />
|definition=An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with his own.<br />
|infil=https://glossary.infil.net/?t=Frame%20Trap<br />
}}<br />
{{GlossaryTerm<br />
|term=Fuzzy Guard<br />
|partOfSpeech=verb, adj., noun<br />
|definition=A defensive technique where the defender changes their guard direction rapidly and precisely to cover multiple ways they can be hit such as high/low or left/right.<br />
|infil=https://glossary.infil.net/?t=Fireball<br />
}}<br />
{{GlossaryTerm<br />
|term=Grappler<br />
|partOfSpeech=noun<br />
|definition=A character in a fighting game who's primary gameplan is to get close to the opponent and throw them for massive damage. Grapplers usually have awkward mobility, large hurtbox, and high health.<br />
|altDefinition=''"I hate fighting grapplers, they're so scary when they get close to you."''<br />
|infil=https://glossary.infil.net/?t=Grappler<br />
}}<br />
{{GlossaryTerm<br />
|term=Guard<br />
|partOfSpeech=verb<br />
|definition=The act of defending against incoming attacks. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.<br />
|infil=https://glossary.infil.net/?t=Guard<br />
}}<br />
{{GlossaryTerm<br />
|term=Guard Cancel<br />
|partOfSpeech=noun,verb<br />
|definition=An attack which can be performed while the user is in blockstun.<br />
|infil=https://glossary.infil.net/?t=Guard%20Cancel<br />
}}<br />
{{GlossaryTerm<br />
|term=Frame Kill<br />
|partOfSpeech=noun<br />
|definition=A technique where specific attacks or inputs are used to "kill time" to make timing a specific setup easier.<br />
|infil=https://glossary.infil.net/?t=Frame%20Kill<br />
}}<br />
{{GlossaryTerm<br />
|term=Fuzzy Jump<br />
|partOfSpeech=noun<br />
|definition=A form of defence where the defender switches from blocking to jumping at a specific time in order to block a strike then jump when there's a gap. Typically used to defend against tick throws.<br />
|infil=https://glossary.infil.net/?t=Fuzzy<br />
}}<br />
{{GlossaryTerm<br />
|term=Fuzzy Overhead<br />
|partOfSpeech=noun<br />
|definition=An offensive technique where the attacker exploits a common system mechanic in Fighting Games where a crouching opponent can be hit by a rising overhead as their hurtbox is expanded to be standing even though they are crouch blocking.<br />
|infil=https://glossary.infil.net/?t=Fuzzy%20Attack<br />
}}<br />
{{GlossaryTerm<br />
|term=F-Shiki<br />
|partOfSpeech=noun<br />
|definition=Sometimes known as "Fuzzy Overhead". {{Hrule}}When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters.<br />
|infil=https://glossary.infil.net/?t=F-Shiki<br />
}}<br />
{{GlossaryTerm<br />
|term=Gatling <br />
|partOfSpeech=noun<br />
|definition=The special category of cancels that describe how each character can cancel normals into other normals and specials.<br />
|alt-definition=Also known as Revolver Action and Z-Combo, these systems are fundamentally the same.<br />
|infil=https://glossary.infil.net/?t=Gatling<br />
}}<br />
{{GlossaryTerm<br />
|term=Guard Point<br />
|partOfSpeech=noun, adj.<br />
|definition=An attack that automatically blocks certain attacks. Examples of this include Bang's Drive attacks, Baiken's Suzuran (63214K), and Zappa's Too Bad (214S).<br />
|infil=https://glossary.infil.net/?t=Guard%20Point<br />
}}<br />
{{GlossaryTerm<br />
|term=High-Low<br />
|partOfSpeech=noun<br />
|definition=A mixup where the opponent must choose between blocking high and low.<br />
}}<br />
{{GlossaryTerm<br />
|term=Hit Confirm<br />
|partOfSpeech=verb<br />
|definition=To perform the first hit of a combo, and performing follow up attacks if the first hit successfully hits the opponent.<br />
|infil=https://glossary.infil.net/?t=Hit%20Confirm<br />
}}<br />
{{GlossaryTerm<br />
|term=Hyper Armor<br />
|partOfSpeech=adj.<br />
|definition=An attack that can absorb multiple hits from the opponent (typically taking reduced or fully recoverable damage). Examples of this include Tager's 6[A] and Potemkin's Judge Gauntlet (63214D).<br />
|infil=https://glossary.infil.net/?t=Armor<br />
}}<br />
{{GlossaryTerm<br />
|term=IAD<br />
|partOfSpeech=noun<br />
|definition=An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump.<br />
|infil=https://glossary.infil.net/?t=Instant%20Air%20Dash<br />
}}<br />
{{GlossaryTerm<br />
|term=Instant Block<br />
|partOfSpeech=verb, noun<br />
|definition=A special type of blocking done by inputting a block immediately before blocking an attack. Usually improves frame data against blocked moves or gives more meter than a normal block or both.<br />
|infil=https://glossary.infil.net/?t=Instant%20Block<br />
}}<br />
{{GlossaryTerm<br />
|term=Invulnerability<br />
|partOfSpeech=noun,adjective<br />
|definition=A state where a character cannot be hit. A common component of reversal moves.<br />
|infil=https://glossary.infil.net/?t=Invincible<br />
}}<br />
{{GlossaryTerm<br />
|term=Invulnerable<br />
|partOfSpeech=noun,adjective<br />
|definition=A state where a character cannot be hit. A common component of reversal moves.<br />
|infil=https://glossary.infil.net/?t=Invincible<br />
}}<br />
{{GlossaryTerm<br />
|term=Invul<br />
|partOfSpeech=noun,adjective<br />
|definition=Short for Invulnerability{{Hrule}}A state where a character cannot be hit. A common component of reversal moves.<br />
|infil=https://glossary.infil.net/?t=Invincible<br />
}}<br />
{{GlossaryTerm<br />
|term=Invuln<br />
|partOfSpeech=noun,adjective<br />
|definition=Short for Invulnerability{{Hrule}}A state where a character cannot be hit. A common component of reversal moves.<br />
|infil=https://glossary.infil.net/?t=Invincible<br />
}}<br />
{{GlossaryTerm<br />
|term=Install<br />
|partOfSpeech=verb, noun<br />
|definition=A move, usually a super, which changes the properties of the character themself, usually for the better.<br />
|altDefinition=See Sol Badguy's Dragon Install.<br />
|infil=https://glossary.infil.net/?t=Install<br />
}}<br />
{{GlossaryTerm<br />
|term=Jump Install<br />
|partOfSpeech=noun<br />
|definition=An advanced technique that lets you access air mobility options, usually double jumping, after doing a move that is supposed to prevent you from doing them. Usually performed by cancelling a grounded normal into a jump, but then before leaving the ground, doing another grounded attack. <br />
|infil=https://glossary.infil.net/?t=Jump%20Install<br />
}}<br />
{{GlossaryTerm<br />
|term=Kara Cancel<br />
|partOfSpeech=noun<br />
|definition=A type of cancel where the beginning of an action is quickly canceled into another before the first action completes its startup.<br />
|infil=https://glossary.infil.net/?t=Kara<br />
}}<br />
{{GlossaryTerm<br />
|term=Keep-Away<br />
|partOfSpeech=noun, adj<br />
|definition=Style of play where you stay far away from the opponent and use ranged attacks to keep the opponent away while slowly whittling away the opponent's life.<br />
|infil=https://glossary.infil.net/?t=Zoning<br />
}}<br />
{{GlossaryTerm<br />
|term=Kusoge<br />
|partOfSpeech=noun<br />
|definition=From the Japanese "クソゲー", meaning "shitty game"{{Hrule}}Kusoge are games which are highly broken in the literal sense. Kusoge often function poorly, and lack polish, and usually have extreme mechanics/balance. Kusoge is both a term of endearment and an insult, depending on the context.<br />
|infil=https://glossary.infil.net/?t=Kusoge<br />
}}<br />
{{GlossaryTerm<br />
|term=Hard Knockdown<br />
|partOfSpeech=noun<br />
|definition=A knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc.<br />
|infil=https://glossary.infil.net/?t=Hard%20Knockdown<br />
}}<br />
{{GlossaryTerm<br />
|term=Soft Knockdown<br />
|partOfSpeech=noun<br />
|definition=A knockdown that puts the character into a state that may allow the character to get up off the ground earlier than a Hard Knockdown, giving the offender less options for continuing offense.<br />
|infil=https://glossary.infil.net/?t=Soft%20Knockdown<br />
}}<br />
{{GlossaryTerm<br />
|term=Knowledge Check<br />
|partOfSpeech=noun,verb<br />
|definition=A strategy or attack which tests the opponent's knowledge of a given matchup. If an opponent doesn't know how to deal with the knowledge check presented, the check is usually repeated until victory is achieved.<br />
|infil=https://glossary.infil.net/?t=Knowledge%20Check<br />
}}<br />
{{GlossaryTerm<br />
|term=Link<br />
|partOfSpeech=verb, noun<br />
|definition=To perform a second action after the first action completely finishes its animation.<br />
|infil=https://glossary.infil.net/?t=Link<br />
}}<br />
{{GlossaryTerm<br />
|term=Low Attack<br />
|partOfSpeech=noun<br />
|definition=An attack that the opponent must block low.<br />
|infil=https://glossary.infil.net/?t=Low%20Attack<br />
}}<br />
{{GlossaryTerm<br />
|term=Low Crush<br />
|partOfSpeech=noun, adj.<br />
|definition=A move that avoids low attacks. The move might pull your hurtbox up a bit so it avoids attacks that are low to the ground. In games with attack attributes such as Blazblue this is done with Foot attribute invulnerability.<br />
|infil=https://glossary.infil.net/?t=Low%20Crush<br />
}}<br />
{{GlossaryTerm<br />
|term=Low Profile<br />
|partOfSpeech=noun, verb<br />
|definition=When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short.<br />
|infil=https://glossary.infil.net/?t=Low%20Profile<br />
}}<br />
{{GlossaryTerm<br />
|term=Mash<br />
|partOfSpeech=verb (1), noun (2)<br />
|definition=To press button(s) rapidly without little thought. <br />
|altDefinition=A chaotic situation where both players are attempting to get a move out, similar to a scramble.<br />
|infil=https://glossary.infil.net/?t=Mash<br />
}}<br />
{{GlossaryTerm<br />
|term=Meaty<br />
|partOfSpeech=noun, adj.<br />
|definition=Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals.<br />
|altDefinition=To intentionally use an attack's later active frame, instead of the first, to hit the opponent for more frame advantage.<br />
|infil=https://glossary.infil.net/?t=Meaty<br />
}}<br />
{{GlossaryTerm<br />
|term=Meter<br />
|partOfSpeech=noun<br />
|definition=A generic term to describe a resource that is used for offense/defense such as Guilty Gear's Tension, BlazBlue's Heat, and Persona 4 Arena's SP.<br />
|infil=https://glossary.infil.net/?t=Meter<br />
}}<br />
{{GlossaryTerm<br />
|term=Microdash<br />
|partOfSpeech=noun, verb<br />
|definition=The act of doing a quick dash, usualy seen in combos or pressure, by quickly tapping forward twice (66) or tapping a dash button.<br />
}}<br />
{{GlossaryTerm<br />
|term=Mid<br />
|partOfSpeech=noun<br />
|definition=In a 3v3 fighting game, Mid refers to the 2nd character up to fight out of the 3 selected by the player.<br />
}}<br />
{{GlossaryTerm<br />
|term=Midscreen Meterless<br />
|partOfSpeech=noun<br />
|definition=A combo that can be preformed without the use of any resources and regardless of location. <br />
}}<br />
{{GlossaryTerm<br />
|term=Mix-up<br />
|partOfSpeech=noun, verb<br />
|definition=To perform a maneuver that forces a defending opponent to choose between two or more options. If the opponent chooses incorrectly, then he is hit by an attack. There are many different types of mix-ups such as crossup(left/right), high/low, and strike/throw.<br />
|infil=https://glossary.infil.net/?t=Mixup<br />
}}<br />
{{GlossaryTerm<br />
|term=Neutral<br />
|partOfSpeech=noun<br />
|definition=When neither player is in an advantageous position in terms of stage position.<br />
|altDefinition=When the player does not press any direction on the joystick/pad (5).<br />
|infil=https://glossary.infil.net/?t=Neutral<br />
}}<br />
{{GlossaryTerm<br />
|term=Negative Edge<br />
|partOfSpeech=noun<br />
|definition=Using button-release to perform attacks. To perform, hold down an attack button, then release the button. Some Negative Edge moves also require special motions.<br />
|altDefinition=This technique can be applied to doing special attacks for almost all characters, but characters who use this intensively include Guilty Gear's Eddie and BlazBlue's Carl.<br />
|infil=https://glossary.infil.net/?t=Negative%20Edge<br />
}}<br />
{{GlossaryTerm<br />
|term=Normal<br />
|definition=A type of attack that is performed by pressing a single button, and possibly a single held stick direction.<br />
|altDefinition=Character specific or sometimes game specific moves that match this definition are called "Command Normals".<br />
|infil=https://glossary.infil.net/?t=Normal<br />
}}<br />
{{GlossaryTerm<br />
|term=Offense<br />
|partOfSpeech=noun<br />
|definition=The act of trying to do damage to your opponent, typically from ranges closer than full screen away. Offense is a broad, encompassing term that can include your ability to apply effective mixups, keep good frame advantage during your attacks, and convert openings into high damage.<br />
|infil=https://glossary.infil.net/?t=Offense<br />
}}<br />
{{GlossaryTerm<br />
|term=Okiwaza<br />
|partOfSpeech=noun, verb<br />
|definition=From Japanese "置き技"{{hrule}}, meaning "placed move". To pre-emptively use an attack with the intent of covering a specific space which the opponent will move into or extend a hurtbox into.<br />
|infil=https://glossary.infil.net/?t=Poke<br />
}}<br />
{{GlossaryTerm<br />
|term=Okizeme<br />
|partOfSpeech=noun, verb<br />
|definition=From Japanese "起き攻め".{{hrule}} Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.<br />
|infil=https://glossary.infil.net/?t=Okizeme<br />
}}<br />
{{GlossaryTerm<br />
|term=On-Block<br />
|partOfSpeech=noun<br />
|definition=A measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first.<br />
|infil=https://glossary.infil.net/?t=On%20Block<br />
}}<br />
{{GlossaryTerm<br />
|term=On-Hit<br />
|partOfSpeech=noun<br />
|definition=A measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first.<br />
|infil=https://glossary.infil.net/?t=On%20Hit<br />
}}<br />
{{GlossaryTerm<br />
|term=Option Select<br />
|partOfSpeech=noun<br />
|definition=A technique where one command (or series of commands) will perform a different action depending on the circumstances, thereby allowing one action to be able to handle two distinct situations.<br />
|altDefinition= Dustloop's indepth [[Option_Select|page on the topic.]]<br />
|infil=https://glossary.infil.net/?t=Option%20Select<br />
}}<br />
{{GlossaryTerm<br />
|term=OS Blocking<br />
|partOfSpeech=noun<br />
|definition=Blocking while also protecting yourself against something else via the use of an Option Select. Frequently done in Blazblue by pressing 4ABC to input both barrier block (4AB) and throw (BC).<br />
}}<br />
{{GlossaryTerm<br />
|term=Off the Ground<br />
|partOfSpeech=noun (2), verb (1)<br />
|definition=To hit the opponent while they are on the ground and launch or re-stand them taking them "Off the Ground".<br />
|altDefinition=A move that can hit opponents while they are on the ground.<br />
|infil=https://glossary.infil.net/?t=OTG<br />
}}<br />
{{GlossaryTerm<br />
|term=OTG<br />
|partOfSpeech=noun, verb<br />
|definition=The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground."<br />
|infil=https://glossary.infil.net/?t=OTG<br />
}}<br />
{{GlossaryTerm<br />
|term=Overhead<br />
|partOfSpeech=noun<br />
|definition=An attack that the opponent must block high.<br />
|infil=https://glossary.infil.net/?t=Overhead%20Attack<br />
}}<br />
{{GlossaryTerm<br />
|term=P Combo<br />
|partOfSpeech=noun<br />
|definition=Combo containing as many as possible numbers of punch or lightest normal. Usually used as a trade-off to simply get more combo hits.<br />
}}<br />
{{GlossaryTerm<br />
|term=Parry<br />
|partOfSpeech=noun, verb<br />
|definition=An attack or mechanic that allows the defender to brush aside an incoming hit and recover more or less instantly. <br />
|infil=https://glossary.infil.net/?t=Parry<br />
}}<br />
{{GlossaryTerm<br />
|term=Pixie<br />
|partOfSpeech=noun<br />
|definition= A character with powerful movement options, short range, small hurtbox, and low health.<br />
|altDefinition= Rachel Alucard and Linne are defining characters of the archetype. <br />
|infil=https://glossary.infil.net/?t=Pixie<br />
}}<br />
{{GlossaryTerm<br />
|term=Plink<br />
|partOfSpeech=noun<br />
|definition=Rapidly pressing one button after another, sometimes as quickly as 1 frame apart.<br />
|infil=https://glossary.infil.net/?t=Plink<br />
}}<br />
{{GlossaryTerm<br />
|term=Poke<br />
|partOfSpeech=noun<br />
|definition=An attack that's thrown out to occupy the space in front of you and remind your opponent not to try and come closer. Usually, this is a far-reaching and safe normal move with little risk. <br />
|infil=https://glossary.infil.net/?t=Poke<br />
}}<br />
{{GlossaryTerm<br />
|term=Point<br />
|partOfSpeech=noun<br />
|definition=In a 3v3 fighting game, Point refers to the 1st character up to fight out of the 3 selected by the player.<br />
|infil=https://glossary.infil.net/?t=Point%20Character<br />
}}<br />
{{GlossaryTerm<br />
|term=Pressure<br />
|partOfSpeech=noun, verb<br />
|definition=To attack the opponent continuously and leave little room for counter attacks.<br />
|infil=https://glossary.infil.net/?t=Pressure<br />
}}<br />
{{GlossaryTerm<br />
|term=Proximity Block<br />
|partOfSpeech=noun<br />
|definition=When not actually blocking an attack, holding back while near an attack will cause your character to go into a blocking animation. Proximity Block explains this phenomenon.<br />
|infil=https://glossary.infil.net/?t=Proximity%20Block<br />
}}<br />
{{GlossaryTerm<br />
|term=Pushback<br />
|partOfSpeech=noun,verb<br />
|definition=When an attacking player hits their opponent, they are pushed backwards by a small amount. This is the most common form of infinite combo/blockstring prevention system.<br />
|infil=https://glossary.infil.net/?t=Pushback<br />
}}<br />
{{GlossaryTerm<br />
|term=Punish<br />
|partOfSpeech=verb,adj<br />
|definition=Attacking someone when they are unable to block, making the damage guaranteed. <br />
|infil=https://glossary.infil.net/?t=Punish<br />
}}<br />
{{GlossaryTerm<br />
|term=Rave<br />
|partOfSpeech=noun<br />
|definition=Short for ''"Deadly Rave"''{{Hrule}}. A super move in which a player must press a series of buttons (usually eight button presses and a quarter-circle move) after execution in order to complete the move.<br />
|infil=https://glossary.infil.net/?t=Deadly%20Rave<br />
}}<br />
{{GlossaryTerm<br />
|term=(Hard) Read<br />
|partOfSpeech=verb, noun<br />
|definition=To predict the opponent's action and punish or avoid it.<br />
|infil=https://glossary.infil.net/?t=Read<br />
}}<br />
{{GlossaryTerm<br />
|term=Reverse Beat<br />
|partOfSpeech=noun<br />
|definition= The ability to ignore the typical Light > Medium > Heavy sequence of buttons, i.e. cancelling a medium attack into a light attack. It allows for a bit more freeform offense since riskier heavy moves can be cancelled into safer light or medium moves.<br />
|altDefinition= A normal beat is in the conventional, or most common gatling direction. A -> B is "normal", B -> A is "reverse".<br />
|infil=https://glossary.infil.net/?t=Reverse%20Beat<br />
}}<br />
{{GlossaryTerm<br />
|term=Rebeat<br />
|partOfSpeech=noun<br />
|definition=Canceling into a normal on a up-the-alphabet, or weaker button direction.<br />
|altDefinition= A normal beat is in the conventional, or most common gatling direction. A -> B is "normal", B -> A is "reverse".<br />
|infil=https://glossary.infil.net/?t=Reverse%20Beat<br />
}}<br />
{{GlossaryTerm<br />
|term=Re-dash<br />
|partOfSpeech=verb<br />
|definition=When the attacker in a pressure situation dashes back in on the opponent after a frame advantageous or low frame disadvantageous attack, to reset and thus continue their offense.<br />
}}<br />
{{GlossaryTerm<br />
|term=Rekka<br />
|partOfSpeech=noun<br />
|definition=A series of special attacks that are only available after the first one is performed.<br />
|altDefinition=Named after Fei-Long's Rekkaken punches in Street Fighter 2.<br />
|infil=https://glossary.infil.net/?t=Rekka<br />
}}<br />
{{GlossaryTerm<br />
|term=Renda<br />
|partOfSpeech=noun, adjective<br />
|definition=Self-chain or self-cancelable attacks. Depending on context, renda can refer to both cancels on hit and on whiff.<br />
|infil=https://glossary.infil.net/?t=Renda%20Cancel<br />
}}<br />
{{GlossaryTerm<br />
|term=Reset<br />
|partOfSpeech=noun, verb<br />
|definition=Purposefully ending a combo early in order to perform a mixup in order to deal more damage.<br />
|infil=https://glossary.infil.net/?t=Reset<br />
}}<br />
{{GlossaryTerm<br />
|term=American Reset<br />
|partOfSpeech=noun<br />
|definition=To drop a combo by mis-input or bad spacing, and then pick it back up using the next inputs on the combo or mashing. Frequently can happen in re-land situations.<br />
|infil=https://glossary.infil.net/?t=American%20Reset<br />
}}<br />
{{GlossaryTerm<br />
|term=Re-stand<br />
|partOfSpeech=noun, verb<br />
|definition=A situation in which a character is taken from an airborne or OTG state and returned to a standing state on the ground while still in hitstun, which is very uncommon. Moves that re-stand the opponent often allow for unique mix-ups that are unexpected (since typically, mix-ups come after a knockdown), or unique combo extensions.<br />
|infil=https://glossary.infil.net/?t=Restand<br />
}}<br />
{{GlossaryTerm<br />
|term=Reversal<br />
|partOfSpeech=noun, adj., adv.<br />
|definition=To perform an attack as soon as possible after getting knocked down or leaving hitstun/blockstun.<br />
|altDefinition=An attack that has a type of invulnerability from early into and for most of its start-up or duration, and frequently with lots of recovery. Commonly used to describe attacks like Ragna's Inferno Divider or Sol's Volcanic Viper.<br />
|infil=https://glossary.infil.net/?t=Reversal<br />
}}<br />
{{GlossaryTerm<br />
|term=Revolver Action <br />
|partOfSpeech=noun<br />
|definition=The special category of cancels that describe how each character can cancel normals into other normals. Gatling{{Hrule}}<br />
|infil=https://glossary.infil.net/?t=Target%20Combo<br />
}}<br />
{{GlossaryTerm<br />
|term=Rhythm Blocking<br />
|partOfSpeech=noun<br />
|definition=A form of blocking in which the defender switches from blocking high to blocking low (or vice versa) at a specific time in order to block multiple mixup options. Typically used to defend against mixups in which the overhead and low do not hit on the same frame, allowing the defender to change their guard at the right timing in order to block both options without guessing. If the attacker's low option is faster than their overhead, the defender can Fuzzy Guard the mixup by blocking low first, then switch to blocking high for the overhead. An example of a setup vulnerable to Fuzzy Guarding is Aigis's 5B mixup, as the low option will be faster than the high, and by blocking low, then high at the right timing, the defender can cover both options.<br />
|infil=https://glossary.infil.net/?t=Fuzzy%20Guard<br />
}}<br />
{{GlossaryTerm<br />
|term=Rising Overhead<br />
|partOfSpeech=adj., adv.<br />
|definition=Performing a jumping attack while ascending from a jump.<br />
}}<br />
{{GlossaryTerm<br />
|term=Rock Paper Scissors<br />
|partOfSpeech=noun, adj.<br />
|definition=A situation wherein an attacker and a defender have options that only beat certain responses from their opponent. For example, on wakeup a defending opponent may use a reversal to stop an attacker from using an attack, but the attacker can also block to defeat the reversal. If the attacker blocks, the defender can use the opportunity to take the offensive.<br />
|infil=https://glossary.infil.net/?t=RPS<br />
}}<br />
{{GlossaryTerm<br />
|term=RPS<br />
|partOfSpeech=noun, adj.<br />
|definition=Rock Paper Scissors{{Hrule}}A situation wherein an attacker and a defender have options that only beat certain responses from their opponent. For example, on wakeup a defending opponent may use a reversal to stop an attacker from using an attack, but the attacker can also block to defeat the reversal. If the attacker blocks, the defender can use the opportunity to take the offensive.<br />
|infil=https://glossary.infil.net/?t=RPS<br />
}}<br />
{{GlossaryTerm<br />
|term=Rushdown<br />
|partOfSpeech=noun, adj.<br />
|definition=Style of play where you constantly attack the opponent in close range fighting, never giving them an opportunity to retaliate.<br />
|infil=https://glossary.infil.net/?t=Rushdown<br />
}}<br />
{{GlossaryTerm<br />
|term=Safe Jump<br />
|partOfSpeech=noun<br />
|definition=A very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening.<br />
|infil=https://glossary.infil.net/?t=Safe%20Jump<br />
}}<br />
{{GlossaryTerm<br />
|term=Sashikaeshi <br />
|partOfSpeech=noun, verb<br />
|definition=From Japanese "差し返し"{{hrule}}, meaning "return the strike". To reactively hit an opponent as punishment for their attempt to use an attack.<br />
|altDefinition=Whiff Punishing<br />
|infil=https://glossary.infil.net/?t=Whiff%20Punish<br />
}}<br />
{{GlossaryTerm<br />
|term=Scramble<br />
|partOfSpeech=verb, noun<br />
|definition=An unexpected situation in a match in which both players "scramble" to react and gain advantage. Often occurs after a combo drops.<br />
|altDefinition=''"During the scramble, he was mashing reversal like his life depended on it."''<br />
|infil=https://glossary.infil.net/?t=Scramble<br />
}}<br />
{{GlossaryTerm<br />
|term=Scrub<br />
|partOfSpeech=noun<br />
|definition=A low level player. Similar to noob, however does not imply someone is new to the game/scene.<br />
|altDefinition=A player that blames there loses on anything other than themselves. "The Sun was in my eyes!"<br />
|infil=https://glossary.infil.net/?t=Scrub<br />
}}<br />
{{GlossaryTerm<br />
|term=Shimmy<br />
|definition=Baiting your opponent into inputting a throw tech or reversal throw then walking backwards out of range of the throw. This can result in a huge punish combo in games with throw whiff animations and without throw tech OS's.<br />
|infil=https://glossary.infil.net/?t=Shimmy<br />
}}<br />
{{GlossaryTerm<br />
|term=Shoto<br />
|partOfSpeech=noun<br />
|definition=Short for ''"Shotokan"''{{Hrule}} A character archetype defined by being similar in some way to Ryu from Street Fighter. Shotos usually have a horizontal fireball, an invulnerable reversal, and a forward moving special move.<br />
|altDefinition= A general all-rounder or balanced character. Examples include P4A's Yu Narukami, Guilty Gear's Ky Kiske, BlazBlue's Jin Kisaragi. <br />
|infil=https://glossary.infil.net/?t=Shoto<br />
}}<br />
{{GlossaryTerm<br />
|term=Special<br />
|definition= A type of attack that requires a command like 236A. These attacks typically special effects that normal attacks do not have such as chip damage, invincibility, etc.<br />
|infil=https://glossary.infil.net/?t=Special%20Move<br />
}}<br />
{{GlossaryTerm<br />
|term=Spinning Piledriver<br />
|partOfSpeech=noun<br />
|definition=Used to describe a grappler's fast, high reach and highly damaging command grab that is typically executed with a 360 motion.<br />
|infil=https://glossary.infil.net/?t=Spinning%20Piledriver<br />
}}<br />
{{GlossaryTerm<br />
|term=Stagger Pressure<br />
|partOfSpeech=noun<br />
|definition= The use of intentionally delaying gatlings or cancels in order to create frame traps with the intent of catching your opponent mashing or jumping. Loses to reversals.<br />
|infil=https://glossary.infil.net/?t=Stagger<br />
}}<br />
{{GlossaryTerm<br />
|term=Stagger<br />
|partOfSpeech=verb<br />
|definition=A prolonged state of hit stun. In some games the opponent press button(s) to escape stagger sooner.<br />
|infil=https://glossary.infil.net/?t=stagger<br />
}}<br />
{{GlossaryTerm<br />
|term=Stun<br />
|partOfSpeech=noun<br />
|definition=A special hurt state in which the character is left unable to act for a long time which goes away after the next combo performed on them. Can sometimes have the duration shortened via a sort of mini-game.<br />
|infil=https://glossary.infil.net/?t=Stun<br />
}}<br />
{{GlossaryTerm<br />
|term=Super<br />
|partOfSpeech=noun, verb<br />
|definition=A type of attack that consumes meter, and is typically followed by a superfreeze.<br />
|infil=https://glossary.infil.net/?t=Super<br />
}}<br />
{{GlossaryTerm<br />
|term=Super Armor<br />
|partOfSpeech=noun, adj.<br />
|definition=An attack that can absorb a single hit from the opponent (usually taking a fraction of the regular damage) before the opponent's attacks will hit you. An example of this is Potemkin's Hammerfall ([4]6P).<br />
|infil=https://glossary.infil.net/?t=Armor<br />
}}<br />
{{GlossaryTerm<br />
|term=Sweep<br />
|partOfSpeech=noun<br />
|definition=A large, slow, low hitting attack, typically assigned the same input for all characters.<br />
}}<br />
{{GlossaryTerm<br />
|term=Technique<br />
|partOfSpeech=noun<br />
|definition=New tactics, combos, or discoveries by players. Generally similar to "Technology", with more emphasis on exact inputs. Examples include the famous Tiger Knee or TK input.<br />
}}<br />
{{GlossaryTerm<br />
|term=Technology<br />
|partOfSpeech=noun<br />
|definition=New tactics, combos, or discoveries by players. Can refer to the discovery that a certain character's mix-up is actually easy to defeat, a character having far more potential than was initially assumed, etc.<br />
|altDefinition=(Often referred to as "tech", not to be confused with the same term meaning to recover from hitstun or knockdown)<br />
}}<br />
{{GlossaryTerm<br />
|term=Tick Throw<br />
|partOfSpeech=noun<br />
|definition=A throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from.<br />
|infil=https://glossary.infil.net/?t=Tick%20Throw<br />
}}<br />
{{GlossaryTerm<br />
|term=Tech<br />
|partOfSpeech=noun (1), verb (1), abbreviation (2)<br />
|definition=To recover from a knockdown or air hitstun state, usually by pressing a button. <br />
|altDefinition=Short for "technique" or "technology".<br />
|infil=https://glossary.infil.net/?t=Tech<br />
}}<br />
{{GlossaryTerm<br />
|term=Tiger Knee<br />
|partOfSpeech=noun, verb, adj.<br />
|definition=An input method to perform a special move in the air as fast as possible after you leave the ground. Almost always abbreviated to TK. For Example: 2369 for a j.236 input.<br />
|infil=https://glossary.infil.net/?t=Tiger%20Knee<br />
}}<br />
{{GlossaryTerm<br />
|term=Touch of Death<br />
|partOfSpeech=noun, adj.<br />
|definition=A single combo that will defeat the opponent even from full health.<br />
|infil=https://glossary.infil.net/?t=Touch%20of%20Death<br />
}}<br />
{{GlossaryTerm<br />
|term=Trade<br />
|partOfSpeech=noun, verb<br />
|definition=When two opposing attacks both collide with opposing hurtboxes on the same frame, resulting in both players getting hit.<br />
|infil=https://glossary.infil.net/?t=Trade<br />
}}<br />
{{GlossaryTerm<br />
|term=True Reversal<br />
|partOfSpeech=noun<br />
|definition=A reversal attack of which the user is invulnerable throughout ''all'' startup frames, including the first active frame or more.<br />
|altDefinition=Some reversal moves are not "true" as they have only partial startup invul or are prone to trading.<br />
|infil=https://glossary.infil.net/?t=Reversal<br />
}}<br />
{{GlossaryTerm<br />
|term=Ukemi<br />
|partOfSpeech=noun, verb<br />
|definition=To recover from a knockdown or air hitstun state, usually by pressing a button. This is a common action found in games like BlazBlue and Guilty Gear.<br />
|infil=https://glossary.infil.net/?t=Quick%20Rise<br />
}}<br />
{{GlossaryTerm<br />
|term=Universal Overhead<br />
|partOfSpeech=noun<br />
|definition=An overhead that all characters in a specific game have bound to the same input. Guilty Gear's 5D Dust attack is one of the earliest examples.<br />
}}<br />
{{GlossaryTerm<br />
|term=Un-combo<br />
|partOfSpeech=verb<br />
|definition=Refers to the act of resetting an opponent mid-combo with particularly difficult or even impossible-to-avoid resets to where it might as well be considered an extended combo string. An example is {{CLabel|BBCF|Carl}}'s corner unblockable resets.<br />
}}<br />
{{GlossaryTerm<br />
|term=Vortex<br />
|partOfSpeech=noun, verb, adv.<br />
|definition=An offensive sequence that starts with a very difficult to block mixup, which then causes a knockdown if it works and loops back into the same mixup over and over again.<br />
|infil=https://glossary.infil.net/?t=Vortex<br />
}}<br />
{{GlossaryTerm<br />
|term=Wake Up<br />
|partOfSpeech=noun, verb, adj., adv.<br />
|definition=The state and animation a character goes through when they rise from being knocked down. This animation is usually invulnerable for its duration, and usually retains invulnerability to throws for some time after it ends.<br />
|infil=https://glossary.infil.net/?t=Wakeup<br />
}}<br />
{{GlossaryTerm<br />
|term=Whiff<br />
|partOfSpeech=verb, adj<br />
|definition=An attack that completely misses the opponent, such as when the opponent is out of range of the attack.<br />
|infil=https://glossary.infil.net/?t=Whiff<br />
}}<br />
{{GlossaryTerm<br />
|term=Yomi<br />
|partOfSpeech=noun<br />
|definition=From Japanese "読み". ''Knowing the mind of the opponent''{{Hrule}}To understand in some way what is going on in the mind of the other player and play around it. Usually involved in ''reads'' and ''conditioning''.<br />
|infil=https://glossary.infil.net/?t=Yomi<br />
}}<br />
{{GlossaryTerm<br />
|term=Zoner<br />
|partOfSpeech=noun<br />
|definition=A character in a fighting game who's primary gameplan is to stay far away keep distance from their opponent. The two main sub-archetypes are projectile zoners and spacers.<br />
|altDefinition=Under Night In-Birth's Yuzuriha is a spacer, a zoner that uses long range non-projectile moves, typically sword attacks. BlazBlue's Nu-13 is a projectile zoner.<br />
|infil=https://glossary.infil.net/?t=Zoner<br />
}}<br />
{{GlossaryTerm<br />
|term=Zoning<br />
|partOfSpeech=verb<br />
|definition=The act of denying the opponent the ability to approach, jump, or other movement options.<br />
|infil=https://glossary.infil.net/?t=Zoning<br />
}}<br />
{{GlossaryTerm<br />
|term=360, 720, etc<br />
|partOfSpeech=noun<br />
|definition=To input a directional command that is 360/720/etc degrees clockwise or counter-clockwise. This is typically for command throws like Zangief's Spinning Piledriver or Tager's Gigantic Tager Buster.<br />
|infil=https://glossary.infil.net/?t=360<br />
}}<br />
{{GlossaryTerm<br />
|term=50/50<br />
|partOfSpeech=noun, adj.<br />
|definition=A mix-up where the opponent has a choice between two options, such as strike-throw or high-low. A "true 50/50" is used to describe a mix-up in which the defender must guess and commit to one option, without any way to determine which option the opponent will choose and react accordingly.<br />
|infil=https://glossary.infil.net/?t=50/50<br />
}}<br />
<br />
== Non-Gameplay Related Terms ==<br />
{{GlossaryTerm<br />
|term=Respect<br />
|partOfSpeech=verb<br />
|definition=Constantly taking a more conservative option than one typical does due to opponent's skill, randomness, or character's strong options.<br />
|altDefinition= ''"He's respecting his stagger pressure so much, he can DP out of this for free!"''<br />
|infil=https://glossary.infil.net/?t=Respect<br />
}}<br />
{{GlossaryTerm<br />
|term=Disrespect<br />
|partOfSpeech=verb<br />
|definition=The opposite of respect, to perform high risk options without fear of punishment.<br />
}}<br />
{{GlossaryTerm<br />
|term=One-and-Done<br />
|partOfSpeech=verb<br />
|definition=To leave immediately after beating someone once. This is traditionally considered impolite, for One-and-Done somewhat shows that one is intend to take easy win only.<br />
}}<br />
<br />
== Frame Data Related Terms ==<br />
{{GlossaryTerm<br />
|term=Active<br />
|partOfSpeech=noun<br />
|definition=The active frames of an attack refers to the amount of time an attack can hit the opponent.<br />
|infil=https://glossary.infil.net/?t=Active<br />
}}<br />
{{GlossaryTerm<br />
|term=Attack Level<br />
|partOfSpeech=noun<br />
|definition=An attack attribute that determines the default value for hitstun, blockstun, hitstop, damage, etc.(varies by game) of a move.<br />
}}<br />
{{GlossaryTerm<br />
|term=Blockstop<br />
|partOfSpeech=noun<br />
|definition=When a character blocks, both characters are stopped in place to visualize the block and give feeling of impact. Blockstop describes this phenomenon. Frequently the opponent to be in blockstop longer than the attacker, or in cases of most projectiles, the attacker does not experience blockstop at all.<br />
|infil=https://glossary.infil.net/?t=Blockstop<br />
}}<br />
{{GlossaryTerm<br />
|term=Blockstun<br />
|partOfSpeech=noun<br />
|definition=When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.<br />
||infil=https://glossary.infil.net/?t=Block%20Stun<br />
}}<br />
{{GlossaryTerm<br />
|term=Disjointed Hitbox<br />
|partOfSpeech=noun<br />
|definition=A particular type of hitbox that has no nearby associated hurtbox, enabling attacks to have certain areas that cannot be hit by an opponent's attacks in return.<br />
||infil=https://glossary.infil.net/?t=Disjointed%20Hitbox<br />
}}<br />
{{GlossaryTerm<br />
|term=Frame<br />
|partOfSpeech=noun<br />
|definition=The smallest unit of time in a fighting game. Most fighting games are 60 frames per second.<br />
|infil=https://glossary.infil.net/?t=Frame<br />
}}<br />
{{GlossaryTerm<br />
|term=Frame Advantage<br />
|partOfSpeech=noun<br />
|definition=The difference in time an attacker and a defender can begin moving again after blocking an attack.<br />
|infil=https://glossary.infil.net/?t=Frame%20Advantage<br />
}}<br />
{{GlossaryTerm<br />
|term=Gap<br />
|partOfSpeech=noun<br />
|definition=The number of frames between two attacks in which the defender leaves blockstun/hitstun. ''e.g. In a 10F gap a 10F move will trade, a 9f or faster move will win, and a 11F move or slower will lose.''<br />
|infil=https://glossary.infil.net/?t=Gap<br />
}}<br />
{{GlossaryTerm<br />
|term=Hitbox<br />
|partOfSpeech=noun<br />
|definition=A general term showing where an attack can hit the opponent and where the character is vulnerable to attack.<br />
|altDefinition=The hitbox specifically relating to where an attack can hit the opponent. Shown as red in visualizations.<br />
|infil=https://glossary.infil.net/?t=Hitbox<br />
}}<br />
{{GlossaryTerm<br />
|term=Hitstop<br />
|partOfSpeech=noun<br />
|definition=When a character is hit, both characters are stopped in place to visualize the hit and give feeling of impact. Hitstop describes this phenomenon. Typically hitstop affects both players equally, but this is not always true. For example an attack may cause the opponent to be in hitstop longer than the player, or in cases of most projectiles, the attacker does not experience hitstop at all.<br />
|infil=https://glossary.infil.net/?t=Hitstop<br />
}}<br />
{{GlossaryTerm<br />
|term=Hitstun<br />
|partOfSpeech=noun<br />
|definition=When a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun.<br />
|infil=https://glossary.infil.net/?t=Hit%20Stun<br />
}}<br />
{{GlossaryTerm<br />
|term=Hurtbox<br />
|partOfSpeech=noun<br />
|definition=The hitbox specifically relating to where a character is vulnerable to an opponent's attack. Shown as blue or cyan in visualizations.<br />
|infil=https://glossary.infil.net/?t=Hurtbox<br />
}}<br />
{{GlossaryTerm<br />
|term=Recovery<br />
|partOfSpeech=noun<br />
|definition=The recovery of an attack refers to the amount of time an attacker must wait before he may perform another action, even blocking.<br />
|infil=https://glossary.infil.net/?t=Recovery<br />
}}<br />
{{GlossaryTerm<br />
|term=Startup<br />
|partOfSpeech=noun<br />
|definition=The 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.<br />
|infil=https://glossary.infil.net/?t=Startup<br />
}}<br />
{{GlossaryTerm<br />
|term=Untechable Time<br />
|partOfSpeech=noun<br />
|definition=Minimal hitstun before teching is possible.<br />
|altDefinition=When your character is launched, knocked down or hit while airborne, hitstun and untech time may be different. Histun is ended upon being grounded, however untech time is not. Moves such as Hazama's Hungry Coils utilize this feature.<br />
|infil=https://glossary.infil.net/?t=Untech%20Time<br />
}}<br />
{{GlossaryTerm<br />
|term=Plus<br />
|partOfSpeech=adj<br />
|definition=When you are able to freely act, but your opponent cannot (usually because they are still trapped in block stun from your attack). Being plus (or "positive") in a fighting game is quite strong; it means you always have a headstart on your next attack, even if it's only by a very slim margin.<br />
|infil=https://glossary.infil.net/?t=Plus<br />
}}<br />
{{GlossaryTerm<br />
|term=Prorate<br />
|partOfSpeech=verb/noun<br />
|definition=A method of combo damage reduction. Specific types of proration have specific names, but each type reduces the amount of damage subsequent attacks in the combo will deal by a specific amount.<br />
|infil=https://glossary.infil.net/?t=Proration<br />
}}<br />
<br />
==Game Specific Terms==<br />
===[[BlazBlue]]===<br />
{{GlossaryTerm<br />
|term=Active Flow<br />
|partOfSpeech=noun<br />
|definition=A state that can be entered by performing enough offensive actions in a round. During active flow moves get a 10% damage increase, burst regenerates faster and Exceed Accels deal roughly double damage.<br />
|infil=https://glossary.infil.net/?t=Active%20Flow<br />
|gameSpecifier=BBCF<br />
}}<br />
{{GlossaryTerm<br />
|term=Astral Heat<br />
|partOfSpeech=noun<br />
|definition=An Instant Kill that costs 100 meter that can be only performed while on match point and if the opponent has less than 35% HP. When the conditions are met, the character's portrait will glow white. <br />
|infil=https://glossary.infil.net/?t=Astral%20Heat<br />
|gameSpecifier=BBCF<br />
}}<br />
{{GlossaryTerm<br />
|term=Barrier Block<br />
|partOfSpeech=noun<br />
|definition=A special type of blocking in BlazBlue that negates chip damage and pushes the opponent back further than usual. This type of blocking comes at the cost of a resource. It also increase blockstun by 1 frame.<br />
|infil=https://glossary.infil.net/?t=Faultless%20Defense<br />
|gameSpecifier=BBCF<br />
}}<br />
{{GlossaryTerm<br />
|term=Burst<br />
|partOfSpeech=noun<br />
|definition=Burst is a universal mechanic that can be used to escape combos. Burst is tied to the Burst gauge and slowly refills throughout the match.<br />
|infil=https://glossary.infil.net/?t=Burst<br />
|gameSpecifier=BBCF<br />
}}<br />
{{GlossaryTerm<br />
|term=Counter Assault<br />
|partOfSpeech=noun<br />
|definition=An attack in Blazblue that is only possible while in blockstun that has invincibility and is used to stop the opponent's pressure.<br />
|infil=https://glossary.infil.net/?t=Counter%20Assault<br />
|gameSpecifier=BBCF<br />
}}<br />
{{GlossaryTerm<br />
|term=Crush Trigger<br />
|definition=A chargeable guard crush that can be performed with 25 meter. Sometimes used in combos as charged crush trigger have 100P2. |infil=https://glossary.infil.net/?t=Crush%20Trigger<br />
|gameSpecifier=BBCF<br />
}}<br />
{{GlossaryTerm<br />
|term=Fatal Counter<br />
|partOfSpeech=noun<br />
|definition=A more powerful version of a Counter Hit in the BlazBlue series that only occurs if certain moves counter hit the opponent. Fatal counter adds 3f of hitstun to every move in the combo. Some moves forces fatal counter and do not require a counter hit.<br />
|infil=https://glossary.infil.net/?t=Fatal%20Counter<br />
|gameSpecifier=BBCF<br />
}}<br />
{{GlossaryTerm<br />
|term=Glide<br />
|partOfSpeech=noun,verb<br />
|definition=Specifically refers to a technique in the BlazBlue (and by extension P4A) series where a character cancels their air dash into a series of actions that alters their trajectory downward instead of following the full airdash trajectory.<br />
|gameSpecifier=BBCF,P4A<br />
}}<br />
{{GlossaryTerm<br />
|term=Overdrive<br />
|partOfSpeech=noun<br />
|definition=A universal install that freeze the timer and makes combo unburstable. Each character gets unique perks during their overdrives. <br />
|infil=https://glossary.infil.net/?t=Overdrive<br />
|gameSpecifier=BBCF<br />
}}<br />
{{GlossaryTerm<br />
|term=Rapid Cancel<br />
|partOfSpeech=noun<br />
|definition=A mechanic that makes it possible to cancel any move on block or hit at the cost of 50 meter. <br />
|infil=https://glossary.infil.net/?t=Rapid%20Cancel<br />
|gameSpecifier=BBCF<br />
}}<br />
{{GlossaryTerm<br />
|term=Throw Reject Miss<br />
|partOfSpeech=noun<br />
|definition=A state in which it is not possible to tech throws. It lasts for a few frames after a throw tech attempt.<br />
|infil=https://glossary.infil.net/?t=Throw%20Reject%20Miss<br />
|gameSpecifier=BBCF<br />
}}<br />
<br />
===[[Dragon Ball FighterZ]]===<br />
{{GlossaryTerm<br />
|term=Dragon Balls<br />
|partOfSpeech=noun<br />
|definition=A mechanic that allows players to collect Dragon Balls during the match, when all Dragon Balls have been collected a player can summon Shenron, who can grant one out of four wishes per match.<br />
}}<br />
{{GlossaryTerm<br />
|term=Dragon Rush<br />
|partOfSpeech=noun, verb<br />
|definition=A universal grab that all characters have access to, inputted with L+M.<br />
|infil=https://glossary.infil.net/?t=Dragon%20Rush<br />
}}<br />
{{GlossaryTerm<br />
|term=Dynamic!<br />
|partOfSpeech=noun<br />
|definition=A property that occurs when a player performs a full light autocombo on an opponent, granting one random Dragon Ball or summoning Shenron if the conditions have been met.<br />
}}<br />
{{GlossaryTerm<br />
|term=Ki Blast<br />
|partOfSpeech=noun, verb<br />
|definition=A projectile attack that is usually inputted with the S button. The properties of the Ki Blast vary to each character.<br />
|infil=https://glossary.infil.net/?t=Ki%20Blast<br />
}}<br />
{{GlossaryTerm<br />
|term=Ki Charge<br />
|partOfSpeech=noun, verb<br />
|definition=a technique that allows a player to build meter, although this technique rarely sees much use. Inputted by pressing L+S.<br />
|infil=https://glossary.infil.net/?t=Ki%20Charge<br />
}}<br />
{{GlossaryTerm<br />
|term=Limit Break<br />
|partOfSpeech=noun<br />
|definition=A state that a player reaches when they only have one character left which increases their damage by 20% and grants one bar of super meter.<br />
|infil=https://glossary.infil.net/?t=Limit%20Break<br />
}}<br />
{{GlossaryTerm<br />
|term=Reflect<br />
|partOfSpeech=noun, verb<br />
|definition=An almost universal technique that allows a character to push an opponent away during pressure. Unlike other games push block, this cannot be done in blockstun, with the input being 4S<br />
|infil=https://glossary.infil.net/?t=Reflect<br />
}}<br />
{{GlossaryTerm<br />
|term=Smash!<br />
|partOfSpeech=noun<br />
|definition=A term used to describe moves that cause a camera shift, which are generally used for combo extensions or to give a sliding knockdown.<br />
}}<br />
{{GlossaryTerm<br />
|term=Sparking<br />
|partOfSpeech=noun<br />
|definition=A state that a player finds themselves in after a sparking blast, which gives a slew of positive buffs to their characters for a finite amount of time. This time is increased for each character currently down on their team.<br />
|infil=https://glossary.infil.net/?t=Sparking<br />
}}<br />
{{GlossaryTerm<br />
|term=Sparking Blast<br />
|partOfSpeech=Verb<br />
|definition=A blast of energy that can be used anytime except when being in a combo. It can be used as a combo extender or as a defensive burst, with each team usually having one sparking blast per match. It is inputted with L+M+H+S.<br />
}}<br />
{{GlossaryTerm<br />
|term=Super Dash<br />
|partOfSpeech=noun, verb<br />
|definition=A attack that causes the player character to fly to the opponents current position, being very susceptible to an antiair. inputted by pressing H+S.<br />
|infil=https://glossary.infil.net/?t=Super%20Dash<br />
}}<br />
{{GlossaryTerm<br />
|term=Vanish<br />
|partOfSpeech=noun, verb<br />
|definition=A technique that costs 1 bar of meter, which will cause the player character to immediately teleport behind the opponent and attack. It can extend combos as well as being plus on block. It is inputted with M+H.<br />
|infil=https://glossary.infil.net/?t=Vanish<br />
}}<br />
{{GlossaryTerm<br />
|term=Vanish (Hold)<br />
|partOfSpeech=noun, verb<br />
|definition=Sometimes referred to as Empty Vanish or Held Vanish, this technique allows a player to perform a vanish without actually performing the follow-up attack, effectively allowing for a instant teleport behind the opponent. However, this technique can only be done during Sparking.<br />
}}<br />
{{GlossaryTerm<br />
|term=Z Change<br />
|partOfSpeech=noun, verb<br />
|definition=A move caused by holding down one of the assist buttons, calling the assist to take the place of the current character with a superdash, which can also be done during normals and specials.<br />
}}<br />
<br />
===[[Guilty Gear]]===<br />
{{GlossaryTerm<br />
|term=Dead Angle<br />
|definition=An attack in Guilty Gear that is done during blockstun that has invincibility and is used to stop the opponent's pressure.<br />
|infil=https://glossary.infil.net/?t=Dead%20Angle<br />
}}<br />
{{GlossaryTerm<br />
|term=Faultless Defense<br />
|partOfSpeech=noun<br />
|definition=A special type of blocking in Guilty Gear that negates chip damage and pushes the opponent back further than usual. This type of blocking comes at the cost of a resource.<br />
|infil=https://glossary.infil.net/?t=Faultless%20Defense<br />
}}<br />
{{GlossaryTerm<br />
|term=Clean Hit<br />
|partOfSpeech=adj, verb<br />
|definition=When certain attacks in Guilty Gear hit a very specific part of an opponent's hurtbox. These well-aimed attacks will cause some positive benefit for the attacker, like a higher launch or a wall bounce.<br />
|infil=https://glossary.infil.net/?t=Clean%20Hit<br />
}}<br />
{{GlossaryTerm<br />
|term=Overdrive<br />
|partOfSpeech=noun<br />
|definition=The name for Super Moves in the Guilty Gear Series. Overdrives cost 50% tension and perform a variety of functions depending on the character<br />
|infil=https://glossary.infil.net/?t=Overdrive<br />
|gameSpecifier=GGACR<br />
}}<br />
{{GlossaryTerm<br />
|term=Tension<br />
|partOfSpeech=noun<br />
|definition=The name for the main resource meter in the Guilty Gear Series{{Hrule}}Tension can be spent on Faultless Defense, Overdrives, and more.<br />
|infil=https://glossary.infil.net/?t=Meter<br />
}}<br />
{{GlossaryTerm<br />
|term=Guts<br />
|partofSpeech=Noun<br />
|definition= A defensive stat in the Guilty Gear games that decreases damage taken at lower life percentages. Every character has a unique Guts rating that determines how fast Guts scaling kicks in.<br />
|infil=https://glossary.infil.net/?t=Guts%20Scaling<br />
}}<br />
{{GlossaryTerm<br />
|term=Risc<br />
|partOfSpeech=Noun<br />
|definition=A mechanic that affects damage received by an attack in the Guilty Gear series. Risc is built by repeatedly blocking normals or specials, and higher levels of risc will increase the damage future attacks will deal. Occasionally referred to as Guard Bar<br />
|infil=https://glossary.infil.net/?t=RISC<br />
}}<br />
{{GlossaryTerm<br />
|term=Tension Pulse<br />
|partOfSpeech=<br />
|definition=A system mechanic which affects how much tension a character will gain for doing specific actions. Higher Tension Pulse increases meter gain, lower Tension Pulse decreases meter gain. Aggressive actions, such as running or jumping forward and attacking will increase it, while defensive options such as walking or dashing backwards will decrease it. Positive Bonus in Guilty Gear Strive will increase Tension Pulse significantly<br />
|infil=https://glossary.infil.net/?t=Tension%20Pulse<br />
}}<br />
{{GlossaryTerm<br />
|term=Kire<br />
|partOfSpeech=Verb<br />
|definition=Pronounced ki-ray, a technique which combines a a Tiger Knee and an Instant Air Dash in order to perform an Instant Air Dash and execute a special as soon as its available to be performed. Most commonly seen with {{CLabel|GGACR|Baiken}}'s Tatami Gaeshi <br />
|infil=https://glossary.infil.net/?t=Kire<br />
}}<br />
====[[GGST]]====<br />
{{GlossaryTerm<br />
||term=Positive Bonus<br />
|partOfSpeech=noun<br />
|definition=A special state in Strive that automatically generates tension, reduces meter penalty, as well as other buffs when a player breaks the wall.<br />
|infil=https://glossary.infil.net/?t=Positive%20Bonus<br />
}}<br />
{{GlossaryTerm<br />
||term=IBFD<br />
|partOfSpeech=noun<br />
|definition="Instant Faultless Defense", performed by doing a Instant Block (pressing block within 2 frames of an attack landing) while holding Faultless Defense.<br />
|infil=https://glossary.infil.net/?t=Faultless%20Defense<br />
}}<br />
{{GlossaryTerm<br />
||term=FDC<br />
|partOfSpeech=noun<br />
|definition="Faultless Defense Cancel", by buffering and holding 2 attacks inputs, it automatically cancels an airdash into an air normal and instantly begins Faultless Defense. This cancels the airdash to land faster, without performing an attack.<br />
|infil=<br />
}}<br />
{{GlossaryTerm<br />
||term=Grounded<br />
|partOfSpeech=adj.<br />
|definition=An opponent remains grounded during combos if no hit launches them off the ground. This is required for certain Hard Knockdowns like {{clr|5|2D}}. A Grounded Wall Stick results in a Wall Slump. Hitting an opponent during a Floating Crumple will result in a launch, but they are still grounded and can usually be hit after to remain grounded.<br />
|infil=<br />
}}<br />
<br />
====[[GGXRD-R2|GGXRD]]====<br />
{{GlossaryTerm<br />
|term=Mortal Counter<br />
|partOfSpeech=noun<br />
|definition=A special type of counter hit which has increased hitstun on all hits during a combo under certain conditions.<br />
|infil=https://glossary.infil.net/?t=Mortal%20Counter<br />
}}<br />
{{GlossaryTerm<br />
|term=Danger Time<br />
|partOfSpeech=noun<br />
|definition=A state that a Guilty Gear Xrd match will sometimes enter when two attacks clash. The match will pause, the screen will go dark, and a 3 second countdown appears. After the countdown finishes, the match resumes and the stakes are cranked way, way up. Damage is increased 20%, but more importantly, pretty much every hit you land from a neutral state will be a "Mortal Counter". Danger Time happens completely randomly, so you can't control when it starts, but it almost always results in someone getting smoked. <br />
|infil=https://glossary.infil.net/?t=Danger%20Time<br />
}}<br />
<br />
====[[GGACR]]====<br />
{{GlossaryTerm<br />
|term=Force Break<br />
|partOfSpeech=noun<br />
|definition=A type of special attack in Guilty Gear that consumes meter, but is not a super. Normally the power of these attacks are between that of Specials and Supers.<br />
|infil=https://glossary.infil.net/?t=EX%20Move<br />
}}<br />
{{GlossaryTerm<br />
|term=Slashback<br />
|partOfSpeech=verb<br />
|definition=A parry mechanic in Guilty Gear Accent Core and Plus R. When holding back or down-back, tapping {{clr|3|S}}+{{clr|4|HS}} within 2 frames of an attack connecting will parry the attack and reduce any blockstun to 3 frames<br />
|infil=https://glossary.infil.net/?t=Slashback<br />
}}<br />
{{GlossaryTerm<br />
|term=Force Roman Cancel<br />
|partOfSpeech=noun<br />
|definition=A Roman Cancel unique to the Guilty Gear XX series that costs 25 meter in exchange for only being able to be executed during a specific period of a special move. Usually abbreviated to FRC<br />
|infil=https://glossary.infil.net/?t=Force%20Roman%20Cancel<br />
}}<br />
<br />
===[[Persona 4: Arena]]===<br />
{{GlossaryTerm<br />
|term=AoA<br />
|partOfSpeech=noun<br />
|definition=Shorthand for "All Out Attack", the command attack that serves as the universal overhead of the P4Arena games.<br />
}}<br />
{{GlossaryTerm<br />
|term=GC Roll<br />
|partOfSpeech=noun, verb<br />
|definition=A shorter nickname for "Guard Cancel Evasive Action", the system mechanic in the P4Arena games that lets a defending player perform an invulnerable dodge out of grounded blockstun at the cost of 50 SP.<br />
}}<br />
{{GlossaryTerm<br />
|term=Air Turn Air Dash<br />
|partOfSpeech=verb<br />
|definition=Performing an Instant Air Dash with a Manual Air Turn in the middle to do an air backdash ''towards'' the opponent. Typically used mid-offense to go for cross-ups or pressure resets from a jump-cancellable normal.<br />
}}<br />
{{GlossaryTerm<br />
|term=Air Turn Air Backdash<br />
|partOfSpeech=verb<br />
|definition=Performing an Instant Air Backdash with a Manual Air Turn in the middle to do a forward air dash ''away'' from the opponent. Typically used to retreat quickly and further without adding to Negative Penalty.<br />
}}<br />
{{GlossaryTerm<br />
|term=Neutral Frenzy<br />
|partOfSpeech=noun, verb<br />
|definition=Sometimes referred to as "Half-Burst" <br/> {{Hrule}} A technique in which a Shadow-type character activates their Frenzy mid-combo from a ''neutral'' state instead of as a cancel, causing it to only consume only ''half'' of the Burst gauge for the Frenzy instead of the entire gauge.<br />
}}<br />
{{GlossaryTerm<br />
|term=OMC<br />
|partOfSpeech=noun, verb<br />
|definition=Shorthand for "'''O'''ne '''M'''ore '''C'''ancel", the system mechanic in the P4Arena games that lets the player cancel most moves into a neutral state at the cost of 50 SP.<br />
}}<br />
{{GlossaryTerm<br />
|term=OMB<br />
|partOfSpeech=noun, verb<br />
|definition=Shorthand for "'''O'''ne '''M'''ore '''B'''urst", the system mechanic in the P4Arena games that lets the player launch the opponent into the air for a combo extension at the cost of the Burst gauge.<br />
}}<br />
<br />
===[[Hokuto no Ken]]===<br />
{{GlossaryTerm<br />
|term=Basuke<br />
|partOfSpeech=noun<br />
|definition=From Hokuto no Ken{{Hrule}}A state during particularly long combos in which the victim of the combo begins to rebound off of the floor at extremely high speeds, most commonly while the attacker is also airborne. Resembles dribbling in basketball, hence the name.<br />
}}<br />
{{GlossaryTerm<br />
|term=Traveling Combo<br />
|partOfSpeech=noun<br />
|definition=From Hokuto no Ken{{Hrule}}Hitting the opponent OTG until death after a 55 hit air combo or a ground combo ending with a Banishing Strike.<br />
}}<br />
{{GlossaryTerm<br />
|term=Traveling<br />
|partOfSpeech=noun<br />
|definition=From Hokuto no Ken{{Hrule}}Hitting the opponent OTG until death after a 55 hit air combo or a ground combo ending with a Banishing Strike.<br />
}}<br />
{{GlossaryTerm<br />
|term=Chikuseki<br />
|partOfSpeech=noun<br />
|definition=From Hokuto no Ken{{Hrule}}After a long, uninterrupted combo of specific normals which results in a knockdown, a meaty attack will trigger an acceleration effect which boosts the rate at which all gauges fill, including the guard crush and hidden dizzy gauges.<br />
}}<br />
{{GlossaryTerm<br />
|term=Ura Sai<br />
|partOfSpeech=noun, verb<br />
|definition=From Hokuto no Ken's {{CLabel|HNK|Raoh}}{{Hrule}}{{clr|5|2A}}x9~10 > {{clr|4|2B}} > {{clr|1|c.C}} > C+D+HSC Ex1~2 > (pass through opponent) {{clr|3|j.214D}} <br />
}}<br />
{{GlossaryTerm<br />
|term=Renda Sai<br />
|partOfSpeech=noun, verb<br />
|definition=From Hokuto no Ken's {{CLabel|HNK|Raoh}}{{Hrule}}{{clr|5|2A}}x12 > {{clr|4|2B}} > {{clr|1|c.C}} > C+D+Mash E until out of Boost > {{clr|3|j.214D}}<br />
}}<br />
<br />
===[[SBX]]===<br />
{{GlossaryTerm<br />
|term=Sengoku Track and Field<br />
|partOfSpeech=noun, verb<br />
|definition=From Sengoku Basara X{{Hrule}}An infinite combo which repeatedly travels from corner to corner.<br />
}}<br />
{{GlossaryTerm<br />
|term=Sengoku Space Program<br />
|partOfSpeech=noun, verb<br />
|definition=From Sengoku Basara X{{Hrule}}An infinite combo which travels infinitely upwards off the top of the screen.<br />
}}<br />
<br />
==Synonyms==<br />
These entries are duplicates of above entries, and exist purely for pattern matching purposes<br />
{{GlossaryTerm<br />
|term=Ambiguous Cross-up<br />
|partOfSpeech=noun<br />
|definition=Describes an attack which may cross up, but also may not, depending on extremely subtle and often imperceptible differences in timing or spacing.<br />
|infil=https://glossary.infil.net/?t=Ambiguous<br />
}}<br />
{{GlossaryTerm<br />
|term=B&B<br />
|partOfSpeech=noun<br />
|definition=A staple combo that is simple yet effective.<br />
|infil=https://glossary.infil.net/?t=Bread%20and%20Butter<br />
}}<br />
{{GlossaryTerm<br />
|term=BnB<br />
|partOfSpeech=noun<br />
|definition=A staple combo that is simple yet effective.<br />
|infil=https://glossary.infil.net/?t=Bread%20and%20Butter<br />
}}<br />
{{GlossaryTerm<br />
|term=Cross-up<br />
|partOfSpeech=noun<br />
|definition=Attacking your opponent after changing which horizontal side you are on, usually by jumping over them.<br />
|infil=https://glossary.infil.net/?t=Cross-up<br />
}}<br />
{{GlossaryTerm<br />
|term=Disjoint<br />
|partOfSpeech=noun<br />
|definition=A particular type of hitbox that has no nearby associated hurtbox, enabling attacks to have certain areas that cannot be hit by an opponent's attacks in return.<br />
||infil=https://glossary.infil.net/?t=Disjointed%20Hitbox<br />
}}<br />
{{GlossaryTerm<br />
|term=DP<br />
|partOfSpeech=noun<br />
|definition=Dragon Punch{{Hrule}} A move that has invulnerability during its startup, long recovery, and a rising motion.<br />
|infil=https://glossary.infil.net/?t=Dragon%20Punch<br />
}}<br />
{{GlossaryTerm<br />
|term=FD<br />
|partOfSpeech=noun<br />
|definition=Faultless Defence{{Hrule}}A special type of blocking in Guilty Gear that negates chip damage and pushes the opponent back further than usual. This type of blocking comes at the cost of a resource.<br />
|infil=https://glossary.infil.net/?t=Faultless%20Defense<br />
}}<br />
{{GlossaryTerm<br />
|term=IB<br />
|partOfSpeech=Noun<br />
|definition=Instant Block{{Hrule}}A special type of blocking. Usually improves frame data against blocked moves or gives more meter than a normal block or both.<br />
|infil=https://glossary.infil.net/?t=Instant%20Block<br />
}}<br />
{{GlossaryTerm<br />
|term=Instant Air Special<br />
|partOfSpeech=noun , verb, adj.<br />
|definition=A method to perform a special move in the air as fast as possible after you leave the ground. For Example: 2369 for a j.236 input. Also known as a TK.<br />
}}<br />
{{GlossaryTerm<br />
|term=IAS<br />
|partOfSpeech=noun , verb, adj.<br />
|definition=Instant Air Special<br>Conceptually includes Tiger Knee{{Hrule}}Performing a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.<br>For Example: 2369S for a j.236S input.<br />
}}<br />
{{GlossaryTerm<br />
|term=Meaty Attack<br />
|partOfSpeech=noun<br />
|definition=Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals.<br />
|altDefinition=To intentionally use an attack's later active frame, instead of the first, to hit the opponent for more frame advantage.<br />
|infil=https://glossary.infil.net/?t=Meaty<br />
}}<br />
{{GlossaryTerm<br />
|term=Oki<br />
|partOfSpeech=noun, verb<br />
|definition=Short for "Okizeme"{{Hrule}} Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.<br />
|infil=https://glossary.infil.net/?t=Oki<br />
}}<br />
{{GlossaryTerm<br />
|term=OS<br />
|partOfSpeech=noun<br />
|definition=A shorthand for "Option Select"{{Hrule}}A situation where you perform an input and the game will "select an option" automatically depending on what the other character did.<br />
|infil=https://glossary.infil.net/?t=Option%20Select<br />
}}<br />
{{GlossaryTerm<br />
|term=Proration<br />
|partOfSpeech=noun<br />
|definition=A method of combo damage reduction. Specific types of proration have specific names, but each type reduces the amount of damage subsequent attacks in the combo will deal by a specific amount.<br />
|infil=https://glossary.infil.net/?t=Proration<br />
}}<br />
{{GlossaryTerm<br />
|term=Safejump<br />
|partOfSpeech=noun<br />
|definition=A very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening.<br />
|infil=https://glossary.infil.net/?t=Safe%20Jump<br />
}}<br />
{{GlossaryTerm<br />
|term=Shoryuken<br />
|partOfSpeech=noun<br />
|definition=Ryu's Dragon Punch attack (from the Street Fighter series). Used to describe any character's attack that has invincible startup and long recovery. Often, but does not always have a jumping/rising motion.<br />
|infil=https://glossary.infil.net/?t=Shoryuken<br />
}}<br />
{{GlossaryTerm<br />
|term=SPD<br />
|partOfSpeech=noun<br />
|definition=Acronym for Spinning or Screw Piledriver. Used to describe a grappler's fast, high reach and highly damaging command grab that is typically executed with a 360 motion.<br />
|infil=https://glossary.infil.net/?t=Spinning%20Piledriver<br />
}}<br />
{{GlossaryTerm<br />
|term=SRK<br />
|partOfSpeech=noun<br />
|definition=Ryu's dragon punch attack (from the Street Fighter series). Used to describe any character's attack that has invincible startup and long recovery. Often, but does not always have a jumping/rising motion.<br />
|infil=https://glossary.infil.net/?t=Shoryuken<br />
}}<br />
{{GlossaryTerm<br />
|term=TK<br />
|partOfSpeech=noun, verb, adj.<br />
|definition=An input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input.<br />
|infil=https://glossary.infil.net/?t=Tiger%20Knee<br />
}}<br />
{{GlossaryTerm<br />
|term=uncombo<br />
|partOfSpeech=verb<br />
|definition=Refers to the act of resetting an opponent mid-combo with particularly difficult or even impossible-to-avoid resets to where it might as well be considered an extended combo string. An example is {{CLabel|BBCF|Carl}}'s corner unblockable resets.<br />
}}<br />
{{GlossaryTerm<br />
|term=un-combo<br />
|partOfSpeech=verb<br />
|definition=Refers to the act of resetting an opponent mid-combo with particularly difficult or even impossible-to-avoid resets to where it might as well be considered an extended combo string. An example is {{CLabel|BBCF|Carl}}'s corner unblockable resets.<br />
}}<br />
{{GlossaryTerm<br />
|term=HKD<br />
|partOfSpeech=noun<br />
|definition=Short for "Hard Knockdown".{{Hrule}}A knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc.<br />
|infil=https://glossary.infil.net/?t=Hard%20Knockdown<br />
}}<br />
<br />
==Navigation==<br />
{{Navbar-GeneralStrategy}}</div>Sobosswagnerhttps://www.dustloop.com/wiki/index.php?title=Glossary&diff=370790Glossary2023-01-23T18:46:43Z<p>Sobosswagner: /* GGACR */ added glossary entry for Force Roman Cancel</p>
<hr />
<div>{{TOC limit|3}}<br />
Welcome to Dustloop's internal glossary page. The entries listed here can allow editors to provide in-article links to important fighting game terminology without having to explain it in-depth. In order to use the glossary, use the keyword template, such as {{keyword|DP}} or {{keyword|abare}}.<br />
== Common Vocabulary ==<br />
*Please see the ''Synonyms'' category for abbreviations of terms listed in ''Common Vocabulary''<br />
{{GlossaryTerm<br />
|term=Abare<br />
|partOfSpeech=noun<br />
|definition=An attack during the opponent's pressure, intended to interrupt it.<br />
|altDefinition=Derived from the Japanese 暴れ, meaning to act brutishly or violently.<br />
|infil=https://glossary.infil.net/?t=Abare<br />
}}<br />
{{GlossaryTerm<br />
|term=Air-to-Air<br />
|partOfSpeech=noun, verb<br />
|definition=A jumping attack that hits the opponent out of the air<br />
|altDefinition=A specific jumping attack that is particularly suited for hitting the opponent out of the air<br />
|infil=https://glossary.infil.net/?t=Air-to-air<br />
}}<br />
{{GlossaryTerm<br />
|term=Ambiguous Crossup<br />
|partOfSpeech=noun<br />
|definition=Describes an attack which may cross up, but also may not, depending on extremely subtle and often imperceptible differences in timing or spacing.<br />
|infil=https://glossary.infil.net/?t=Ambiguous<br />
}}<br />
{{GlossaryTerm<br />
|term=Anchor<br />
|partOfSpeech=noun<br />
|definition=In a 3v3 fighting game, Anchor refers to the 3rd character up to fight out of the 3 selected by the player.<br />
|infil=https://glossary.infil.net/?t=Anchor<br />
}}<br />
{{GlossaryTerm<br />
|term=Anti-Air<br />
|partOfSpeech=noun, verb<br />
|definition=A grounded attack that hits the opponent out of the air<br />
|altDefinition=A specific grounded attack that is particularly suited for hitting the opponent out of the air<br />
|infil=https://glossary.infil.net/?t=Anti-Air<br />
}}<br />
{{GlossaryTerm<br />
|term=Armor<br />
|partOfSpeech=noun<br />
|definition=A property which lets a move continue when hit by a set number of moves (usually taking reduced damage).<br />
|infil=https://glossary.infil.net/?t=Armor<br />
}}<br />
{{GlossaryTerm<br />
|term=Block String<br />
|partOfSpeech=noun, verb<br />
|definition=A series of multiple attacks that work well against a blocking opponent. Generally, a block string will be composed of several plus on block or cancelable attacks performed in quick sequence. When blocked, these will slowly push your character out of range and prevent the opponent from counter-attacking, which makes them a very good default, low-risk option when trying to apply offense.<br />
|infil=https://glossary.infil.net/?t=Block%20String<br />
}}<br />
{{GlossaryTerm<br />
|term=Bread and Butter<br />
|partOfSpeech=noun, adj.<br />
|definition=A staple combo that is relatively simple and effective.<br />
|infil=https://glossary.infil.net/?t=Bread%20and%20Butter<br />
}}<br />
{{GlossaryTerm<br />
|term=Burst<br />
|partOfSpeech=noun, verb<br />
|definition=An invincible attack that can be performed during hitstun to prevent an opponent from performing a full combo.<br />
|infil=https://glossary.infil.net/?t=Burst<br />
}}<br />
{{GlossaryTerm<br />
|term=Burst Option<br />
|partOfSpeech=noun<br />
|definition= An explosive, quick attack that is usually unreactable from close to medium range.<br />
}}<br />
{{GlossaryTerm<br />
|term=Cancel<br />
|partOfSpeech=verb, noun<br />
|definition= To bypass the remaining time or frames in an action by proceeding directly into another action.<br />
|infil=https://glossary.infil.net/?t=cancel<br />
}}<br />
{{GlossaryTerm<br />
|term=Charge<br />
|partOfSpeech=adj, verb<br />
|definition=The act of holding a direction (usually back or down) for about one second, for the purposes of executing certain special moves like Guile's Sonic Boom. Because charge inputs take a bit of time to prepare before you execute them, they tend to be relatively powerful compared to special moves input using other methods, like a quarter circle, which can be input more quickly and in more situations. <br />
|infil=https://glossary.infil.net/?t=Charge<br />
}}<br />
{{GlossaryTerm<br />
|term=Chicken Block<br />
|partOfSpeech=noun<br />
|definition=Jumping into the air and blocking rather than standing on the ground and being forced to guess a high-low mixup. Loses to air unblockable attacks such as BBTAG's Reversal Actions.<br />
|infil=https://glossary.infil.net/?t=Chicken%20Block<br />
}}<br />
{{GlossaryTerm<br />
|term=Chip Damage<br />
|partOfSpeech=noun<br />
|definition=Damage incurred when blocking an attack. Typically, only Special Attacks and Super Attacks have chip damage, but there are exceptions.<br />
|infil=https://glossary.infil.net/?t=Chip%20Damage<br />
}}<br />
{{GlossaryTerm<br />
|term=Combo<br />
|partOfSpeech=noun<br />
|definition=A sequence offensive executions where if the first attack hits and meets specific conditions (such as range, position, gauges, etc.), the correct executions guarantee you to land all the follow-up on the opponent.<br />
|infil=https://glossary.infil.net/?t=Combo<br />
}}<br />
{{GlossaryTerm<br />
|term=Command Throw<br />
|partOfSpeech=noun<br />
|definition=A throw that is performed by inputting a special command like 214C. Generally command throws have special properties in comparison to normal throws like increased damage or being untechable.<br />
|infil=https://glossary.infil.net/?t=Command%20Throw<br />
}}<br />
{{GlossaryTerm<br />
|term=Counter<br />
|partOfSpeech=noun, verb<br />
|definition=A move wherein your character pre-empts the opponent's attack, and attacks if hit by the opponent.<br />
|altDefinition=To adapt to your opponent's strategy and change your own strategy to beat it.<br />
|infil=https://glossary.infil.net/?t=Counter<br />
}}<br />
{{GlossaryTerm<br />
|term=Counterhit<br />
|partOfSpeech=adj, verb<br />
|definition=Hitting someone while they are in the startup of an attack. In some games counter hits get enhanced by dealing more damage and giving more frame advantage, which can open up new combo possibilities. <br />
|infil=https://glossary.infil.net/?t=Counter%20Hit<br />
}}<br />
{{GlossaryTerm<br />
|term=Cross under<br />
|partOfSpeech= noun<br />
|definition=A specific form of a crossup where an attacker moves under the defending opponent to switch sides.<br />
|https://glossary.infil.net/?t=Counter<br />
}}<br />
{{GlossaryTerm<br />
|term=Crossup<br />
|partOfSpeech=noun<br />
|definition=Attacking your opponent after changing which horizontal side you are on, typically by jumping over them.<br />
|infil=https://glossary.infil.net/?t=Crossup<br />
}}<br />
{{GlossaryTerm<br />
|term=Crossup Protection<br />
|partOfSpeech=noun<br />
|definition=A period of time where you can block by holding back or forwards after the opponent crosses you up. Under Night, and BBTag have this.<br />
|infil=https://glossary.infil.net/?t=Cross-up%20Protection<br />
}}<br />
{{GlossaryTerm<br />
|term=Crouch Confirm<br />
|partOfSpeech=noun<br />
|definition=A combo that only works on crouching opponents. In some games, opponents hit while crouching may take extra hitstun as opposed to while standing, allowing for generally better combos on crouching hit.<br />
}}<br />
{{GlossaryTerm<br />
|term=Damage<br />
|partOfSpeech=noun,verb<br />
|definition=A quantification of how a character's health bar is reduced when they are hit.<br />
}}<br />
{{GlossaryTerm<br />
|term=DHC<br />
|partOfSpeech=noun<br />
|definition=A term that describes when a character performs a super attack in a team game and tags into another characters super.<br />
|infil=https://glossary.infil.net/?t=Delayed%20Hyper%20Combo<br />
}}<br />
{{GlossaryTerm<br />
|term=Dragon Punch<br />
|partOfSpeech=noun<br />
|definition=A move that has invulnerability during its startup, long recovery, and a rising motion.<br />
|infil=https://glossary.infil.net/?t=Dragon%20Punch<br />
}}<br />
{{GlossaryTerm<br />
|term=EX<br />
|partOfSpeech=noun<br />
|definition=A type of special attack that consumes meter, but is not a super. Normally the power of these attacks are between that of Specials and Supers. Where as supers are unique concepts, EX attacks are often variants of moves available without spending meter.<br />
|infil=https://glossary.infil.net/?t=EX%20Move<br />
}}<br />
{{GlossaryTerm<br />
|term=Fireball<br />
|partOfSpeech=noun<br />
|definition=A projectile which usually travels slowly across the screen in a horizontal path above the ground.<br />
|infil=https://glossary.infil.net/?t=Fireball<br />
}}<br />
{{GlossaryTerm<br />
|term=Footsies<br />
|partOfSpeech=verb, noun<br />
|definition=A complicated, often nebulous term that refers to the battle for controlling the space in front of you, often by using good pokes. In essence, you are trying to get to a range you like, while trying to deny your opponent getting to a range that they like. How you do this varies wildly based on the game, but it often involves using long range attacks to pester your opponent as they are trying to walk around. This dance of playing mind games with your feet is the source of the term's name.<br />
|infil=https://glossary.infil.net/?t=Footsies<br />
}}<br />
{{GlossaryTerm<br />
|term=Frame Trap<br />
|partOfSpeech=noun<br />
|definition=An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with his own.<br />
|infil=https://glossary.infil.net/?t=Frame%20Trap<br />
}}<br />
{{GlossaryTerm<br />
|term=Fuzzy Guard<br />
|partOfSpeech=verb, adj., noun<br />
|definition=A defensive technique where the defender changes their guard direction rapidly and precisely to cover multiple ways they can be hit such as high/low or left/right.<br />
|infil=https://glossary.infil.net/?t=Fireball<br />
}}<br />
{{GlossaryTerm<br />
|term=Grappler<br />
|partOfSpeech=noun<br />
|definition=A character in a fighting game who's primary gameplan is to get close to the opponent and throw them for massive damage. Grapplers usually have awkward mobility, large hurtbox, and high health.<br />
|altDefinition=''"I hate fighting grapplers, they're so scary when they get close to you."''<br />
|infil=https://glossary.infil.net/?t=Grappler<br />
}}<br />
{{GlossaryTerm<br />
|term=Guard<br />
|partOfSpeech=verb<br />
|definition=The act of defending against incoming attacks. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.<br />
|infil=https://glossary.infil.net/?t=Guard<br />
}}<br />
{{GlossaryTerm<br />
|term=Guard Cancel<br />
|partOfSpeech=noun,verb<br />
|definition=An attack which can be performed while the user is in blockstun.<br />
|infil=https://glossary.infil.net/?t=Guard%20Cancel<br />
}}<br />
{{GlossaryTerm<br />
|term=Frame Kill<br />
|partOfSpeech=noun<br />
|definition=A technique where specific attacks or inputs are used to "kill time" to make timing a specific setup easier.<br />
|infil=https://glossary.infil.net/?t=Frame%20Kill<br />
}}<br />
{{GlossaryTerm<br />
|term=Fuzzy Jump<br />
|partOfSpeech=noun<br />
|definition=A form of defence where the defender switches from blocking to jumping at a specific time in order to block a strike then jump when there's a gap. Typically used to defend against tick throws.<br />
|infil=https://glossary.infil.net/?t=Fuzzy<br />
}}<br />
{{GlossaryTerm<br />
|term=Fuzzy Overhead<br />
|partOfSpeech=noun<br />
|definition=An offensive technique where the attacker exploits a common system mechanic in Fighting Games where a crouching opponent can be hit by a rising overhead as their hurtbox is expanded to be standing even though they are crouch blocking.<br />
|infil=https://glossary.infil.net/?t=Fuzzy%20Attack<br />
}}<br />
{{GlossaryTerm<br />
|term=F-Shiki<br />
|partOfSpeech=noun<br />
|definition=Sometimes known as "Fuzzy Overhead". {{Hrule}}When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters.<br />
|infil=https://glossary.infil.net/?t=F-Shiki<br />
}}<br />
{{GlossaryTerm<br />
|term=Gatling <br />
|partOfSpeech=noun<br />
|definition=The special category of cancels that describe how each character can cancel normals into other normals and specials.<br />
|alt-definition=Also known as Revolver Action and Z-Combo, these systems are fundamentally the same.<br />
|infil=https://glossary.infil.net/?t=Gatling<br />
}}<br />
{{GlossaryTerm<br />
|term=Guard Point<br />
|partOfSpeech=noun, adj.<br />
|definition=An attack that automatically blocks certain attacks. Examples of this include Bang's Drive attacks, Baiken's Suzuran (63214K), and Zappa's Too Bad (214S).<br />
|infil=https://glossary.infil.net/?t=Guard%20Point<br />
}}<br />
{{GlossaryTerm<br />
|term=High-Low<br />
|partOfSpeech=noun<br />
|definition=A mixup where the opponent must choose between blocking high and low.<br />
}}<br />
{{GlossaryTerm<br />
|term=Hit Confirm<br />
|partOfSpeech=verb<br />
|definition=To perform the first hit of a combo, and performing follow up attacks if the first hit successfully hits the opponent.<br />
|infil=https://glossary.infil.net/?t=Hit%20Confirm<br />
}}<br />
{{GlossaryTerm<br />
|term=Hyper Armor<br />
|partOfSpeech=adj.<br />
|definition=An attack that can absorb multiple hits from the opponent (typically taking reduced or fully recoverable damage). Examples of this include Tager's 6[A] and Potemkin's Judge Gauntlet (63214D).<br />
|infil=https://glossary.infil.net/?t=Armor<br />
}}<br />
{{GlossaryTerm<br />
|term=IAD<br />
|partOfSpeech=noun<br />
|definition=An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump.<br />
|infil=https://glossary.infil.net/?t=Instant%20Air%20Dash<br />
}}<br />
{{GlossaryTerm<br />
|term=Instant Block<br />
|partOfSpeech=verb, noun<br />
|definition=A special type of blocking done by inputting a block immediately before blocking an attack. Usually improves frame data against blocked moves or gives more meter than a normal block or both.<br />
|infil=https://glossary.infil.net/?t=Instant%20Block<br />
}}<br />
{{GlossaryTerm<br />
|term=Invulnerability<br />
|partOfSpeech=noun,adjective<br />
|definition=A state where a character cannot be hit. A common component of reversal moves.<br />
|infil=https://glossary.infil.net/?t=Invincible<br />
}}<br />
{{GlossaryTerm<br />
|term=Invulnerable<br />
|partOfSpeech=noun,adjective<br />
|definition=A state where a character cannot be hit. A common component of reversal moves.<br />
|infil=https://glossary.infil.net/?t=Invincible<br />
}}<br />
{{GlossaryTerm<br />
|term=Invul<br />
|partOfSpeech=noun,adjective<br />
|definition=Short for Invulnerability{{Hrule}}A state where a character cannot be hit. A common component of reversal moves.<br />
|infil=https://glossary.infil.net/?t=Invincible<br />
}}<br />
{{GlossaryTerm<br />
|term=Invuln<br />
|partOfSpeech=noun,adjective<br />
|definition=Short for Invulnerability{{Hrule}}A state where a character cannot be hit. A common component of reversal moves.<br />
|infil=https://glossary.infil.net/?t=Invincible<br />
}}<br />
{{GlossaryTerm<br />
|term=Install<br />
|partOfSpeech=verb, noun<br />
|definition=A move, usually a super, which changes the properties of the character themself, usually for the better.<br />
|altDefinition=See Sol Badguy's Dragon Install.<br />
|infil=https://glossary.infil.net/?t=Install<br />
}}<br />
{{GlossaryTerm<br />
|term=Jump Install<br />
|partOfSpeech=noun<br />
|definition=An advanced technique that lets you access air mobility options, usually double jumping, after doing a move that is supposed to prevent you from doing them. Usually performed by cancelling a grounded normal into a jump, but then before leaving the ground, doing another grounded attack. <br />
|infil=https://glossary.infil.net/?t=Jump%20Install<br />
}}<br />
{{GlossaryTerm<br />
|term=Kara Cancel<br />
|partOfSpeech=noun<br />
|definition=A type of cancel where the beginning of an action is quickly canceled into another before the first action completes its startup.<br />
|infil=https://glossary.infil.net/?t=Kara<br />
}}<br />
{{GlossaryTerm<br />
|term=Keep-Away<br />
|partOfSpeech=noun, adj<br />
|definition=Style of play where you stay far away from the opponent and use ranged attacks to keep the opponent away while slowly whittling away the opponent's life.<br />
|infil=https://glossary.infil.net/?t=Zoning<br />
}}<br />
{{GlossaryTerm<br />
|term=Kusoge<br />
|partOfSpeech=noun<br />
|definition=From the Japanese "クソゲー", meaning "shitty game"{{Hrule}}Kusoge are games which are highly broken in the literal sense. Kusoge often function poorly, and lack polish, and usually have extreme mechanics/balance. Kusoge is both a term of endearment and an insult, depending on the context.<br />
|infil=https://glossary.infil.net/?t=Kusoge<br />
}}<br />
{{GlossaryTerm<br />
|term=Hard Knockdown<br />
|partOfSpeech=noun<br />
|definition=A knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc.<br />
|infil=https://glossary.infil.net/?t=Hard%20Knockdown<br />
}}<br />
{{GlossaryTerm<br />
|term=Soft Knockdown<br />
|partOfSpeech=noun<br />
|definition=A knockdown that puts the character into a state that may allow the character to get up off the ground earlier than a Hard Knockdown, giving the offender less options for continuing offense.<br />
|infil=https://glossary.infil.net/?t=Soft%20Knockdown<br />
}}<br />
{{GlossaryTerm<br />
|term=Knowledge Check<br />
|partOfSpeech=noun,verb<br />
|definition=A strategy or attack which tests the opponent's knowledge of a given matchup. If an opponent doesn't know how to deal with the knowledge check presented, the check is usually repeated until victory is achieved.<br />
|infil=https://glossary.infil.net/?t=Knowledge%20Check<br />
}}<br />
{{GlossaryTerm<br />
|term=Link<br />
|partOfSpeech=verb, noun<br />
|definition=To perform a second action after the first action completely finishes its animation.<br />
|infil=https://glossary.infil.net/?t=Link<br />
}}<br />
{{GlossaryTerm<br />
|term=Low Attack<br />
|partOfSpeech=noun<br />
|definition=An attack that the opponent must block low.<br />
|infil=https://glossary.infil.net/?t=Low%20Attack<br />
}}<br />
{{GlossaryTerm<br />
|term=Low Crush<br />
|partOfSpeech=noun, adj.<br />
|definition=A move that avoids low attacks. The move might pull your hurtbox up a bit so it avoids attacks that are low to the ground. In games with attack attributes such as Blazblue this is done with Foot attribute invulnerability.<br />
|infil=https://glossary.infil.net/?t=Low%20Crush<br />
}}<br />
{{GlossaryTerm<br />
|term=Low Profile<br />
|partOfSpeech=noun, verb<br />
|definition=When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short.<br />
|infil=https://glossary.infil.net/?t=Low%20Profile<br />
}}<br />
{{GlossaryTerm<br />
|term=Mash<br />
|partOfSpeech=verb (1), noun (2)<br />
|definition=To press button(s) rapidly without little thought. <br />
|altDefinition=A chaotic situation where both players are attempting to get a move out, similar to a scramble.<br />
|infil=https://glossary.infil.net/?t=Mash<br />
}}<br />
{{GlossaryTerm<br />
|term=Meaty<br />
|partOfSpeech=noun, adj.<br />
|definition=Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals.<br />
|altDefinition=To intentionally use an attack's later active frame, instead of the first, to hit the opponent for more frame advantage.<br />
|infil=https://glossary.infil.net/?t=Meaty<br />
}}<br />
{{GlossaryTerm<br />
|term=Meter<br />
|partOfSpeech=noun<br />
|definition=A generic term to describe a resource that is used for offense/defense such as Guilty Gear's Tension, BlazBlue's Heat, and Persona 4 Arena's SP.<br />
|infil=https://glossary.infil.net/?t=Meter<br />
}}<br />
{{GlossaryTerm<br />
|term=Microdash<br />
|partOfSpeech=noun, verb<br />
|definition=The act of doing a quick dash, usualy seen in combos or pressure, by quickly tapping forward twice (66) or tapping a dash button.<br />
}}<br />
{{GlossaryTerm<br />
|term=Mid<br />
|partOfSpeech=noun<br />
|definition=In a 3v3 fighting game, Mid refers to the 2nd character up to fight out of the 3 selected by the player.<br />
}}<br />
{{GlossaryTerm<br />
|term=Midscreen Meterless<br />
|partOfSpeech=noun<br />
|definition=A combo that can be preformed without the use of any resources and regardless of location. <br />
}}<br />
{{GlossaryTerm<br />
|term=Mix-up<br />
|partOfSpeech=noun, verb<br />
|definition=To perform a maneuver that forces a defending opponent to choose between two or more options. If the opponent chooses incorrectly, then he is hit by an attack. There are many different types of mix-ups such as crossup(left/right), high/low, and strike/throw.<br />
|infil=https://glossary.infil.net/?t=Mixup<br />
}}<br />
{{GlossaryTerm<br />
|term=Neutral<br />
|partOfSpeech=noun<br />
|definition=When neither player is in an advantageous position in terms of stage position.<br />
|altDefinition=When the player does not press any direction on the joystick/pad (5).<br />
|infil=https://glossary.infil.net/?t=Neutral<br />
}}<br />
{{GlossaryTerm<br />
|term=Negative Edge<br />
|partOfSpeech=noun<br />
|definition=Using button-release to perform attacks. To perform, hold down an attack button, then release the button. Some Negative Edge moves also require special motions.<br />
|altDefinition=This technique can be applied to doing special attacks for almost all characters, but characters who use this intensively include Guilty Gear's Eddie and BlazBlue's Carl.<br />
|infil=https://glossary.infil.net/?t=Negative%20Edge<br />
}}<br />
{{GlossaryTerm<br />
|term=Normal<br />
|definition=A type of attack that is performed by pressing a single button, and possibly a single held stick direction.<br />
|altDefinition=Character specific or sometimes game specific moves that match this definition are called "Command Normals".<br />
|infil=https://glossary.infil.net/?t=Normal<br />
}}<br />
{{GlossaryTerm<br />
|term=Offense<br />
|partOfSpeech=noun<br />
|definition=The act of trying to do damage to your opponent, typically from ranges closer than full screen away. Offense is a broad, encompassing term that can include your ability to apply effective mixups, keep good frame advantage during your attacks, and convert openings into high damage.<br />
|infil=https://glossary.infil.net/?t=Offense<br />
}}<br />
{{GlossaryTerm<br />
|term=Okiwaza<br />
|partOfSpeech=noun, verb<br />
|definition=From Japanese "置き技"{{hrule}}, meaning "placed move". To pre-emptively use an attack with the intent of covering a specific space which the opponent will move into or extend a hurtbox into.<br />
|infil=https://glossary.infil.net/?t=Poke<br />
}}<br />
{{GlossaryTerm<br />
|term=Okizeme<br />
|partOfSpeech=noun, verb<br />
|definition=From Japanese "起き攻め".{{hrule}} Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.<br />
|infil=https://glossary.infil.net/?t=Okizeme<br />
}}<br />
{{GlossaryTerm<br />
|term=On-Block<br />
|partOfSpeech=noun<br />
|definition=A measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first.<br />
|infil=https://glossary.infil.net/?t=On%20Block<br />
}}<br />
{{GlossaryTerm<br />
|term=On-Hit<br />
|partOfSpeech=noun<br />
|definition=A measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first.<br />
|infil=https://glossary.infil.net/?t=On%20Hit<br />
}}<br />
{{GlossaryTerm<br />
|term=Option Select<br />
|partOfSpeech=noun<br />
|definition=A technique where one command (or series of commands) will perform a different action depending on the circumstances, thereby allowing one action to be able to handle two distinct situations.<br />
|altDefinition= Dustloop's indepth [[Option_Select|page on the topic.]]<br />
|infil=https://glossary.infil.net/?t=Option%20Select<br />
}}<br />
{{GlossaryTerm<br />
|term=OS Blocking<br />
|partOfSpeech=noun<br />
|definition=Blocking while also protecting yourself against something else via the use of an Option Select. Frequently done in Blazblue by pressing 4ABC to input both barrier block (4AB) and throw (BC).<br />
}}<br />
{{GlossaryTerm<br />
|term=Off the Ground<br />
|partOfSpeech=noun (2), verb (1)<br />
|definition=To hit the opponent while they are on the ground and launch or re-stand them taking them "Off the Ground".<br />
|altDefinition=A move that can hit opponents while they are on the ground.<br />
|infil=https://glossary.infil.net/?t=OTG<br />
}}<br />
{{GlossaryTerm<br />
|term=OTG<br />
|partOfSpeech=noun, verb<br />
|definition=The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground."<br />
|infil=https://glossary.infil.net/?t=OTG<br />
}}<br />
{{GlossaryTerm<br />
|term=Overhead<br />
|partOfSpeech=noun<br />
|definition=An attack that the opponent must block high.<br />
|infil=https://glossary.infil.net/?t=Overhead%20Attack<br />
}}<br />
{{GlossaryTerm<br />
|term=P Combo<br />
|partOfSpeech=noun<br />
|definition=Combo containing as many as possible numbers of punch or lightest normal. Usually used as a trade-off to simply get more combo hits.<br />
}}<br />
{{GlossaryTerm<br />
|term=Parry<br />
|partOfSpeech=noun, verb<br />
|definition=An attack or mechanic that allows the defender to brush aside an incoming hit and recover more or less instantly. <br />
|infil=https://glossary.infil.net/?t=Parry<br />
}}<br />
{{GlossaryTerm<br />
|term=Pixie<br />
|partOfSpeech=noun<br />
|definition= A character with powerful movement options, short range, small hurtbox, and low health.<br />
|altDefinition= Rachel Alucard and Linne are defining characters of the archetype. <br />
|infil=https://glossary.infil.net/?t=Pixie<br />
}}<br />
{{GlossaryTerm<br />
|term=Plink<br />
|partOfSpeech=noun<br />
|definition=Rapidly pressing one button after another, sometimes as quickly as 1 frame apart.<br />
|infil=https://glossary.infil.net/?t=Plink<br />
}}<br />
{{GlossaryTerm<br />
|term=Poke<br />
|partOfSpeech=noun<br />
|definition=An attack that's thrown out to occupy the space in front of you and remind your opponent not to try and come closer. Usually, this is a far-reaching and safe normal move with little risk. <br />
|infil=https://glossary.infil.net/?t=Poke<br />
}}<br />
{{GlossaryTerm<br />
|term=Point<br />
|partOfSpeech=noun<br />
|definition=In a 3v3 fighting game, Point refers to the 1st character up to fight out of the 3 selected by the player.<br />
|infil=https://glossary.infil.net/?t=Point%20Character<br />
}}<br />
{{GlossaryTerm<br />
|term=Pressure<br />
|partOfSpeech=noun, verb<br />
|definition=To attack the opponent continuously and leave little room for counter attacks.<br />
|infil=https://glossary.infil.net/?t=Pressure<br />
}}<br />
{{GlossaryTerm<br />
|term=Proximity Block<br />
|partOfSpeech=noun<br />
|definition=When not actually blocking an attack, holding back while near an attack will cause your character to go into a blocking animation. Proximity Block explains this phenomenon.<br />
|infil=https://glossary.infil.net/?t=Proximity%20Block<br />
}}<br />
{{GlossaryTerm<br />
|term=Pushback<br />
|partOfSpeech=noun,verb<br />
|definition=When an attacking player hits their opponent, they are pushed backwards by a small amount. This is the most common form of infinite combo/blockstring prevention system.<br />
|infil=https://glossary.infil.net/?t=Pushback<br />
}}<br />
{{GlossaryTerm<br />
|term=Punish<br />
|partOfSpeech=verb,adj<br />
|definition=Attacking someone when they are unable to block, making the damage guaranteed. <br />
|infil=https://glossary.infil.net/?t=Punish<br />
}}<br />
{{GlossaryTerm<br />
|term=Rave<br />
|partOfSpeech=noun<br />
|definition=Short for ''"Deadly Rave"''{{Hrule}}. A super move in which a player must press a series of buttons (usually eight button presses and a quarter-circle move) after execution in order to complete the move.<br />
|infil=https://glossary.infil.net/?t=Deadly%20Rave<br />
}}<br />
{{GlossaryTerm<br />
|term=(Hard) Read<br />
|partOfSpeech=verb, noun<br />
|definition=To predict the opponent's action and punish or avoid it.<br />
|infil=https://glossary.infil.net/?t=Read<br />
}}<br />
{{GlossaryTerm<br />
|term=Reverse Beat<br />
|partOfSpeech=noun<br />
|definition= The ability to ignore the typical Light > Medium > Heavy sequence of buttons, i.e. cancelling a medium attack into a light attack. It allows for a bit more freeform offense since riskier heavy moves can be cancelled into safer light or medium moves.<br />
|altDefinition= A normal beat is in the conventional, or most common gatling direction. A -> B is "normal", B -> A is "reverse".<br />
|infil=https://glossary.infil.net/?t=Reverse%20Beat<br />
}}<br />
{{GlossaryTerm<br />
|term=Rebeat<br />
|partOfSpeech=noun<br />
|definition=Canceling into a normal on a up-the-alphabet, or weaker button direction.<br />
|altDefinition= A normal beat is in the conventional, or most common gatling direction. A -> B is "normal", B -> A is "reverse".<br />
|infil=https://glossary.infil.net/?t=Reverse%20Beat<br />
}}<br />
{{GlossaryTerm<br />
|term=Re-dash<br />
|partOfSpeech=verb<br />
|definition=When the attacker in a pressure situation dashes back in on the opponent after a frame advantageous or low frame disadvantageous attack, to reset and thus continue their offense.<br />
}}<br />
{{GlossaryTerm<br />
|term=Rekka<br />
|partOfSpeech=noun<br />
|definition=A series of special attacks that are only available after the first one is performed.<br />
|altDefinition=Named after Fei-Long's Rekkaken punches in Street Fighter 2.<br />
|infil=https://glossary.infil.net/?t=Rekka<br />
}}<br />
{{GlossaryTerm<br />
|term=Renda<br />
|partOfSpeech=noun, adjective<br />
|definition=Self-chain or self-cancelable attacks. Depending on context, renda can refer to both cancels on hit and on whiff.<br />
|infil=https://glossary.infil.net/?t=Renda%20Cancel<br />
}}<br />
{{GlossaryTerm<br />
|term=Reset<br />
|partOfSpeech=noun, verb<br />
|definition=Purposefully ending a combo early in order to perform a mixup in order to deal more damage.<br />
|infil=https://glossary.infil.net/?t=Reset<br />
}}<br />
{{GlossaryTerm<br />
|term=American Reset<br />
|partOfSpeech=noun<br />
|definition=To drop a combo by mis-input or bad spacing, and then pick it back up using the next inputs on the combo or mashing. Frequently can happen in re-land situations.<br />
|infil=https://glossary.infil.net/?t=American%20Reset<br />
}}<br />
{{GlossaryTerm<br />
|term=Re-stand<br />
|partOfSpeech=noun, verb<br />
|definition=A situation in which a character is taken from an airborne or OTG state and returned to a standing state on the ground while still in hitstun, which is very uncommon. Moves that re-stand the opponent often allow for unique mix-ups that are unexpected (since typically, mix-ups come after a knockdown), or unique combo extensions.<br />
|infil=https://glossary.infil.net/?t=Restand<br />
}}<br />
{{GlossaryTerm<br />
|term=Reversal<br />
|partOfSpeech=noun, adj., adv.<br />
|definition=To perform an attack as soon as possible after getting knocked down or leaving hitstun/blockstun.<br />
|altDefinition=An attack that has a type of invulnerability from early into and for most of its start-up or duration, and frequently with lots of recovery. Commonly used to describe attacks like Ragna's Inferno Divider or Sol's Volcanic Viper.<br />
|infil=https://glossary.infil.net/?t=Reversal<br />
}}<br />
{{GlossaryTerm<br />
|term=Revolver Action <br />
|partOfSpeech=noun<br />
|definition=The special category of cancels that describe how each character can cancel normals into other normals. Gatling{{Hrule}}<br />
|infil=https://glossary.infil.net/?t=Target%20Combo<br />
}}<br />
{{GlossaryTerm<br />
|term=Rhythm Blocking<br />
|partOfSpeech=noun<br />
|definition=A form of blocking in which the defender switches from blocking high to blocking low (or vice versa) at a specific time in order to block multiple mixup options. Typically used to defend against mixups in which the overhead and low do not hit on the same frame, allowing the defender to change their guard at the right timing in order to block both options without guessing. If the attacker's low option is faster than their overhead, the defender can Fuzzy Guard the mixup by blocking low first, then switch to blocking high for the overhead. An example of a setup vulnerable to Fuzzy Guarding is Aigis's 5B mixup, as the low option will be faster than the high, and by blocking low, then high at the right timing, the defender can cover both options.<br />
|infil=https://glossary.infil.net/?t=Fuzzy%20Guard<br />
}}<br />
{{GlossaryTerm<br />
|term=Rising Overhead<br />
|partOfSpeech=adj., adv.<br />
|definition=Performing a jumping attack while ascending from a jump.<br />
}}<br />
{{GlossaryTerm<br />
|term=Rock Paper Scissors<br />
|partOfSpeech=noun, adj.<br />
|definition=A situation wherein an attacker and a defender have options that only beat certain responses from their opponent. For example, on wakeup a defending opponent may use a reversal to stop an attacker from using an attack, but the attacker can also block to defeat the reversal. If the attacker blocks, the defender can use the opportunity to take the offensive.<br />
|infil=https://glossary.infil.net/?t=RPS<br />
}}<br />
{{GlossaryTerm<br />
|term=RPS<br />
|partOfSpeech=noun, adj.<br />
|definition=Rock Paper Scissors{{Hrule}}A situation wherein an attacker and a defender have options that only beat certain responses from their opponent. For example, on wakeup a defending opponent may use a reversal to stop an attacker from using an attack, but the attacker can also block to defeat the reversal. If the attacker blocks, the defender can use the opportunity to take the offensive.<br />
|infil=https://glossary.infil.net/?t=RPS<br />
}}<br />
{{GlossaryTerm<br />
|term=Rushdown<br />
|partOfSpeech=noun, adj.<br />
|definition=Style of play where you constantly attack the opponent in close range fighting, never giving them an opportunity to retaliate.<br />
|infil=https://glossary.infil.net/?t=Rushdown<br />
}}<br />
{{GlossaryTerm<br />
|term=Safe Jump<br />
|partOfSpeech=noun<br />
|definition=A very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening.<br />
|infil=https://glossary.infil.net/?t=Safe%20Jump<br />
}}<br />
{{GlossaryTerm<br />
|term=Sashikaeshi <br />
|partOfSpeech=noun, verb<br />
|definition=From Japanese "差し返し"{{hrule}}, meaning "return the strike". To reactively hit an opponent as punishment for their attempt to use an attack.<br />
|altDefinition=Whiff Punishing<br />
|infil=https://glossary.infil.net/?t=Whiff%20Punish<br />
}}<br />
{{GlossaryTerm<br />
|term=Scramble<br />
|partOfSpeech=verb, noun<br />
|definition=An unexpected situation in a match in which both players "scramble" to react and gain advantage. Often occurs after a combo drops.<br />
|altDefinition=''"During the scramble, he was mashing reversal like his life depended on it."''<br />
|infil=https://glossary.infil.net/?t=Scramble<br />
}}<br />
{{GlossaryTerm<br />
|term=Scrub<br />
|partOfSpeech=noun<br />
|definition=A low level player. Similar to noob, however does not imply someone is new to the game/scene.<br />
|altDefinition=A player that blames there loses on anything other than themselves. "The Sun was in my eyes!"<br />
|infil=https://glossary.infil.net/?t=Scrub<br />
}}<br />
{{GlossaryTerm<br />
|term=Shimmy<br />
|definition=Baiting your opponent into inputting a throw tech or reversal throw then walking backwards out of range of the throw. This can result in a huge punish combo in games with throw whiff animations and without throw tech OS's.<br />
|infil=https://glossary.infil.net/?t=Shimmy<br />
}}<br />
{{GlossaryTerm<br />
|term=Shoto<br />
|partOfSpeech=noun<br />
|definition=Short for ''"Shotokan"''{{Hrule}} A character archetype defined by being similar in some way to Ryu from Street Fighter. Shotos usually have a horizontal fireball, an invulnerable reversal, and a forward moving special move.<br />
|altDefinition= A general all-rounder or balanced character. Examples include P4A's Yu Narukami, Guilty Gear's Ky Kiske, BlazBlue's Jin Kisaragi. <br />
|infil=https://glossary.infil.net/?t=Shoto<br />
}}<br />
{{GlossaryTerm<br />
|term=Special<br />
|definition= A type of attack that requires a command like 236A. These attacks typically special effects that normal attacks do not have such as chip damage, invincibility, etc.<br />
|infil=https://glossary.infil.net/?t=Special%20Move<br />
}}<br />
{{GlossaryTerm<br />
|term=Spinning Piledriver<br />
|partOfSpeech=noun<br />
|definition=Used to describe a grappler's fast, high reach and highly damaging command grab that is typically executed with a 360 motion.<br />
|infil=https://glossary.infil.net/?t=Spinning%20Piledriver<br />
}}<br />
{{GlossaryTerm<br />
|term=Stagger Pressure<br />
|partOfSpeech=noun<br />
|definition= The use of intentionally delaying gatlings or cancels in order to create frame traps with the intent of catching your opponent mashing or jumping. Loses to reversals.<br />
|infil=https://glossary.infil.net/?t=Stagger<br />
}}<br />
{{GlossaryTerm<br />
|term=Stagger<br />
|partOfSpeech=verb<br />
|definition=A prolonged state of hit stun. In some games the opponent press button(s) to escape stagger sooner.<br />
|infil=https://glossary.infil.net/?t=stagger<br />
}}<br />
{{GlossaryTerm<br />
|term=Stun<br />
|partOfSpeech=noun<br />
|definition=A special hurt state in which the character is left unable to act for a long time which goes away after the next combo performed on them. Can sometimes have the duration shortened via a sort of mini-game.<br />
|infil=https://glossary.infil.net/?t=Stun<br />
}}<br />
{{GlossaryTerm<br />
|term=Super<br />
|partOfSpeech=noun, verb<br />
|definition=A type of attack that consumes meter, and is typically followed by a superfreeze.<br />
|infil=https://glossary.infil.net/?t=Super<br />
}}<br />
{{GlossaryTerm<br />
|term=Super Armor<br />
|partOfSpeech=noun, adj.<br />
|definition=An attack that can absorb a single hit from the opponent (usually taking a fraction of the regular damage) before the opponent's attacks will hit you. An example of this is Potemkin's Hammerfall ([4]6P).<br />
|infil=https://glossary.infil.net/?t=Armor<br />
}}<br />
{{GlossaryTerm<br />
|term=Sweep<br />
|partOfSpeech=noun<br />
|definition=A large, slow, low hitting attack, typically assigned the same input for all characters.<br />
}}<br />
{{GlossaryTerm<br />
|term=Technique<br />
|partOfSpeech=noun<br />
|definition=New tactics, combos, or discoveries by players. Generally similar to "Technology", with more emphasis on exact inputs. Examples include the famous Tiger Knee or TK input.<br />
}}<br />
{{GlossaryTerm<br />
|term=Technology<br />
|partOfSpeech=noun<br />
|definition=New tactics, combos, or discoveries by players. Can refer to the discovery that a certain character's mix-up is actually easy to defeat, a character having far more potential than was initially assumed, etc.<br />
|altDefinition=(Often referred to as "tech", not to be confused with the same term meaning to recover from hitstun or knockdown)<br />
}}<br />
{{GlossaryTerm<br />
|term=Tick Throw<br />
|partOfSpeech=noun<br />
|definition=A throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from.<br />
|infil=https://glossary.infil.net/?t=Tick%20Throw<br />
}}<br />
{{GlossaryTerm<br />
|term=Tech<br />
|partOfSpeech=noun (1), verb (1), abbreviation (2)<br />
|definition=To recover from a knockdown or air hitstun state, usually by pressing a button. <br />
|altDefinition=Short for "technique" or "technology".<br />
|infil=https://glossary.infil.net/?t=Tech<br />
}}<br />
{{GlossaryTerm<br />
|term=Tiger Knee<br />
|partOfSpeech=noun, verb, adj.<br />
|definition=An input method to perform a special move in the air as fast as possible after you leave the ground. Almost always abbreviated to TK. For Example: 2369 for a j.236 input.<br />
|infil=https://glossary.infil.net/?t=Tiger%20Knee<br />
}}<br />
{{GlossaryTerm<br />
|term=Touch of Death<br />
|partOfSpeech=noun, adj.<br />
|definition=A single combo that will defeat the opponent even from full health.<br />
|infil=https://glossary.infil.net/?t=Touch%20of%20Death<br />
}}<br />
{{GlossaryTerm<br />
|term=Trade<br />
|partOfSpeech=noun, verb<br />
|definition=When two opposing attacks both collide with opposing hurtboxes on the same frame, resulting in both players getting hit.<br />
|infil=https://glossary.infil.net/?t=Trade<br />
}}<br />
{{GlossaryTerm<br />
|term=True Reversal<br />
|partOfSpeech=noun<br />
|definition=A reversal attack of which the user is invulnerable throughout ''all'' startup frames, including the first active frame or more.<br />
|altDefinition=Some reversal moves are not "true" as they have only partial startup invul or are prone to trading.<br />
|infil=https://glossary.infil.net/?t=Reversal<br />
}}<br />
{{GlossaryTerm<br />
|term=Ukemi<br />
|partOfSpeech=noun, verb<br />
|definition=To recover from a knockdown or air hitstun state, usually by pressing a button. This is a common action found in games like BlazBlue and Guilty Gear.<br />
|infil=https://glossary.infil.net/?t=Quick%20Rise<br />
}}<br />
{{GlossaryTerm<br />
|term=Universal Overhead<br />
|partOfSpeech=noun<br />
|definition=An overhead that all characters in a specific game have bound to the same input. Guilty Gear's 5D Dust attack is one of the earliest examples.<br />
}}<br />
{{GlossaryTerm<br />
|term=Un-combo<br />
|partOfSpeech=verb<br />
|definition=Refers to the act of resetting an opponent mid-combo with particularly difficult or even impossible-to-avoid resets to where it might as well be considered an extended combo string. An example is {{CLabel|BBCF|Carl}}'s corner unblockable resets.<br />
}}<br />
{{GlossaryTerm<br />
|term=Vortex<br />
|partOfSpeech=noun, verb, adv.<br />
|definition=An offensive sequence that starts with a very difficult to block mixup, which then causes a knockdown if it works and loops back into the same mixup over and over again.<br />
|infil=https://glossary.infil.net/?t=Vortex<br />
}}<br />
{{GlossaryTerm<br />
|term=Wake Up<br />
|partOfSpeech=noun, verb, adj., adv.<br />
|definition=The state and animation a character goes through when they rise from being knocked down. This animation is usually invulnerable for its duration, and usually retains invulnerability to throws for some time after it ends.<br />
|infil=https://glossary.infil.net/?t=Wakeup<br />
}}<br />
{{GlossaryTerm<br />
|term=Whiff<br />
|partOfSpeech=verb, adj<br />
|definition=An attack that completely misses the opponent, such as when the opponent is out of range of the attack.<br />
|infil=https://glossary.infil.net/?t=Whiff<br />
}}<br />
{{GlossaryTerm<br />
|term=Yomi<br />
|partOfSpeech=noun<br />
|definition=From Japanese "読み". ''Knowing the mind of the opponent''{{Hrule}}To understand in some way what is going on in the mind of the other player and play around it. Usually involved in ''reads'' and ''conditioning''.<br />
|infil=https://glossary.infil.net/?t=Yomi<br />
}}<br />
{{GlossaryTerm<br />
|term=Zoner<br />
|partOfSpeech=noun<br />
|definition=A character in a fighting game who's primary gameplan is to stay far away keep distance from their opponent. The two main sub-archetypes are projectile zoners and spacers.<br />
|altDefinition=Under Night In-Birth's Yuzuriha is a spacer, a zoner that uses long range non-projectile moves, typically sword attacks. BlazBlue's Nu-13 is a projectile zoner.<br />
|infil=https://glossary.infil.net/?t=Zoner<br />
}}<br />
{{GlossaryTerm<br />
|term=Zoning<br />
|partOfSpeech=verb<br />
|definition=The act of denying the opponent the ability to approach, jump, or other movement options.<br />
|infil=https://glossary.infil.net/?t=Zoning<br />
}}<br />
{{GlossaryTerm<br />
|term=360, 720, etc<br />
|partOfSpeech=noun<br />
|definition=To input a directional command that is 360/720/etc degrees clockwise or counter-clockwise. This is typically for command throws like Zangief's Spinning Piledriver or Tager's Gigantic Tager Buster.<br />
|infil=https://glossary.infil.net/?t=360<br />
}}<br />
{{GlossaryTerm<br />
|term=50/50<br />
|partOfSpeech=noun, adj.<br />
|definition=A mix-up where the opponent has a choice between two options, such as strike-throw or high-low. A "true 50/50" is used to describe a mix-up in which the defender must guess and commit to one option, without any way to determine which option the opponent will choose and react accordingly.<br />
|infil=https://glossary.infil.net/?t=50/50<br />
}}<br />
<br />
== Non-Gameplay Related Terms ==<br />
{{GlossaryTerm<br />
|term=Respect<br />
|partOfSpeech=verb<br />
|definition=Constantly taking a more conservative option than one typical does due to opponent's skill, randomness, or character's strong options.<br />
|altDefinition= ''"He's respecting his stagger pressure so much, he can DP out of this for free!"''<br />
|infil=https://glossary.infil.net/?t=Respect<br />
}}<br />
{{GlossaryTerm<br />
|term=Disrespect<br />
|partOfSpeech=verb<br />
|definition=The opposite of respect, to perform high risk options without fear of punishment.<br />
}}<br />
{{GlossaryTerm<br />
|term=One-and-Done<br />
|partOfSpeech=verb<br />
|definition=To leave immediately after beating someone once. This is traditionally considered impolite, for One-and-Done somewhat shows that one is intend to take easy win only.<br />
}}<br />
<br />
== Frame Data Related Terms ==<br />
{{GlossaryTerm<br />
|term=Active<br />
|partOfSpeech=noun<br />
|definition=The active frames of an attack refers to the amount of time an attack can hit the opponent.<br />
|infil=https://glossary.infil.net/?t=Active<br />
}}<br />
{{GlossaryTerm<br />
|term=Attack Level<br />
|partOfSpeech=noun<br />
|definition=An attack attribute that determines the default value for hitstun, blockstun, hitstop, damage, etc.(varies by game) of a move.<br />
}}<br />
{{GlossaryTerm<br />
|term=Blockstop<br />
|partOfSpeech=noun<br />
|definition=When a character blocks, both characters are stopped in place to visualize the block and give feeling of impact. Blockstop describes this phenomenon. Frequently the opponent to be in blockstop longer than the attacker, or in cases of most projectiles, the attacker does not experience blockstop at all.<br />
|infil=https://glossary.infil.net/?t=Blockstop<br />
}}<br />
{{GlossaryTerm<br />
|term=Blockstun<br />
|partOfSpeech=noun<br />
|definition=When a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.<br />
||infil=https://glossary.infil.net/?t=Block%20Stun<br />
}}<br />
{{GlossaryTerm<br />
|term=Disjointed Hitbox<br />
|partOfSpeech=noun<br />
|definition=A particular type of hitbox that has no nearby associated hurtbox, enabling attacks to have certain areas that cannot be hit by an opponent's attacks in return.<br />
||infil=https://glossary.infil.net/?t=Disjointed%20Hitbox<br />
}}<br />
{{GlossaryTerm<br />
|term=Frame<br />
|partOfSpeech=noun<br />
|definition=The smallest unit of time in a fighting game. Most fighting games are 60 frames per second.<br />
|infil=https://glossary.infil.net/?t=Frame<br />
}}<br />
{{GlossaryTerm<br />
|term=Frame Advantage<br />
|partOfSpeech=noun<br />
|definition=The difference in time an attacker and a defender can begin moving again after blocking an attack.<br />
|infil=https://glossary.infil.net/?t=Frame%20Advantage<br />
}}<br />
{{GlossaryTerm<br />
|term=Gap<br />
|partOfSpeech=noun<br />
|definition=The number of frames between two attacks in which the defender leaves blockstun/hitstun. ''e.g. In a 10F gap a 10F move will trade, a 9f or faster move will win, and a 11F move or slower will lose.''<br />
|infil=https://glossary.infil.net/?t=Gap<br />
}}<br />
{{GlossaryTerm<br />
|term=Hitbox<br />
|partOfSpeech=noun<br />
|definition=A general term showing where an attack can hit the opponent and where the character is vulnerable to attack.<br />
|altDefinition=The hitbox specifically relating to where an attack can hit the opponent. Shown as red in visualizations.<br />
|infil=https://glossary.infil.net/?t=Hitbox<br />
}}<br />
{{GlossaryTerm<br />
|term=Hitstop<br />
|partOfSpeech=noun<br />
|definition=When a character is hit, both characters are stopped in place to visualize the hit and give feeling of impact. Hitstop describes this phenomenon. Typically hitstop affects both players equally, but this is not always true. For example an attack may cause the opponent to be in hitstop longer than the player, or in cases of most projectiles, the attacker does not experience hitstop at all.<br />
|infil=https://glossary.infil.net/?t=Hitstop<br />
}}<br />
{{GlossaryTerm<br />
|term=Hitstun<br />
|partOfSpeech=noun<br />
|definition=When a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun.<br />
|infil=https://glossary.infil.net/?t=Hit%20Stun<br />
}}<br />
{{GlossaryTerm<br />
|term=Hurtbox<br />
|partOfSpeech=noun<br />
|definition=The hitbox specifically relating to where a character is vulnerable to an opponent's attack. Shown as blue or cyan in visualizations.<br />
|infil=https://glossary.infil.net/?t=Hurtbox<br />
}}<br />
{{GlossaryTerm<br />
|term=Recovery<br />
|partOfSpeech=noun<br />
|definition=The recovery of an attack refers to the amount of time an attacker must wait before he may perform another action, even blocking.<br />
|infil=https://glossary.infil.net/?t=Recovery<br />
}}<br />
{{GlossaryTerm<br />
|term=Startup<br />
|partOfSpeech=noun<br />
|definition=The 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.<br />
|infil=https://glossary.infil.net/?t=Startup<br />
}}<br />
{{GlossaryTerm<br />
|term=Untechable Time<br />
|partOfSpeech=noun<br />
|definition=Minimal hitstun before teching is possible.<br />
|altDefinition=When your character is launched, knocked down or hit while airborne, hitstun and untech time may be different. Histun is ended upon being grounded, however untech time is not. Moves such as Hazama's Hungry Coils utilize this feature.<br />
|infil=https://glossary.infil.net/?t=Untech%20Time<br />
}}<br />
{{GlossaryTerm<br />
|term=Plus<br />
|partOfSpeech=adj<br />
|definition=When you are able to freely act, but your opponent cannot (usually because they are still trapped in block stun from your attack). Being plus (or "positive") in a fighting game is quite strong; it means you always have a headstart on your next attack, even if it's only by a very slim margin.<br />
|infil=https://glossary.infil.net/?t=Plus<br />
}}<br />
{{GlossaryTerm<br />
|term=Prorate<br />
|partOfSpeech=verb/noun<br />
|definition=A method of combo damage reduction. Specific types of proration have specific names, but each type reduces the amount of damage subsequent attacks in the combo will deal by a specific amount.<br />
|infil=https://glossary.infil.net/?t=Proration<br />
}}<br />
<br />
==Game Specific Terms==<br />
===[[BlazBlue]]===<br />
{{GlossaryTerm<br />
|term=Active Flow<br />
|partOfSpeech=noun<br />
|definition=A state that can be entered by performing enough offensive actions in a round. During active flow moves get a 10% damage increase, burst regenerates faster and Exceed Accels deal roughly double damage.<br />
|infil=https://glossary.infil.net/?t=Active%20Flow<br />
|gameSpecifier=BBCF<br />
}}<br />
{{GlossaryTerm<br />
|term=Astral Heat<br />
|partOfSpeech=noun<br />
|definition=An Instant Kill that costs 100 meter that can be only performed while on match point and if the opponent has less than 35% HP. When the conditions are met, the character's portrait will glow white. <br />
|infil=https://glossary.infil.net/?t=Astral%20Heat<br />
|gameSpecifier=BBCF<br />
}}<br />
{{GlossaryTerm<br />
|term=Barrier Block<br />
|partOfSpeech=noun<br />
|definition=A special type of blocking in BlazBlue that negates chip damage and pushes the opponent back further than usual. This type of blocking comes at the cost of a resource. It also increase blockstun by 1 frame.<br />
|infil=https://glossary.infil.net/?t=Faultless%20Defense<br />
|gameSpecifier=BBCF<br />
}}<br />
{{GlossaryTerm<br />
|term=Burst<br />
|partOfSpeech=noun<br />
|definition=Burst is a universal mechanic that can be used to escape combos. Burst is tied to the Burst gauge and slowly refills throughout the match.<br />
|infil=https://glossary.infil.net/?t=Burst<br />
|gameSpecifier=BBCF<br />
}}<br />
{{GlossaryTerm<br />
|term=Counter Assault<br />
|partOfSpeech=noun<br />
|definition=An attack in Blazblue that is only possible while in blockstun that has invincibility and is used to stop the opponent's pressure.<br />
|infil=https://glossary.infil.net/?t=Counter%20Assault<br />
|gameSpecifier=BBCF<br />
}}<br />
{{GlossaryTerm<br />
|term=Crush Trigger<br />
|definition=A chargeable guard crush that can be performed with 25 meter. Sometimes used in combos as charged crush trigger have 100P2. |infil=https://glossary.infil.net/?t=Crush%20Trigger<br />
|gameSpecifier=BBCF<br />
}}<br />
{{GlossaryTerm<br />
|term=Fatal Counter<br />
|partOfSpeech=noun<br />
|definition=A more powerful version of a Counter Hit in the BlazBlue series that only occurs if certain moves counter hit the opponent. Fatal counter adds 3f of hitstun to every move in the combo. Some moves forces fatal counter and do not require a counter hit.<br />
|infil=https://glossary.infil.net/?t=Fatal%20Counter<br />
|gameSpecifier=BBCF<br />
}}<br />
{{GlossaryTerm<br />
|term=Glide<br />
|partOfSpeech=noun,verb<br />
|definition=Specifically refers to a technique in the BlazBlue (and by extension P4A) series where a character cancels their air dash into a series of actions that alters their trajectory downward instead of following the full airdash trajectory.<br />
|gameSpecifier=BBCF,P4A<br />
}}<br />
{{GlossaryTerm<br />
|term=Overdrive<br />
|partOfSpeech=noun<br />
|definition=A universal install that freeze the timer and makes combo unburstable. Each character gets unique perks during their overdrives. <br />
|infil=https://glossary.infil.net/?t=Overdrive<br />
|gameSpecifier=BBCF<br />
}}<br />
{{GlossaryTerm<br />
|term=Rapid Cancel<br />
|partOfSpeech=noun<br />
|definition=A mechanic that makes it possible to cancel any move on block or hit at the cost of 50 meter. <br />
|infil=https://glossary.infil.net/?t=Rapid%20Cancel<br />
|gameSpecifier=BBCF<br />
}}<br />
{{GlossaryTerm<br />
|term=Throw Reject Miss<br />
|partOfSpeech=noun<br />
|definition=A state in which it is not possible to tech throws. It lasts for a few frames after a throw tech attempt.<br />
|infil=https://glossary.infil.net/?t=Throw%20Reject%20Miss<br />
|gameSpecifier=BBCF<br />
}}<br />
<br />
===[[Dragon Ball FighterZ]]===<br />
{{GlossaryTerm<br />
|term=Dragon Balls<br />
|partOfSpeech=noun<br />
|definition=A mechanic that allows players to collect Dragon Balls during the match, when all Dragon Balls have been collected a player can summon Shenron, who can grant one out of four wishes per match.<br />
}}<br />
{{GlossaryTerm<br />
|term=Dragon Rush<br />
|partOfSpeech=noun, verb<br />
|definition=A universal grab that all characters have access to, inputted with L+M.<br />
|infil=https://glossary.infil.net/?t=Dragon%20Rush<br />
}}<br />
{{GlossaryTerm<br />
|term=Dynamic!<br />
|partOfSpeech=noun<br />
|definition=A property that occurs when a player performs a full light autocombo on an opponent, granting one random Dragon Ball or summoning Shenron if the conditions have been met.<br />
}}<br />
{{GlossaryTerm<br />
|term=Ki Blast<br />
|partOfSpeech=noun, verb<br />
|definition=A projectile attack that is usually inputted with the S button. The properties of the Ki Blast vary to each character.<br />
|infil=https://glossary.infil.net/?t=Ki%20Blast<br />
}}<br />
{{GlossaryTerm<br />
|term=Ki Charge<br />
|partOfSpeech=noun, verb<br />
|definition=a technique that allows a player to build meter, although this technique rarely sees much use. Inputted by pressing L+S.<br />
|infil=https://glossary.infil.net/?t=Ki%20Charge<br />
}}<br />
{{GlossaryTerm<br />
|term=Limit Break<br />
|partOfSpeech=noun<br />
|definition=A state that a player reaches when they only have one character left which increases their damage by 20% and grants one bar of super meter.<br />
|infil=https://glossary.infil.net/?t=Limit%20Break<br />
}}<br />
{{GlossaryTerm<br />
|term=Reflect<br />
|partOfSpeech=noun, verb<br />
|definition=An almost universal technique that allows a character to push an opponent away during pressure. Unlike other games push block, this cannot be done in blockstun, with the input being 4S<br />
|infil=https://glossary.infil.net/?t=Reflect<br />
}}<br />
{{GlossaryTerm<br />
|term=Smash!<br />
|partOfSpeech=noun<br />
|definition=A term used to describe moves that cause a camera shift, which are generally used for combo extensions or to give a sliding knockdown.<br />
}}<br />
{{GlossaryTerm<br />
|term=Sparking<br />
|partOfSpeech=noun<br />
|definition=A state that a player finds themselves in after a sparking blast, which gives a slew of positive buffs to their characters for a finite amount of time. This time is increased for each character currently down on their team.<br />
|infil=https://glossary.infil.net/?t=Sparking<br />
}}<br />
{{GlossaryTerm<br />
|term=Sparking Blast<br />
|partOfSpeech=Verb<br />
|definition=A blast of energy that can be used anytime except when being in a combo. It can be used as a combo extender or as a defensive burst, with each team usually having one sparking blast per match. It is inputted with L+M+H+S.<br />
}}<br />
{{GlossaryTerm<br />
|term=Super Dash<br />
|partOfSpeech=noun, verb<br />
|definition=A attack that causes the player character to fly to the opponents current position, being very susceptible to an antiair. inputted by pressing H+S.<br />
|infil=https://glossary.infil.net/?t=Super%20Dash<br />
}}<br />
{{GlossaryTerm<br />
|term=Vanish<br />
|partOfSpeech=noun, verb<br />
|definition=A technique that costs 1 bar of meter, which will cause the player character to immediately teleport behind the opponent and attack. It can extend combos as well as being plus on block. It is inputted with M+H.<br />
|infil=https://glossary.infil.net/?t=Vanish<br />
}}<br />
{{GlossaryTerm<br />
|term=Vanish (Hold)<br />
|partOfSpeech=noun, verb<br />
|definition=Sometimes referred to as Empty Vanish or Held Vanish, this technique allows a player to perform a vanish without actually performing the follow-up attack, effectively allowing for a instant teleport behind the opponent. However, this technique can only be done during Sparking.<br />
}}<br />
{{GlossaryTerm<br />
|term=Z Change<br />
|partOfSpeech=noun, verb<br />
|definition=A move caused by holding down one of the assist buttons, calling the assist to take the place of the current character with a superdash, which can also be done during normals and specials.<br />
}}<br />
<br />
===[[Guilty Gear]]===<br />
{{GlossaryTerm<br />
|term=Dead Angle<br />
|definition=An attack in Guilty Gear that is done during blockstun that has invincibility and is used to stop the opponent's pressure.<br />
|infil=https://glossary.infil.net/?t=Dead%20Angle<br />
}}<br />
{{GlossaryTerm<br />
|term=Faultless Defense<br />
|partOfSpeech=noun<br />
|definition=A special type of blocking in Guilty Gear that negates chip damage and pushes the opponent back further than usual. This type of blocking comes at the cost of a resource.<br />
|infil=https://glossary.infil.net/?t=Faultless%20Defense<br />
}}<br />
{{GlossaryTerm<br />
|term=Clean Hit<br />
|partOfSpeech=adj, verb<br />
|definition=When certain attacks in Guilty Gear hit a very specific part of an opponent's hurtbox. These well-aimed attacks will cause some positive benefit for the attacker, like a higher launch or a wall bounce.<br />
|infil=https://glossary.infil.net/?t=Clean%20Hit<br />
}}<br />
{{GlossaryTerm<br />
|term=Overdrive<br />
|partOfSpeech=noun<br />
|definition=The name for Super Moves in the Guilty Gear Series{{Hrule}}Moves which cost 50% meter to perform and have unique traits. <br />
|infil=https://glossary.infil.net/?t=Overdrive<br />
|gameSpecifier=GGACR<br />
}}<br />
{{GlossaryTerm<br />
|term=Tension<br />
|partOfSpeech=noun<br />
|definition=The name for the main resource meter in the Guilty Gear Series{{Hrule}}Tension can be spent on Faultless Defense, Overdrives, and more.<br />
|infil=https://glossary.infil.net/?t=Meter<br />
}}<br />
{{GlossaryTerm<br />
|term=Guts<br />
|partofSpeech=Noun<br />
|definition= A defensive stat in the Guilty Gear games that decreases damage taken at lower life percentages. Every character has a unique Guts rating that determines how fast Guts scaling kicks in.<br />
|infil=https://glossary.infil.net/?t=Guts%20Scaling<br />
}}<br />
====[[GGST]]====<br />
{{GlossaryTerm<br />
||term=Positive Bonus<br />
|partOfSpeech=noun<br />
|definition=A special state in Strive that automatically generates tension, reduces meter penalty, as well as other buffs when a player breaks the wall.<br />
|infil=https://glossary.infil.net/?t=Positive%20Bonus<br />
}}<br />
{{GlossaryTerm<br />
||term=IBFD<br />
|partOfSpeech=noun<br />
|definition="Instant Faultless Defense", performed by doing a Instant Block (pressing block within 2 frames of an attack landing) while holding Faultless Defense.<br />
|infil=https://glossary.infil.net/?t=Faultless%20Defense<br />
}}<br />
{{GlossaryTerm<br />
||term=FDC<br />
|partOfSpeech=noun<br />
|definition="Faultless Defense Cancel", by buffering and holding 2 attacks inputs, it automatically cancels an airdash into an air normal and instantly begins Faultless Defense. This cancels the airdash to land faster, without performing an attack.<br />
|infil=<br />
}}<br />
{{GlossaryTerm<br />
||term=Grounded<br />
|partOfSpeech=adj.<br />
|definition=An opponent remains grounded during combos if no hit launches them off the ground. This is required for certain Hard Knockdowns like {{clr|5|2D}}. A Grounded Wall Stick results in a Wall Slump. Hitting an opponent during a Floating Crumple will result in a launch, but they are still grounded and can usually be hit after to remain grounded.<br />
|infil=<br />
}}<br />
<br />
====[[GGXRD-R2|GGXRD]]====<br />
{{GlossaryTerm<br />
|term=Mortal Counter<br />
|partOfSpeech=noun<br />
|definition=A special type of counter hit which has increased hitstun on all hits during a combo under certain conditions.<br />
|infil=https://glossary.infil.net/?t=Mortal%20Counter<br />
}}<br />
{{GlossaryTerm<br />
|term=Danger Time<br />
|partOfSpeech=noun<br />
|definition=A state that a Guilty Gear Xrd match will sometimes enter when two attacks clash. The match will pause, the screen will go dark, and a 3 second countdown appears. After the countdown finishes, the match resumes and the stakes are cranked way, way up. Damage is increased 20%, but more importantly, pretty much every hit you land from a neutral state will be a "Mortal Counter". Danger Time happens completely randomly, so you can't control when it starts, but it almost always results in someone getting smoked. <br />
|infil=https://glossary.infil.net/?t=Danger%20Time<br />
}}<br />
<br />
====[[GGACR]]====<br />
{{GlossaryTerm<br />
|term=Force Break<br />
|partOfSpeech=noun<br />
|definition=A type of special attack in Guilty Gear that consumes meter, but is not a super. Normally the power of these attacks are between that of Specials and Supers.<br />
|infil=https://glossary.infil.net/?t=EX%20Move<br />
}}<br />
{{GlossaryTerm<br />
|term=Slashback<br />
|partOfSpeech=verb<br />
|definition=A parry mechanic in Guilty Gear Accent Core and Plus R. When holding back or down-back, tapping {{clr|3|S}}+{{clr|4|HS}} within 2 frames of an attack connecting will parry the attack and reduce any blockstun to 3 frames<br />
|infil=https://glossary.infil.net/?t=Slashback<br />
}}<br />
{{GlossaryTerm<br />
|term=Force Roman Cancel<br />
|partOfSpeech=noun<br />
|definition=A Roman Cancel unique to the Guilty Gear XX series that costs 25 meter in exchange for only being able to be executed during a specific period of a special move. Usually abbreviated to FRC<br />
|infil=https://glossary.infil.net/?t=Force%20Roman%20Cancel<br />
}}<br />
<br />
===[[Persona 4: Arena]]===<br />
{{GlossaryTerm<br />
|term=AoA<br />
|partOfSpeech=noun<br />
|definition=Shorthand for "All Out Attack", the command attack that serves as the universal overhead of the P4Arena games.<br />
}}<br />
{{GlossaryTerm<br />
|term=GC Roll<br />
|partOfSpeech=noun, verb<br />
|definition=A shorter nickname for "Guard Cancel Evasive Action", the system mechanic in the P4Arena games that lets a defending player perform an invulnerable dodge out of grounded blockstun at the cost of 50 SP.<br />
}}<br />
{{GlossaryTerm<br />
|term=Air Turn Air Dash<br />
|partOfSpeech=verb<br />
|definition=Performing an Instant Air Dash with a Manual Air Turn in the middle to do an air backdash ''towards'' the opponent. Typically used mid-offense to go for cross-ups or pressure resets from a jump-cancellable normal.<br />
}}<br />
{{GlossaryTerm<br />
|term=Air Turn Air Backdash<br />
|partOfSpeech=verb<br />
|definition=Performing an Instant Air Backdash with a Manual Air Turn in the middle to do a forward air dash ''away'' from the opponent. Typically used to retreat quickly and further without adding to Negative Penalty.<br />
}}<br />
{{GlossaryTerm<br />
|term=Neutral Frenzy<br />
|partOfSpeech=noun, verb<br />
|definition=Sometimes referred to as "Half-Burst" <br/> {{Hrule}} A technique in which a Shadow-type character activates their Frenzy mid-combo from a ''neutral'' state instead of as a cancel, causing it to only consume only ''half'' of the Burst gauge for the Frenzy instead of the entire gauge.<br />
}}<br />
{{GlossaryTerm<br />
|term=OMC<br />
|partOfSpeech=noun, verb<br />
|definition=Shorthand for "'''O'''ne '''M'''ore '''C'''ancel", the system mechanic in the P4Arena games that lets the player cancel most moves into a neutral state at the cost of 50 SP.<br />
}}<br />
{{GlossaryTerm<br />
|term=OMB<br />
|partOfSpeech=noun, verb<br />
|definition=Shorthand for "'''O'''ne '''M'''ore '''B'''urst", the system mechanic in the P4Arena games that lets the player launch the opponent into the air for a combo extension at the cost of the Burst gauge.<br />
}}<br />
<br />
===[[Hokuto no Ken]]===<br />
{{GlossaryTerm<br />
|term=Basuke<br />
|partOfSpeech=noun<br />
|definition=From Hokuto no Ken{{Hrule}}A state during particularly long combos in which the victim of the combo begins to rebound off of the floor at extremely high speeds, most commonly while the attacker is also airborne. Resembles dribbling in basketball, hence the name.<br />
}}<br />
{{GlossaryTerm<br />
|term=Traveling Combo<br />
|partOfSpeech=noun<br />
|definition=From Hokuto no Ken{{Hrule}}Hitting the opponent OTG until death after a 55 hit air combo or a ground combo ending with a Banishing Strike.<br />
}}<br />
{{GlossaryTerm<br />
|term=Traveling<br />
|partOfSpeech=noun<br />
|definition=From Hokuto no Ken{{Hrule}}Hitting the opponent OTG until death after a 55 hit air combo or a ground combo ending with a Banishing Strike.<br />
}}<br />
{{GlossaryTerm<br />
|term=Chikuseki<br />
|partOfSpeech=noun<br />
|definition=From Hokuto no Ken{{Hrule}}After a long, uninterrupted combo of specific normals which results in a knockdown, a meaty attack will trigger an acceleration effect which boosts the rate at which all gauges fill, including the guard crush and hidden dizzy gauges.<br />
}}<br />
{{GlossaryTerm<br />
|term=Ura Sai<br />
|partOfSpeech=noun, verb<br />
|definition=From Hokuto no Ken's {{CLabel|HNK|Raoh}}{{Hrule}}{{clr|5|2A}}x9~10 > {{clr|4|2B}} > {{clr|1|c.C}} > C+D+HSC Ex1~2 > (pass through opponent) {{clr|3|j.214D}} <br />
}}<br />
{{GlossaryTerm<br />
|term=Renda Sai<br />
|partOfSpeech=noun, verb<br />
|definition=From Hokuto no Ken's {{CLabel|HNK|Raoh}}{{Hrule}}{{clr|5|2A}}x12 > {{clr|4|2B}} > {{clr|1|c.C}} > C+D+Mash E until out of Boost > {{clr|3|j.214D}}<br />
}}<br />
<br />
===[[SBX]]===<br />
{{GlossaryTerm<br />
|term=Sengoku Track and Field<br />
|partOfSpeech=noun, verb<br />
|definition=From Sengoku Basara X{{Hrule}}An infinite combo which repeatedly travels from corner to corner.<br />
}}<br />
{{GlossaryTerm<br />
|term=Sengoku Space Program<br />
|partOfSpeech=noun, verb<br />
|definition=From Sengoku Basara X{{Hrule}}An infinite combo which travels infinitely upwards off the top of the screen.<br />
}}<br />
<br />
==Synonyms==<br />
These entries are duplicates of above entries, and exist purely for pattern matching purposes<br />
{{GlossaryTerm<br />
|term=Ambiguous Cross-up<br />
|partOfSpeech=noun<br />
|definition=Describes an attack which may cross up, but also may not, depending on extremely subtle and often imperceptible differences in timing or spacing.<br />
|infil=https://glossary.infil.net/?t=Ambiguous<br />
}}<br />
{{GlossaryTerm<br />
|term=B&B<br />
|partOfSpeech=noun<br />
|definition=A staple combo that is simple yet effective.<br />
|infil=https://glossary.infil.net/?t=Bread%20and%20Butter<br />
}}<br />
{{GlossaryTerm<br />
|term=BnB<br />
|partOfSpeech=noun<br />
|definition=A staple combo that is simple yet effective.<br />
|infil=https://glossary.infil.net/?t=Bread%20and%20Butter<br />
}}<br />
{{GlossaryTerm<br />
|term=Cross-up<br />
|partOfSpeech=noun<br />
|definition=Attacking your opponent after changing which horizontal side you are on, usually by jumping over them.<br />
|infil=https://glossary.infil.net/?t=Cross-up<br />
}}<br />
{{GlossaryTerm<br />
|term=Disjoint<br />
|partOfSpeech=noun<br />
|definition=A particular type of hitbox that has no nearby associated hurtbox, enabling attacks to have certain areas that cannot be hit by an opponent's attacks in return.<br />
||infil=https://glossary.infil.net/?t=Disjointed%20Hitbox<br />
}}<br />
{{GlossaryTerm<br />
|term=DP<br />
|partOfSpeech=noun<br />
|definition=Dragon Punch{{Hrule}} A move that has invulnerability during its startup, long recovery, and a rising motion.<br />
|infil=https://glossary.infil.net/?t=Dragon%20Punch<br />
}}<br />
{{GlossaryTerm<br />
|term=FD<br />
|partOfSpeech=noun<br />
|definition=Faultless Defence{{Hrule}}A special type of blocking in Guilty Gear that negates chip damage and pushes the opponent back further than usual. This type of blocking comes at the cost of a resource.<br />
|infil=https://glossary.infil.net/?t=Faultless%20Defense<br />
}}<br />
{{GlossaryTerm<br />
|term=IB<br />
|partOfSpeech=Noun<br />
|definition=Instant Block{{Hrule}}A special type of blocking. Usually improves frame data against blocked moves or gives more meter than a normal block or both.<br />
|infil=https://glossary.infil.net/?t=Instant%20Block<br />
}}<br />
{{GlossaryTerm<br />
|term=Instant Air Special<br />
|partOfSpeech=noun , verb, adj.<br />
|definition=A method to perform a special move in the air as fast as possible after you leave the ground. For Example: 2369 for a j.236 input. Also known as a TK.<br />
}}<br />
{{GlossaryTerm<br />
|term=IAS<br />
|partOfSpeech=noun , verb, adj.<br />
|definition=Instant Air Special<br>Conceptually includes Tiger Knee{{Hrule}}Performing a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.<br>For Example: 2369S for a j.236S input.<br />
}}<br />
{{GlossaryTerm<br />
|term=Meaty Attack<br />
|partOfSpeech=noun<br />
|definition=Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals.<br />
|altDefinition=To intentionally use an attack's later active frame, instead of the first, to hit the opponent for more frame advantage.<br />
|infil=https://glossary.infil.net/?t=Meaty<br />
}}<br />
{{GlossaryTerm<br />
|term=Oki<br />
|partOfSpeech=noun, verb<br />
|definition=Short for "Okizeme"{{Hrule}} Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.<br />
|infil=https://glossary.infil.net/?t=Oki<br />
}}<br />
{{GlossaryTerm<br />
|term=OS<br />
|partOfSpeech=noun<br />
|definition=A shorthand for "Option Select"{{Hrule}}A situation where you perform an input and the game will "select an option" automatically depending on what the other character did.<br />
|infil=https://glossary.infil.net/?t=Option%20Select<br />
}}<br />
{{GlossaryTerm<br />
|term=Proration<br />
|partOfSpeech=noun<br />
|definition=A method of combo damage reduction. Specific types of proration have specific names, but each type reduces the amount of damage subsequent attacks in the combo will deal by a specific amount.<br />
|infil=https://glossary.infil.net/?t=Proration<br />
}}<br />
{{GlossaryTerm<br />
|term=Safejump<br />
|partOfSpeech=noun<br />
|definition=A very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening.<br />
|infil=https://glossary.infil.net/?t=Safe%20Jump<br />
}}<br />
{{GlossaryTerm<br />
|term=Shoryuken<br />
|partOfSpeech=noun<br />
|definition=Ryu's Dragon Punch attack (from the Street Fighter series). Used to describe any character's attack that has invincible startup and long recovery. Often, but does not always have a jumping/rising motion.<br />
|infil=https://glossary.infil.net/?t=Shoryuken<br />
}}<br />
{{GlossaryTerm<br />
|term=SPD<br />
|partOfSpeech=noun<br />
|definition=Acronym for Spinning or Screw Piledriver. Used to describe a grappler's fast, high reach and highly damaging command grab that is typically executed with a 360 motion.<br />
|infil=https://glossary.infil.net/?t=Spinning%20Piledriver<br />
}}<br />
{{GlossaryTerm<br />
|term=SRK<br />
|partOfSpeech=noun<br />
|definition=Ryu's dragon punch attack (from the Street Fighter series). Used to describe any character's attack that has invincible startup and long recovery. Often, but does not always have a jumping/rising motion.<br />
|infil=https://glossary.infil.net/?t=Shoryuken<br />
}}<br />
{{GlossaryTerm<br />
|term=TK<br />
|partOfSpeech=noun, verb, adj.<br />
|definition=An input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input.<br />
|infil=https://glossary.infil.net/?t=Tiger%20Knee<br />
}}<br />
{{GlossaryTerm<br />
|term=uncombo<br />
|partOfSpeech=verb<br />
|definition=Refers to the act of resetting an opponent mid-combo with particularly difficult or even impossible-to-avoid resets to where it might as well be considered an extended combo string. An example is {{CLabel|BBCF|Carl}}'s corner unblockable resets.<br />
}}<br />
{{GlossaryTerm<br />
|term=un-combo<br />
|partOfSpeech=verb<br />
|definition=Refers to the act of resetting an opponent mid-combo with particularly difficult or even impossible-to-avoid resets to where it might as well be considered an extended combo string. An example is {{CLabel|BBCF|Carl}}'s corner unblockable resets.<br />
}}<br />
{{GlossaryTerm<br />
|term=HKD<br />
|partOfSpeech=noun<br />
|definition=Short for "Hard Knockdown".{{Hrule}}A knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc.<br />
|infil=https://glossary.infil.net/?t=Hard%20Knockdown<br />
}}<br />
<br />
==Navigation==<br />
{{Navbar-GeneralStrategy}}</div>Sobosswagnerhttps://www.dustloop.com/wiki/index.php?title=GGACR/Justice&diff=369649GGACR/Justice2023-01-18T04:34:18Z<p>Sobosswagner: /* Gamma Ray */ added a note on Gamma Ray about it costing 100 tension</p>
<hr />
<div>==Overview==<br />
{{Overview/navigation}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Justice is Guilty Gear's archetypal zoner: slow, large, and plodding, but with large hitboxes, an oppressive projectile game, and high damage.<br />
<br />
Justice is a character of very polarizing matchups, her optimal range varying depending on the opponent. She aims to keep out close range opponents with a field of projectiles and her huge range normals, but will opt to stay in close quarters against other characters that can murder her from far away. With at least 25% meter, she can increase her damage substantially, use Saperia Trance to approach quickly, or deploy multiple nukes quickly.<br />
<br />
Yet, when opponents get to their optimal space, Justice can have an extremely hard time due to her horrid mobility, lacking any damaging reversals outside of meter, and with her projectile game being slow and one-dimensional. Her combos are fairly easy and can deal significant damage even without meter, but in her weaker matchups, Justice will generally have to work around the opponent's strengths and play off of whatever she can do in given situations. <br />
|fastestAttack = [[#2P|2P]] (5F)<br />
|reversal = [[#Michael Blade|632146H]] (13F)<br />
}}<br />
{{GGACR/Infobox}}<br />
{{ProsAndCons<br />
|intro =is a slow fortress character with large attacks and an extremely oppressive projectile.<br />
|pros=<br />
*'''Nuclear War Crimes''': {{MMC|input=22X|label=Nukes}} are nigh indestructible projectiles which Justice can pollute the screen with to shut down entire lanes of movement. They can make or break matchups, and filter people who haven't done their homework.<br />
*'''Giant Reach''': Many of Justice's attacks—such as {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|6H}}, and {{MMC|input=41236S|label=Michael Sword}}—cover large zones of screen space. Moves like these, paired with Nukes, enable Justice to dominate neutral.<br />
*'''Strong Mixer''': Justice is able to apply threatening mixups using her fast, overhead {{clr|1|6P}} and her long throw range. She can keep the opponent locked down for extended periods by spending meter on Nuke FRC—raising the opponent's guard bar, and consequently her reward.<br />
*'''High Damage and Meter Gain''': Justice gains a lot of tension and has great base damage. As a result, she can usually chunk an opponent's life bar without the need for an optimal combo starter.<br />
*'''Useful Defensive Toolbox''': She has one of the best defensive backdashes in the game, a fullscreen reversal super with an FRC, a pseudo-DP, a counter, and great throw and airthrow range. <br />
*'''Can Take a Beating''': Great guts, an average defense modifier, and low guard balance make Justice hard to kill.<br />
|cons=<br />
*'''Limited Movement''': Having no forward ground or airdashes, Justice must often play extremely patiently or take a risk with meter if she needs to get in.<br />
*'''Big Target''': Has a massive hurtbox, making her susceptible to fuzzies, extended combos, and makes playing around traps and projectiles a pain in certain matchups. She also has a number of unfortunate extended hurtboxes, which can be counter-poked and punished.<br />
*'''Incredibly Polarizing Matchups''': Both a pro and a con, but characters tend to either be completely shut down by Justice's projectile game, or can consistently bypass it and make Justice's life hell.<br />
}}<br />
</div><br />
===Starter Guide===<br />
{{StarterBlurb}}<br />
{{FrameChartKey}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGACR_Move_Card<br />
|input=5P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 6<br />
|recovery = 9<br />
}}<br />
Two hit jab with great range, startup and the second hit is a low.<br />
<br />
Can be mashed on either hit, making it useful in conjuction with 6P against opponents who try to fuzzy guard.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGACR_Move_Card<br />
|input=5K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 3<br />
|recovery = 12<br />
}}<br />
Nice jump cancellable poke. The standard reach for Justice's normals.<br />
<br />
Less committal option than f.S, faster overall and less prone to low profile. Has very good reward on CH since it combos directly into 6H.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGACR_Move_Card<br />
|input=c.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 8<br />
|recovery = 11<br />
}}<br />
Anti-air, poke, and relaunch tool. Leads to whatever into knockdown. When within range, this move is absolutely awesome. <br />
*High dizzy modifier. Use this to start punishes.<br />
*Combos to and from {{clr|1|6P}} for pressure and damage.<br />
*Links from {{clr|4|2H}} launch, adding consistency against heavy and middle weights.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGACR_Move_Card<br />
|input=f.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 6<br />
|recovery = 16<br />
}}<br />
Long range, multi-hit harassment tool.<br />
<br />
Easily confirms into knockdown with SMS or {{clr|5|2D}}, but rarely leads into good damage. Good at cranking guard bar and beating armored moves. Very prone to both low profile and IADs, so must be used with caution.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGACR_Move_Card<br />
|input=5H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 6<br />
|recovery = 24<br />
}}<br />
{{clr|4|5H}} is a slow grounded poke usually outclassed by Justice's other grounded options, but which can still work as a 'wall' to stop approaches due to decent active frames and its far-reaching disjointed hitbox which will beat low profile attempts. Particularly effective against opponents trying to dash underneath nukes towards Justice. Leaves her very vulnerable on whiff, so needs some consideration before using.<br />
<br />
Its other main use is in combos, including crouch confirms to combo into H Michael Sword. Gatling options after it are very limited, but it's a solid point for Nuke FRC pressure rebuys. <br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===<br />
{{GGACR_Move_Card<br />
|input=5D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 29<br />
|active = 10<br />
|recovery = 12<br />
}}<br />
Extremely slow but far reaching, safe overhead. Leads into full combos with knockdown.<br />
<br />
Justice's hurtbox leans back during the animation giving it slight evasive properties, but it's too slow for it to generally be useful. Nevertheless will sometimes anti-air.<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGACR_Move_Card<br />
|input=6P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 2<br />
|inactive2 = 6<br />
|active3 = 6<br />
|recovery = 12<br />
}}<br />
Horrifying overhead that also Anti-Airs.<br />
*2 hits, touches as an overhead scarily fast at 18 frames (hits Pot crouching frame 10).<br />
*Upper body invincible, jump cancellable, and gatlings from and to nearly everything. <br />
*Also '''forces crouching''' on hit, thus combos into {{clr|4|5H}} > HMS for a wallbounce into a closer knockdown or alternatively RC > {{clr|4|6H}} > air combo, you'll be doing that a lot.<br />
*Combos from P and K normals on standing.<br />
*Easily baits bursts when used to juggle opponents before air strings.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGACR_Move_Card<br />
|input=6H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 2<br />
|inactive2 = 6<br />
|active3 = 2<br />
|recovery =26<br />
}}<br />
Huge damage launcher and relaunch tool. Prime punish starter.<br />
<br />
In neutral this is Justice's farthest reaching meterless attack and can be used to try and catch the opponent, but is terrible on whiff. Staggers on counterhit and shines in blockstrings due to its second hit vacuum effect and heavy guard bar build. Creates fearsome pressure with nuke FRC mixups and frametraps with both Michael Swords.<br />
<br />
Outside of a raw hit, 6H can be used with a [[GGACR/Justice/Combos#Intermediate|variety of starters]]. However a major concern is range. Towards the end of its range the second hit will whiff, so it's better to go into SMS, Michael Blade, or on counterhit, HMS.<br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGACR_Move_Card<br />
|input=2P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 2<br />
|recovery = 7<br />
}}<br />
Justice's fastest grounded normal and only source of plus frames besides Imperial Ray.<br />
<br />
Good for tick throws and your best bet for mashing out of pressure. With its relatively short range and weakness to low profile, using {{clr|1|5P}} is still preferable in some situations.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGACR_Move_Card<br />
|input=2K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 6<br />
|recovery = 10<br />
}}<br />
Justice's fastest low. Typical low for empty jumps or when obscured by nuke.<br />
*Has similar range to {{clr|1|6P}}, so you can do a high/low game by doing {{clr|2|2K}} > {{clr|1|6P}}. <br />
*Combos to {{clr|4|2H}} for launch combos.<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGACR_Move_Card<br />
|input=2S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 4<br />
|recovery = 16<br />
}}<br />
Less safe poke than {{clr|3|f.S}}, but leads to higher damage especially on counter hit.<br />
*Good poke, combos to {{clr|4|5H}}/{{clr|5|2D}} or {{clr|4|2H}} if close enough, or to {{clr|4|6H}} on counter hit.<br />
*Scales better than {{clr|3|f.S}}, better for combo filler.<br />
*Can be used for relaunches, due to being jump cancellable, a tad hard to get the right height.<br />
*Pushes out fairly far on hit, keep this in mind.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGACR_Move_Card<br />
|input=2H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 12<br />
|recovery = 18<br />
}}<br />
Justice's main launcher as it combos from any gatling except {{clr|1|5P}}/{{clr|1|2P}} when within range. Large disjointed hitbox makes it a good predictive counterpoke against certain moves and a pretty good anti-air.<br />
<br />
Not jump or special cancellable, but has enough untech to link into {{clr|3|c.S}} or her faster air buttons for a full combo. Alternatively goes into H/D Nuke for knockdown.<br />
<br />
'''Note''': Second hit of {{clr|4|2H}} will whiff on Faust in most situations, with {{clr|4|2H}}(1) into {{clr|3|c.S}} being a 1F link from ground hit and {{clr|1|j.P}}/{{clr|2|5K}} having tight timing from spaced hit. Consider the risks before using {{clr|4|2H}} in this matchup.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGACR_Move_Card<br />
|input=2D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 5<br />
|recovery = 16<br />
}}<br />
Justice's slowest and last low attack, with enormous reach for a sweep.<br />
*Combos into SMS, for extended pushback and knockdown.<br />
*Makes nearly any blockstring safe as well at -2.<br />
*Cancels into a nuke on hit as well, which will set up your oki nicely.<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGACR_Move_Card<br />
|input=j.P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 4<br />
|recovery = 9<br />
}}<br />
Frame 4 Drill Jab, great air-to-air. Tied for the fastest air normal with a good hitbox.<br />
*Self cancels, being frame 4 makes IB throw against it almost impossible.<br />
*Gatlings to all of Justice's other air normals.<br />
*Used mostly to stabilize air routes and weird pickups.<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGACR_Move_Card<br />
|input=j.K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 16<br />
}}<br />
Very long range air-to-air button. Great speed and range for aerial button battles.<br />
*Combos to all of Justice's other air normals for conversions, except {{clr|4|j.H}} <br />
*Good and consistent link out of {{clr|4|2H}}.<br />
*Has a pretty bad hurtbox extension to offset its speed and reach.<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGACR_Move_Card<br />
|input=j.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 4<br />
|inactive2 = 2<br />
|active3 = 6<br />
|recovery = 3<br />
}}<br />
Combo filler with a large active window. Combos from {{clr|1|j.P}} and {{clr|2|j.K}} for gaining height in air strings.<br />
*Generally used in conjunction with {{clr|5|j.D}} for damage, and {{clr|4|j.H}} for knockdown.<br />
*The first hit has higher than average hitstun in order to combo into air HMS, allowing for rejumps and a closer knockdown.<br />
*Can be jump cancelled at any point after the first hit has made contact.<br />
*Hits well above Justice from farther away near the end of the active window for air-to-air.<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGACR_Move_Card<br />
|input=j.H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 3<br />
|recovery = 24<br />
}}<br />
One of the biggest jump-ins in the game. <br />
Very damaging conversions on CH, linking into {{clr|4|6H}} and {{clr|4|2H}}.<br />
*Great for spaced air-to-ground approaches, and for knockdowns out of air combos and after air HMS. <br />
*Hurtbox extension is still pretty bad, making it prone to air throws, but it is still mostly contained within the hitbox.<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGACR_Move_Card<br />
|input=j.D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 2<br />
|recovery = 18<br />
|specialRecovery = 3<br />
}}<br />
Freakishly wide hitbox, and one of the highest damage jumping normals in the game. Good for crossups.<br />
*Converts into air SMS for knockdown and blowback. Be aware of the height.<br />
*Combos from {{clr|3|j.S}} and jump cancels for extensive damage. {{clr|3|j.S}} {{clr|5|j.D}} d{{clr|3|j.S}} {{clr|5|j.D}} air SMS can lead to 200+ damage.<br />
*Air Saperia Trance or air SMS FRC can convert even farther.<br />
*Has a bit of a wonky hitbox, but works well if they're already blocking.<br />
*God forbid you end up using Omega Shift, can be used as an airdash crossup.<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GGACR_Move_Card<br />
|input=Ground Throw<br />
|description=<br />
Tied with Pot for the farthest ground throw range in the game, and launches on hit. Use it a lot.<br />
<br />
Leads to easy damage anywhere on screen with {{clr|4|6H}} and plenty of other followups, or into knockdown with nuke which automatically baits bursts.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGACR_Move_Card<br />
|input=Air Throw<br />
|description=<br />
Great throw range. Knocks down not too far away from Justice, allowing for Nuke setups. Can be '''jump installed''', also followed up with RC, on CH, or with {{clr|1|2P}}/{{clr|1|5P}} against [[GGACR/Justice/Combos#Air_Throw_Combos|some characters]].<br />
}}<br />
<br />
===<big>Dead Angle Attack</big>===<br />
{{GGACR_Move_Card<br />
|input=DAA<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 10<br />
|recovery = 12<br />
}}<br />
Standard DAA. Knocks down on hit, and can be combo'd out of in the corner. NOT throw invincible, don't get baited.<br />
}}<br />
<br />
===<big>Blue Burst</big>===<br />
{{GGACR_Move_Card<br />
|input=D+X<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 19<br />
|active = 6<br />
|recovery = 27<br />
|specialRecovery = 3<br />
}}<br />
Justice has a unique Blue Burst. Unlike other characters, her Burst has an extra 6 frames of invulnerability. <br />
}}<br />
<br />
==Special Moves==<br />
===<big>Valkyrie Arc</big>===<br />
{{InputBadge|{{clr|1|236P}}}}<br />
{{GGACR_Move_Card<br />
|input=236P<br />
|description=<br />
Quite active counter that catches high and mid attacks. Leads to mostly same followups as her normal throw, but places opponent farther away and might require slight adjustments.<br />
<br />
Valuable tool for stopping opponents with normally hard to contest options or acting too predictable. Being a catch counter it will bring opponent to Justice from any distance and will not give them chance to RC the attack. Keep in mind that it does not work on projectiles.<br />
}}<br />
<br />
===<big>Michael Sword</big>===<br />
{{InputBadge|{{clr|3|41236S}}\{{clr|4|41236H}}}}<br />
{{GGACR_Move_Card<br />
|input=41236S,41236H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 9<br />
|recovery = 15<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 20<br />
|active = 9<br />
|recovery = 23<br />
}}<br />
{{clr|3|41236S}} is Justice's main combo ender. Blows opponent fullscreen away and gives time to setup Nukes.<br />
<br />
Strong neutral tool due to hitbox and speed and pushes opponent far enough to be mostly safe blocksting ender. Floor slides on counter hit for big conversions with Michael Blade, Saperia, or {{clr|4|6H}}.<br />
----<br />
{{clr|4|41236H}} is slower and wallbounces, bringing them back to you from nearly anywhere. <br />
<br />
Combos from {{clr|4|6H}} ground hit, crouching hit {{clr|4|5H}}, or counter hits, opening up her biggest damage routes. Requires meter to convert from hits other than {{clr|4|6H}}, but even just getting close knockdown is good in some matchups. Will also give full conversions when counterhits by itself, making it useful as a high risk/high reward frametrap tool.<br />
}}<br />
<br />
===<big>Air Michael Sword</big>===<br />
{{InputBadge|{{clr|3|j.41236S}}\{{clr|4|j.41236H}}}}<br />
{{GGACR_Move_Card<br />
|input=j.41236S,j.41236H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 9<br />
|recovery = 26<br />
|frcStart = 10<br />
|frcEnd = 13<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 21<br />
|active = 9<br />
|recovery = 25<br />
}}<br />
{{clr|3|j.41236S}} is a nigh incontestable, enormous hitbox. One of Justice's strongest options. Particularly menacing when TK'd.<br />
*Blows back in the same fashion as the ground SMS. Useful against close range characters.<br />
*Easy aerial combo ender, blows the opponent fullscreen, allowing for Nuke setups. You should whiff an air button after it.<br />
*Can be FRC'd on the first hit, which causes the opponent to fall straight down. Converts when grounded with {{clr|3|c.S}}, {{clr|4|6H}}, {{clr|4|2H}}, etc.<br />
*Using either air MS prevents use of another until Justice lands and jumps again.<br />
*Justice can score a single hit air SMS that knocks down more closely, allowing for her optimal okizeme. The opponent must be slightly below and behind Justice, and is usually done after an air combo into {{clr|3|j.S}}(1) > {{clr|4|j.H}}. These combos can be found [[GGACR/Justice/Combos#Optimal_Okizeme|here]].<br />
----<br />
{{clr|4|j.41236H}} is used in combo ending and rejumps. Allows Justice to score closer ranged knockdowns out of the air.<br />
*Does more damage than air SMS.<br />
*Wallbounces, allowing Justice to follow with a {{clr|4|j.H}} for knockdown.<br />
*Slow enough that it only combos out of the first hit of {{clr|3|j.S}}.<br />
*{{clr|5|j.D}} > Saperia Trance converts if they're high enough, for more damage and close oki.<br />
*Preferable combo ender against characters that outzone Justice or can easily get around nukes.<br />
}}<br />
<br />
===<big>Strike Back Tail (S.B.T.)</big>===<br />
{{InputBadge|{{clr|2|623K}}}}<br />
{{GGACR_Move_Card<br />
|input=623K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 12<br />
|recovery = 36<br />
|frcStart = 14<br />
|frcEnd = 17<br />
}}<br />
The closest thing Justice has to a meterless reversal; effective at low crushing and occasionally anti-airing due to the lightning hitbox. Not fully invul, but Justice's hurtbox {{Tt|shrinks significantly|[[File:GGACR_Justice_SBT_Frame1.png|175x175px]]}} on the first frame.<br />
<br />
Similar to {{clr|4|6H}}, this move has a vacuum effect on block and launches on hit. The former is very undesirable given its lengthy recovery, but the FRC on S.B.T. not only makes it safe but provides advantage, or in the case of a hit, a combo opportunity. <br />
<br />
Since it is throw invulnerable throughout startup and active frames, S.B.T. can also be used up close on an opponent's wakeup to try and bait a throw. Best performed along with the FRC to allow continuation of pressure. <br />
}}<br />
<br />
===<big>Nuclear Blast (N.B.)</big>===<br />
{{InputBadge|22[X] > ]X[}}<br />
{{GGACR_Move_Card<br />
|input=22X<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|isProjectile = true<br />
|recovery = 45<br />
|frcStart = 7<br />
|frcEnd = 10<br />
}}<br />
Slow moving but indestructible projectile which can be detonated at will. All around vital tool. Used for keepaway, oki, knockdown, damage, etc. What defines a matchup.<br />
<br />
Manual detonation is important as it prevents projectile from being easily bypassed. Depending on character and which nuke was launched, low profiling, (super)jump airdash, and poking with extended hurtbox can all be valid ways to avoid undetonated nuke and must be played around. Even then some hurtboxes can just avoid it entirely (e.g. {{CLabel|GGACR|Millia}} running under {{clr|2|K}} nuke).<br />
*Will pass through almost every other projectile unhindered, save for edge cases as Venom's Lightning Ball or Ky's Sacred Edge.<br />
*Can be FRC'd as soon as they come out for safety, another nuke, or a mixup.<br />
*Nukes will continue to travel as long as the corresponding button is held down, essentially disabling it until release. It is possible to release and repress it during hitstop without detonating the nuke.<br />
*Every nuke will disappear if Justice is hit.<br />
*To see how N.B interact with specific projectiles, see [[GGACR/Justice/Strategy#Nuclear_Blast_Interactions|Nuclear Blast Interactions]].<br />
}}<br />
<br />
==Force Breaks==<br />
===<big>Saperia Trance</big>===<br />
{{InputBadge|{{clr|5|236D}} (Air OK)}}<br />
{{GGACR_Move_Card<br />
|input=236D,j.236D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 9<br />
|recovery = 23<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 4<br />
|recovery = 14<br />
}}<br />
Ridiculously fast dash attack. Will cross the entire screen and smack the opponent off of the opposite wall, knocking down or allowing for a relaunch. <br />
*Will go through every projectile in the game, including Dizzy's FB Spike and a Gamma Ray in Justice mirrors.<br />
*Has short, nonstandard hitstop, making it more difficult for opponents to react to.<br />
*Justice can pass through the opponent on Saperia Trance's recovery, so you can do silly tricks like whiff and throw, crossup whiff into poke. <br />
*Good movement option for 25 meter.<br />
*Converts to {{clr|4|2H}} afterwards, it's a link and depends on screen positioning, because of how iffy Saperia can be. Always converts on CH.<br />
*Counterhit recovery. If you meet the person who slashbacks Saperia, send me the clip of you dying.<br />
----<br />
Air version is better for combos and crossup setups than grounded Saperia Trance. <br />
*Half the recovery and minutely faster startup than the grounded version. <br />
**Less invincibility and travel distance, and will lose to far more attacks. <br />
*Used in air combos when too far for air SMS FRC, can be iffy as to which direction it blasts the opponent. Converts to {{clr|4|2H}}/{{clr|4|6H}} afterwards, regardless of distance. <br />
*Leads to crossup/fake crossup shenanigans by doing TK Saperia Trance at the end of blockstrings. <br />
*Leads to whiff > throw after a max range {{clr|3|2S}} if TK'd.<br />
*Both versions scale fairly high.<br />
}}<br />
<br />
==Overdrives==<br />
===<big>Michael Blade</big>===<br />
{{InputBadge|{{clr|4|632146H}}}}<br />
{{GGACR_Move_Card<br />
|input=632146H<br />
|description=<br />
Big damage, ''fullscreen'' punish and reversal tool. A very good ''just do it'' move.<br />
<br />
Leads to full conversions when close enough, making it very useful to hitconfirm from moves that don't lead to much by themselves like {{clr|4|5H}} or {{clr|5|2D}}. With FRC point can lead to combo from nearly fullscreen. FRC itself is also useful to make reversal safe and steal back her turn.<br />
<br />
Being a single hit its weak against puppets who can absorb it (e.g. Dizzy's fish) and may not lead to advantageous situation even when FRC'd. It is also slightly held back by pretty harsh 60% initial prorate, making it poor starter considering its use as a fullscreen callout.<br />
}}<br />
<br />
===<big>Imperial Ray</big>===<br />
{{InputBadge|{{clr|3|632146S}}}}<br />
{{GGACR_Move_Card<br />
|input=632146S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 63<br />
|recovery = 25<br />
|frcStart = 31<br />
|frcEnd = 34<br />
}}<br />
Does a ridiculous amount of hits if the opponent is touching the orb and will chip anything to death that's low on health and without meter.<br />
<br />
Combos into for guts crush from many moves and can easily be made burst safe. Is not really good for damage otherwise as it gives opponent full tension bar and significant amount of burst back. While this can be alleviated by hitting it OTG, its still not recommended unless it will kill, with meter better saved for Nuke FRC instead. Doesn't knock down while opponent is grounded, which can put you in a bad position.<br />
*Can be FRC'd to go for tick throws or another setup, since Imperial Ray is safe on block already. <br />
}}<br />
<br />
===<big>Gamma Ray</big>===<br />
{{InputBadge|{{clr|4|46463214H}}}}<br />
{{GGACR_Move_Card<br />
|input=46463214H<br />
|description=<br />
Justice briefly charges before firing the Null Ray Cannon, destroying a few floating continents around Jupiter. Extremely close opponents will be sent flying upon activation. Justice will be vulnerable to hits while charging the beam attack. Opponents with low health/tension will die trying to block this. <br />
*Costs a full tension bar. Uses 50% to activate and another 50% for the actual laser half of it. Can be FRCed after the initial hit if it whiffs or is blocked<br />
*(Throw/Valkyrie Arc) > {{clr|4|6H}} > Gamma Ray will combo on everyone not named [[GGACR/Sol_Badguy|Flame of Corruption]].<br />
*Scales like hell off throw or VA, but does ludicrous damage off point blank {{clr|4|6H}}. A solid 50% or more off most of the cast's life with the confirm and the resources but only if very close.<br />
*Everyone except Justice herself can get around this if done in neutral. Be sure to use it wisely.<br />
}}<br />
<br />
===<big>Omega Shift</big>===<br />
{{InputBadge|{{clr|3|46463214S}}}}<br />
{{GGACR_Move_Card<br />
|input=46463214S<br />
|description=<br />
Meme super. Extremely risky with very little reward, as buffs she gains do not offset a chance to lose the round instantly.<br />
<br />
For the cost of 100% tension, Justice is granted a dash, three jumps, three airdashes, jump cancel on all normals except {{clr|5|5D}}, and airdash cancels on air normals, while also increasing her movement speed in general. Despite all of these buffs none of the combos available in Omega Shift deal more damage than you could do normally.<br />
<br />
Gives a '''full, flashing guard bar''' when it ends, along with a hefty recovery animation generously giving your opponent plenty of time to think up what cool combo they'll kill you with.<br />
}}<br />
<br />
==Instant Kill==<br />
===<big>X Laser</big>===<br />
{{InputBadge|During IK Mode: {{clr|4|236236H}}}}<br />
{{GGACR_Move_Card<br />
|input=236236H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 18<br />
|recovery = 18<br />
}}<br />
Nearly fullscreen IK. Justice dashes forward frighteningly fast. Can kill A.B.A from anywhere on the screen if she ever runs out of Moroha gauge without a burst.<br />
*Can make for a very silly whiff > throw setup.<br />
}}<br />
<br />
==Colors==<br />
{{GGACRColors|Character=Justice}}<br />
<br />
==Navigation==<br />
{{notice|To edit frame data, edit values in [[GGACR/Justice/Data]].}}<br />
{{Overview/SEO|summary=Justice is Guilty Gear's archetypal zoner: slow, large, and plodding, but with large hitboxes, an oppressive projectile game, and high damage.}}<br />
{{GGACR/Navigation}}<br />
[[Category:Guilty Gear XX Accent Core + R]]<br />
[[Category:Justice]]</div>Sobosswagnerhttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Chipp_Zanuff&diff=366006GGXRD-R2/Chipp Zanuff2023-01-10T05:09:31Z<p>Sobosswagner: /* Ryuu Yanagi */ Added frame chart</p>
<hr />
<div>==Overview==<br />
{{Overview/navigation|okizeme=true}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4|height=1<br />
|header=Overview<br />
|content= Guilty Gear's dedicated pixie character with great mobility and paper-thin defense. Chipp has everything a speedy player could want: fast movement, a triple jump, teleports, and several special moves that let him careen around the stage and climb on the walls. His normals are also much faster for their range than most other characters, and he has a few powerhouses like {{clr|1|6P}}, {{clr|4|5H}}, and {{clr|5|j.D}} to supplement his raw speed.<br />
<br />
While he's without a doubt the nimblest character in Xrd, Chipp also has a strong pressure game: {{clr|3|c.S}} is a plus on block throw option select that is faster than many characters' jabs and frame traps into itself. Off of throw or another good knockdown, Chipp can often set up a jump-in mixup using {{clr|3|j.S}}, {{clr|4|j.H}}, or simply landing and going low. His aerial kunai super Ryuu Yanagi ({{MMC|input=j.214214K|label={{clr|2|j.214214K}}}}) makes those mixups even harder to block. Gamma Blade ({{MMC|input=41236H|label={{clr|4|41236H}}}}) is a large grounded projectile that is always plus on block and captures the opponent on hit, giving Chipp a free combo. Chipp also has Beta Blade ({{MMC|input=623S|label={{clr|3|623S}}}}), a two-hit, 4f meterless reversal that lets him challenge mixups and pressure.<br />
<br />
Turning a combo into setplay and mixups is not always feasible, however, and Chipp must often choose between a moderate damage combo and a reset to neutral or a much less damaging combo with continued okizeme. Chipp's many tools give him many options in neutral, but using them to safely control his opponent requires a lot of matchup knowledge and choosing the wrong option can be very punishing: if Chipp eats a single bad counter hit, he's liable to lose half his health bar or more.<br />
<br />
If you want to live fast, die hard, and have every tool in the box at your fingertips, Chipp is the character for you.<br />
}}<br />
{{GGXRD-R2/Infobox<br />
| fastestAttack = [[#5P|5P]](3F) (Whiffs on crouch) <br/> [[#2P|2P]](4F) <br/> [[#c.S|c.S]](4F)<br />
| reversal = [[#Beta Blade|623S]] (5F)<br />
}}<br />
{{ProsAndCons<br />
|intro= has every tool you could ever want and enough mobility options to treat the screen like a jungle gym - but he hurts more than anyone else when he makes a mistake.<br />
|pros=<br />
*'''Speedster''': Between a triple jump, the fastest runspeed in the game, teleports, and the ability to cling to walls and dash off them, Chipp is easily the most mobile character in the game. He can utilize his extreme speed to both whiff punish and escape scary situations better than many other characters in the cast.<br />
*'''Powerful Mixups''': Chipp has tons of ways to open people up, including {{MiniMoveCard|input=63214S|label= a command grab}} and a standing, unthrowable overhead with his {{MMC|input=6K|label={{clr|2|6K}}}}. In the corner, {{MiniMoveCard|input=Wall > 64 |label= Wall Cling}} setups and FDC {{clr|2|j.2K}} give Chipp incredible mixup options from knockdown.<br />
*'''Excellent Buttons:''' Fast startups paired with great hitboxes and recovery on many normals ({{MMC|input=6P|label={{clr|1|6P}}}}, {{MMC|input=5K|label={{clr|2|5K}}}},{{MMC|input=c.S|label={{clr|3|c.S}}}}, {{MMC|input=2S|label={{clr|3|2S}}}}, {{MMC|input=j.D|label={{clr|5|j.D}}}}) can make Chipp difficult to challenge as characters with weaker neutral or slower buttons.<br />
*'''Adaptable Toolbox:''' Chipp's speed and wide movelist allow him to approach situations however he pleases. He can play very defensively and offensively, as well as switch between the two as necessary. <br />
|cons=<br />
*'''High-Risk:''' Chipp takes the most damage out of any character by far, and has rather strict execution demands in order to be properly played. As such, making errors in execution isn't uncommon and the punishment for them is astronomical.<br />
*'''Lack of Easy Knockdowns:''' Scoring a knockdown usually needs combos with specific conditions such as being close to the opponent or hitting them crouching, or a short combo with low damage such as basic gatlings into {{MMC|input=2D|label=2D}}. Chipp often has to choose between doing good damage or earning a knockdown. <br />
*'''Okizeme Woes:''' Chipp's backdash is not well-fit for escaping okizeme, and he has the longest possible knockdown timer in the game.<br />
*'''Meter-hungry:''' Chipp's strongest options require meter investment, but his meter income is limited by the tension penalty inflicted by {{MMC|input=j.2K|label={{clr|K|j.2K FDC}}}}, his main mixup tool.<br />
}}<br />
</div><br />
===Unique Mechanics===<br />
{{card|width=4<br />
|header=Jump Installing<br />
|content=<br />
Normally, Chipp cannot jump or airdash after his {{clr|3|S}}/{{clr|4|H}} teleports, but this can be changed with a technique called jump installing.<br />
<br />
Jump installing is a long-standing <strike>bug</strike> feature of the Guilty Gear series that allows characters to fool the game into giving them air actions when they would not normally have them. Many moves in GGXrd will automatically jump install, but Chipp is notable both for having a move that does not auto-jump intall ({{clr|3|S}}/{{clr|4|H}} teleport) and relying on that move for combos quite a lot. '''Jump installing is NOT unique to Chipp - he just does it more than anyone else.'''<br />
<br />
For more information on jump installing, see [[GGXRD-R2/Movement#Jump_Install|this page]].<br />
}}<br />
{{FrameChartKey}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 1<br />
|recovery = 8<br />
}}<br />
A high and very fast standing jab.<br />
<br />
Chipp's fastest normal and one of the fastest jabs in the game. Mostly used in juggle combos after {{clr|5|2D}} > {{clr|3|236S}}. Whiffs against crouching opponents except for Potemkin, Bedman and Haehyun. Also sees use as an emergency anti-air because of its upwards angle and quick startup, but is very bad when it trades<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 5<br />
|recovery = 8<br />
}}<br />
A fast standing kick with great range for its speed.<br />
<br />
An all around essential move for Chipp thanks to its versatility. Its great hitbox that is disjointed on startup allows it to beat many otherwise problematic normals that would outrange Chipp. Its wide variety of gatling options makes it a strong pressure starter as well. On hit, it can easily hit confirm due to being able to gatling into itself.<br />
*Gatlings into 2P, 6P, 2K are delayed.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=c.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 2<br />
|recovery = 10<br />
}}<br />
Extremely fast for a {{clr|3|c.S}} and offers frame advantage on block while being rewarding on hit, making it useful for starting pressure, confirming hits and creating burst safe points in combos<br />
<br />
Very useful for frame traps; it's plus frames on block and incredible startup speed allow {{clr|3|c.S}}>{{clr|3|c.S}} to be a frametrap sequence. On normal hit, it can link into {{clr|1|5P}} against standing opponents and {{clr|S|c.S}} on crouching opponents to make hit confirming out of stagger pressure possible. On counter hit, it's possible for chip to link another {{clr|3|c.S}} to confirm into combos. Thanks to its versatile gatling tree, it's also essential for knockdown combos via {{clr|P|6P}} and {{clr|D|2D}}. It is also Chipp's only normal that can gatling into {{clr|2|6K}} for overhead mixups. <br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=f.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 2<br />
|recovery = 18<br />
}}<br />
Chipp quickly takes a large step forward, giving {{clr|S|f.S}} much further reach than the hitbox suggests.<br />
<br />
Thanks to its excellent range and speed, {{clr|S|f.S}} is very good for footsies and after dash-ins. Is essentially the higher recovery, higher-hitting brother of {{clr|S|2S}}. <br />
<br />
While it can be great in neutral and for approaching, it's not without fault - its high hitbox loses or completely whiffs against low profiles, such as Sol's {{clr|5|2D}}. It also has no way to gatling into {{clr|5|2D}}, so committing to an {{clr|3|f.S}} usually means forfeiting knockdown.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 7<br />
|recovery = 16<br />
}}<br />
Mostly a combo-tool and blockstring ender (canceled into {{MMC|input=236S|label=rekka}}, teleport or jump/{{keyword|IAD}} Fast Shuriken)<br />
<br />
Not very useful as a poke due to its long startup relative to Chipp's other normals. While it is not disjointed at all, it can be used as a makeshift anti-air in very specific situations, such as against Venom's Mad Struggle, since a trade will be greatly in Chipp's favor. <br />
<br />
On counter hit however, the move's potency opens up - it can link into {{clr|D|2D}}, or go into a combo via {{clr|D|5D}}. On air counter hit, Chipp can dash and get a full air combo. These properties make {{clr|H|5H}} a strong haymaker on read or against predictable opponents.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|5|5D}}<br />
}}<br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 27<br />
|active = 4<br />
|recovery = 9<br />
}}<br />
Agonizingly slow startup for a Chipp move.<br />
<br />
Chipp's {{clr|5|5D}} is one of the longest reaching in the game, but he might need some creativity to follow up midscreen from far away with the air homing jump combo (airdash during homing jump etc.). On homing dash however, the combo combo gives nearly full corner carry (sometimes can give full) with a solid knockdown to boot. His {{clr|5|5D}} is also one of the few which is plus on block thanks to its low recovery.<br />
<br />
While it's highly rewarding on hit, the slow startup makes it fairly difficult to land against opponents that are paying attention to Chipp's pressure. {{clr|K|6K}}, Command grab, or teleport mixups are generally preferrable to open opponents up.<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 3<br />
|recovery = 25<br />
}}<br />
One of the most invulnerable 6Ps in the game and an essential part of Chipp's toolkit in many matchups.<br />
<br />
Used as an antiair, a counterpoke against many mid-hitting moves, combo filler, and pressure vs characters who like to {{keyword|abare}} with mid to high hitting moves. Upper body invuln starts at frame 1, making it great on reaction against moves that it can beat. While it is very unsafe on block by itself, it can safely gatling into a wide variety of other normals to continue pressure. <br />
<br />
Where the risk of using {{clr|P|6P}} lies is that it is horribly unsafe on whiff due to its extremely long total duration of 36 frames. It can be safer to attempt to anti air with {{clr|H|2H}} if you suspect the opponent is trying to bait {{clr|P|6P}}.<br />
*Combos into {{clr|H|6H}} on counter hit<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|6K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 19<br />
|active = 5<br />
|recovery = 5<br />
|specialRecovery = 3<br />
}}<br />
Chipp's other standing overhead normal.<br />
<br />
While it is fast, it is rather risky for its reward. As its not special cancellable comboing off of this only works as a meaty and against crouching opponents, or with a Roman Cancel. It should not be used point blank, as opponents can easily ground throw you after the hit or on block. In addition to the risk of being thrown on hit, should the opponent choose to contest it by mashing, they can score a highly damaging counter hit juggle combo.<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 6<br />
|recovery = 15<br />
}}<br />
Huge button with great reach thanks to a large hitbox and big forward step.<br />
<br />
Mostly used as a frametrap to catch delay or fuzzy jumps, and as a tech trap in certain okizeme situations. it can also be used as a haymaker in neutral. High damage starter and great in juggles since it offers a combo afterwards (run up {{clr|3|c.S}} or {{clr|1|5P}} into air combo. Against Standing opponents, {{clr|H|6H}} combos into grounded Alpha Blade, and depending on the range, into a {{keyword|TK}} Alpha Blade. On air hit in the corner, it leads into Blitz Attack loops.<br />
*Causes stagger on ground hit.<br />
*Causes ground bounce on air hit.<br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 2<br />
|recovery = 7<br />
}}<br />
A very fast crouching jab that is plus on block. <br />
<br />
Great for stagger pressure and tick throws due to its low blockstun from being attack level 0. Its speed also makes it good {{keyword|abare}} option in scramble situations. Is also relatively burst safe for combos: {{clr|1|2P}} > {{clr|1|2P}} > {{clr|3|c.S}}...<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 7<br />
}}<br />
Chipp's fastest low attack. A common starter for strings and great for mixups.<br />
<br />
Its self-gatling option for consecutive lows is useful to keep opponents crouching or catch them while they attempt to fuzzy jump. 2K Gatling into 6H is also useful to punish fuzzy (delay) jumpers and one way to punish excessive use of FD.<br />
<br />
Unfortunately, it has very poor range, making it somewhat hard to use for okizeme. It has a high risk of getting thrown, can't catch backdashes, and has short active frames.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 4<br />
|recovery = 11<br />
}}<br />
An essential button to use when approaching or to stuff the opponent's moves.<br />
<br />
Like {{clr|S|f.S}}, the range is greater than the hitbox implies due to the large forward step Chipp takes. Will connect against the opponent's low profile options where {{clr|S|f.S}} would whiff, and with significantly less recovery, but will whiff against some airborne opponents that {{clr|S|f.S}} would hit. Staggers on counter-hit, making it a good option as a dash-in attack and for frame traps.<br />
*Chipp's hurtbox is extended forward before the attack becomes active.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 9<br />
|recovery = 18<br />
}}<br />
Great anti-air with tall reach and high reward,<br />
<br />
Works well as an anti-air because of the high vertical range (hits them early) and the added reliability in trades (high attack level and good counter hit property), less so because of its actual hit box, which is rather poor. Followup combos are generally only possible on counter hit or by cancelling into {{clr|3|22S}} teleport<br />
<br />
When it is used at the end of a block-string or stand-alone, it should be cancelled into {{clr|1|22P}} or delay cancelled into {{clr|5|2D}} to make it safe.<br />
*Floats opponent on normal hit.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|2|6K}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 2<br />
|recovery = 17<br />
}}<br />
A Fast sweep with very long range.<br />
<br />
An extremely important tool for Chipp's ground game as it's his primary way of scoring knockdowns for okizeme. It is also an excellent combo tool via {{clr|3|236S}}, which also serves as a very useful block string. In neutral, 2D is great at stuffing the opponent's dashes. It can also evade some other lows that have thin, close to the ground hitboxes (Ky {{clr|D|2D}} and {{clr|K|2K}} for example) since Chipp's hurtbox pulls upward slightly during the active frames.<br />
*{{clr|5|2D}} > {{clr|1|22P}} > link {{clr|5|2D}} can be useful against people expecting {{clr|5|2D}} > {{clr|3|236S}}<br />
*{{clr|5|2D}} > {{clr|3|236S}} > {{clr|4|623H}} is a very strong combo starter in the corner leading to good damage and knockdown, making {{clr|5|2D}} as a poking tool even more important<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 4<br />
}}<br />
A very fast air jab, mostly used as combo filler or as a low commitment and burst-safe air-to-air button.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 8<br />
|recovery = 8<br />
}}<br />
A two-hitting air normal.<br />
<br />
The first hit has a great upwards-angle and is very useful as an air-to-air, while the second hit pulls the enemy downwards, which is used mostly in specific knockdown combos. Chipp can cancel {{clr|K|j.K}}(1) into itself several times to avoid activating the second hit, which is mostly used for guts crushing low health opponents in air combos.<br />
<br />
Be careful - should the first hit of {{clr|2|j.K}} whiff, the second hit will activate regardless, which means that if you fail your air-to-air attempt, you might not be able to act for a while due to the long total duration of the move.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.2K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.2K<br />
|description=<br />
A downward air kick that alters Chipp's flight path, slowing down his horizontal acceleration.<br />
<br />
Mostly used for Chipp's FDC ({{tt|faultless defense cancel|j.1[{{clr|2|K}}]~[{{clr|3|S}}]}}), input. Multi-hit and attack level 0 make this a decent but risky okizeme tool; For example in the corner, you can use it low enough to have only one hit connect, then immediately link a {{clr|2|2K}}, which is a hard to block setup, especially when the opponent usually expects a 2-hit {{clr|4|j.H}}. This setup is risky however because it can easily be backdashed out of.<br />
<br />
{{clr|2|j.2K}} is also weak against Faultless defense: if the first two hits make contact with the opponent's FD, you will be pushed back so much that the last hit of {{clr|2|j.K}} might whiff, which means your opponent will recover before you and will throw you.<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 10<br />
|recovery = 18<br />
}}<br />
An air normal that alters Chipp's momentum and has a very wide hitbox.<br />
<br />
Slightly bounces Chipp upwards when used, which can be both a {{tt|blessing|It can bounce you our of the range of an opponent's move and allow you to punish}} and a {{tt|curse|The momentum shift can cause the move to whiff completely}}. While almost exclusively as combo filler, it has some {{tt|applications in blockstrings|iad {{clr|2|j.K}}(1),{{clr|2|j.K}}(1),{{clr|3|j.S}},{{clr|H|j.H}}(2), land...}} and Okizeme, such as an {{keyword|IAD}} high/low mixup after air alpha blade, after {{clr|H|H}} teleport, or in the corner. <br />
<br />
While the width of the hitbox makes it great as a crossup, it is hard to use it for that purpose against grounded opponents due to the air bounce property.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|4|j.H}}<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 12<br />
|recovery = 29<br />
}}<br />
A highly evasive air normal with great hitboxes.<br />
<br />
Chipp's jump-in of choice. Hits overhead twice, dodges and beats a lot of antiair attempts while active due to the way Chipp's hitbox moves around, all while being disjointed. Additionally, it's an excellent crossup button for Chipp's various jump and teleport mixups.<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 8<br />
|recovery = 19<br />
|specialRecovery = 5<br />
}}<br />
Very fast and extremely disjointed jumping kick. All around essential move in many matchups.<br />
<br />
Useful for punishing air throw attempts or as an anti-anti air while also frequently beating other air to air attempts. Just as useful in combos, since it causes plummet / knockdown midscreen and wall bounce in the corner.<br />
<br />
Since it has some extra landing recovery, be careful when using it from too high up in the air - if the opponent instant blocks, you can get thrown when you land.<br />
*Long floor slide on ground counter hit, very short floor slide on air counter hit<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Ground Throw<br />
|description=<br />
Chipp has a shorter throw range than many other characters. On successful throw, he can OTG combo with fast moves that hit low to the ground such as {{clr|2|2K}}<br />
<br />
Causes a moderate knockdown to the opponent, giving you enough time for okizeme such as jump forward, FDC, {{clr|4|j.H}}(crossup), continue pressure or combo. Unfortunately does not reliably lead into strong mixups without meter, but with meter, allows you to do {{keyword|TK}} {{MMC|input=j.214214K|label=Ryu Yanagi}} setups<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Air Throw<br />
|description=<br />
Causes very long knockdown, giving you a lot of time for either [{{MMC|input=214K|label=invisibility}} > meaty {{clr|2|2K}}] or simply FDC okizeme.<br />
<br />
Can also be Roman Cancelled and followed up with a {{clr|4|6H}} > dash {{clr|1|5P}} > air combo for good damage.<br />
}}<br />
<br />
===<big>Dead Angle Attack</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=DAA<br />
|description=<br />
Long invuln time dead angle. Uses the same animation as {{clr|H|5H}}, giving it pretty good horizontal reach.<br />
*Causes wall bounce on counter hit<br />
}}<br />
<br />
===<big>Blitz Attack</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Blitz,[Blitz]|versioned=name<br />
|description=<br />
Standard Blitz attack that does not strike as far as the animation suggests.<br />
<br />
Offensively, Chipp can use his blitz attack in the corner to perform {{clr|4|6H}} > Blitz attack loops anytime he can combo into air hit {{clr|4|6H}} by jump cancelling the recovery of {{clr|4|6H}} and cancelling the jump startup with blitz.<br />
<br />
The input is {{clr|4|6H}} > 8~[5{{clr|S|S}}+{{clr|H|H}}]. Such combos do very high, meter-efficient damage and drain burst gauge, making them indispensable for serious Chipp players. If timed very carefully with a slight delay , it can even be made a burst safe point (the blitz shield would reject a burst activated during {{clr|4|6H}} hitstop) while still being a true combo. <br />
}}<br />
<br />
==Special Moves==<br />
===<big>Alpha Blade</big>===<br />
{{InputBadge|{{clr|1|236P}} (Air OK)}}<br />
{{GGXRD-R2 Move Card<br />
|input=236P,j.236P,236P > H|versioned=input<br />
|description=<br />
Alpha Blade is a strong move that has myriad uses on defense, as it is a long-range, low-profile slide. It is an excellent choice to escape the corner from many different elements of pressure.<br />
<br />
Chipp's collision box is removed during the travel distance, allowing Chipp to move through the opponent and crossup with the move's active frames.<br />
<br />
;Grounded version ({{clr|P|236P}})<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 15<br />
|recovery = 32<br />
}}<br />
Being that the low profile is one of the main attributes, it can also be used to go under most projectiles or ranged pokes. During parts of the move, Chipp is actually considered airborne and can go over some moves that have thin, low to the ground hitboxes such as {{MMC|input=236S|chara=Potemkin|label=Slidehead|hitboxMode=true|imageNumber=2}}. While it is excellent for escaping pressure, it carries some risks: it is very minus on block, so characters that can move quickly or have long reaching moves can reliably punish Chipp unless he cancels into Alpha Plus, which can have its own issues.<br />
<br />
On normal hit, Alpha Blade launches the opponent, but Chipp generally cannot follow up into any additional damage without spending meter. On counter hit, he can cancel into Alpha Plus or burn meter for a strong combo.<br />
<br />
In combos, ground Alpha Blade will generally only combo out of {{clr|4|6H}} or {{clr|4|5H}}. It can also conditionally combo from {{clr|4|5H}} if Chipp are relatively close to the opponent or if you hit them while they are crouching. {{clr|5|2D}} > Ground Alpha Blade works against lightweights, but is rarely used for anything useful.<br />
----<br />
;Air version ({{clr|P|j.236P}})<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 14<br />
|specialRecovery = 18<br />
}}<br />
Air alpha blade is similar to the grounded version but it is faster, safer, and has a larger hitbox. Unlike the grounded version, using an Air Alpha Blade very close to the ground will allow for {{tt|meterless combos|Example: corner S > S > HS > {{clr|1|2369P}} (lowest possible height), land, S...}}, especially in the corner. <br />
<br />
In the corner, air Alpha Blade can also be cancelled into {{MMC|input=Wall > 64|label=Wall Cling}}. However, if you do not perform any other actions after the wall cling, there will be a special, relatively long landing animation when you land.<br />
*Listed Frame Advantage for Air Alpha Blade is on lowest height<br />
----<br />
;Alpha Plus ({{clr|P|236P}} > {{clr|H|H}})<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 12<br />
|recovery = 18<br />
}}<br />
On normal block, there is a minimum 6F gap between Alpha Blade and Alpha Plus , making this move risky on block at any range in any matchup. On top of that, Alpha Plus itself is punishable on block, so it's generally only used to hit confirm a raw Alpha Blade.<br />
}}<br />
<br />
===<big>Beta Blade</big>===<br />
{{InputBadge|{{clr|3|623S}} (Air OK)}}<br />
{{GGXRD-R2 Move Card<br />
|input=623S,j.623S|versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 22<br />
|recovery = 16<br />
|specialRecovery = 10<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 18<br />
|specialRecovery = 5<br />
}}<br />
An incredibly fast {{keyword|DP}}. <br />
<br />
Mostly only used as a reversal option or as an ender for air combos. If the first hit is Roman Cancelled, Chipp will remain standing on the ground, which will either allow him to followup up the hit with a {{clr|4|6H}}, or to start pressure in case Beta Blade is blocked.<br />
*The first hit of the ground version gives a hard knockdown (which rarely matters since the second hit will allow the opponent to tech)<br />
*Chipp loses Throw invulnerability as soon as he becomes airborne.<br />
}}<br />
<br />
===<big>Gamma Blade</big>===<br />
{{InputBadge|{{clr|4|41236H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=41236H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 19<br />
|active = 9<br />
|recovery = 29<br />
}}<br />
A grounded projectile that traps the opponent in place on hit. Unlike most special moves, Gamma Blade can '''NOT''' be cancelled into from normals.<br />
<br />
A very important move for many of Chipp's matchups. While it has slow startup, it is plus on block and highly rewarding on hit as it places the opponent in an airborne state where they cannot burst while trapped, allowing for damaging juggle combos. Gamma Blade also has one of the highest projectile clash levels in the game - it will erase most projectiles it comes into contact with and continue traveling forward, making it an excellent tool for calling out careless zoning attempts.<br />
<br />
Although it is potent and rewarding both on hit and block, its slow startup and very long total duration make it a very risky move to throw out in neutral without YRC available.<br />
*Always +5 on block, no matter how late it hits, since Chipp has a set recovery if it makes contact with the opponent<br />
*Deals full damage as an OTG hit and still causes the trap effect (although all followup hits will suffer from OTG damage reduction).<br />
}}<br />
<br />
===<big>Tsuyoshishiki Meisei</big>===<br />
{{InputBadge|{{clr|2|214K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=214K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 29<br />
}}<br />
A cheeky "install" type move that will make Chipp flash from invisible to visible for approximately 8 seconds.<br />
<br />
Mostly used to create extra ambiguity's for Chipp's various mixup options as it's much harder to see what he's doing thanks to the "smoky" effect and flashing from visible to invisible. Entering invisiblity is generally only safe to do after knockdowns (especially during a high wall Alpha Blade knockdown as it will allow him to also still be able to meaty) or during corner dust combos as it has significant recovery. The effect will end prematurely if Chipp blocks an attack or gets hit.<br />
<br />
*Unlike most specials, can '''NOT''' be cancelled into from normals.<br />
*Chipp changes visibility about every second<br />
}}<br />
<br />
===<big>Tsuyoshishiki Ten'i</big>===<br />
{{InputBadge|22{{clr|1|P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=22P,22K,22S/H|versioned=input<br />
|description=<br />
Chipp teleports at various locations on the screen based on the input. Each teleport has minor strike invulnerability and is a core tool of Chipp's neutral and mixup game.<br />
<br />
;{{clr|P|22P}} (In Place)<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 21<br />
}}<br />
Very good when used either in neutral and blockstrings as a bait to fake out {{clr|2|22K}} or {{clr|4|22H}} teleports, keeping your opponent on edge.<br />
----<br />
;{{clr|2|22K}} (Forward)<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 30<br />
}}<br />
The highest recovery of Chipp's teleports. It is a strong strategy to cancel the recovery of {{clr|2|22K}} teleport with YRC, circumventing the long recovery flaw while rapidly closing distance. Additionally, the added slowdown should give you enough time to start a combo, apply pressure, or go for an a throw.<br />
----<br />
;{{clr|3|22S}}/{{clr|4|22H}} (Airborne, in Front/Behind opponent)<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 20<br />
}}<br />
Both versions are a great combo tool after a {{clr|4|2H}} hit. {{clr|S|S}} version Will maintain dash momentum; for this reason, it has some use as a jump in, particularly for certain mixups options.<br />
<br />
Both the airborne teleports are useful approach tools; they cause Chipp to fall a set distance towards the side opposite the one Chipp appears on (thus towards the opponent), the only exception being if {{clr|4|22H}} is used in reach of wallcling ({{clr|4|22H}} teleport can be cancelled into wall cling, manually or by holding {{clr|H|H}}). In this instance, Chipp falls straight downward. <br />
<br />
Because Chipp falls slightly forward, this means when {{clr|4|22H}} teleport is used at a long range, Chipp will fall onto to the other side of the opponent from where he appears, rather than behind as usual, enabling crossups. This affects certain corner oki setups, but the forward momentum can be stopped using a delayed FDC or just raw {{clr|K|j.2K}}.<br />
*If used predictably, all teleport options can be heavily punished due to their long recoveries<br />
*Can install an airdash (super jump install) to air versions in neutral with a fast 228 input<br />
*If landing recovery from a jump is cancelled into an air teleport, Chipp can use whatever air options he would have had left.<br />
}}<br />
<br />
===<big>Genrouzan</big>===<br />
{{InputBadge|{{clr|3|63214S}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=63214S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 27<br />
|active = 11<br />
|recovery = 12<br />
}}<br />
A slow but highly rewarding command grab.<br />
<br />
Useful to open up opponents who have been conditioned to block various frametraps or stagger pressure. Causes a very long knockdown midscreen, giving Chipp enough time to set up {{MMC|chara=Chipp Zanuff|input=214K|label=invisibility}} and go into a meaty or a 3-way mixup. In the corner, Chipp can cancel into Wall Cling after the hit to go into highly damaging meterless combos that maintain a knockdown for further okizeme and pressure.<br />
<br />
While the initial startup is strike invuln, Chipp is airborne for 16 frames before it becomes active, allowing opponents that are looking out for it to score an Air Throw on Chipp or just plain anti-air combo him.<br />
*As a throw, the opponent can't burst on hit.<br />
}}<br />
<br />
===<big>Resshou</big>===<br />
{{InputBadge|{{clr|3|236S}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 5<br />
|recovery = 10<br />
}}<br />
The starter of Chipp's rekka series.<br />
<br />
Very useful as a blockstring ender since it only leaves Chipp at -1, which is a non-issue if your opponent doesn't instant block. Even while he's minus, Chipp's pokes (such as {{clr|3|2S}} or {{clr|K|5K}}) will generally be faster than what the opponent has to offer at the distance he is left at after using the rekka, and you can use {{clr|P|6P}} to counterpoke certain abare options. You can alternatively follow up with {{MMC|input=236S > 236S|label=Rokusai}} for a risky frametrap that is high reward on counter hit.<br />
*Has special hitstun that makes it +2 on standing hit, +3 on crouching hit. <br />
*Combos into {{clr|2|5K}} on counter hit<br />
*links into {{clr|1|5P}} or even {{clr|3|c.S}} on airborne hit (for example after {{clr|5|2D}})<br />
}}<br />
<br />
===<big>Rokusai</big>===<br />
{{InputBadge|Resshou > {{clr|3|236S}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236S > 236S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 1<br />
|recovery = 25<br />
}}<br />
Second hit of Chipp's Rekka Series <br />
<br />
Hits low. Very useful if used slightly delayed after the first rekka as a frame trap. Slightly unsafe on block and punishable at most spacings, it's better when followed up by a Roman Cancel for combos or to continue pressure. Chipp can get away with it on block after conditioning opponents to respect followups however.<br />
*Special hitstun makes it only -3 on hit<br />
*Staggers on counter hit<br />
}}<br />
<br />
===<big>Senshuu</big>===<br />
{{InputBadge|Resshou > {{clr|2|236K}}\Rokusai > {{clr|2|236K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236S > 236K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 25<br />
|active = 6<br />
|recovery = 10<br />
|specialRecovery = 12<br />
}}<br />
Possible as a second or last hit of Chipp's rekka series.<br />
<br />
Hits overhead and launches on normal hit, which can be followed up into a combo. While it's rewarding to land, it has very slow and reactable startup and it's punishable on block. When blocked, Chipp is in crouching counterhit recovery, allowing most opponents to start their most damaging combos. Use sparingly or only with 50 tension to make it safe.<br />
}}<br />
<br />
===<big>Shinkirou</big>===<br />
{{InputBadge|{{clr|4|623H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=623H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 16<br />
|active = 12<br />
|recovery = 16<br />
}}<br />
Can be used Stand-alone or during Chipp's Rekka series (but not after {{clr|2|236K}})<br />
<br />
Has relatively little use outside of {{tt|combos|{{clr|5|2D}} > {{clr|3|236S}} > {{clr|H|623H}}}} or as a risky frametrap after Rokusai (can be punished by airthrow on block). Little reward on grounded hit, knocks back the opponent on counter hit, but does wall stick the opponent in the corner if they are hit airborne.<br />
<br />
On whiff or block, Chipp has access to full air options and movement.<br />
}}<br />
<br />
===<big>Shuriken</big>===<br />
{{InputBadge|{{clr|1|j.214P}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=j.214P Slow,j.214P Fast|versioned=input<br />
|description=<br />
Chip throws a shuriken in a 45 degree angle towards the ground. Alternates between a slow and a fast version, with the slow version coming first.<br />
<br />
Mostly used for pressure and to cover your approach. Especially useful against characters that have a hard time avoiding it, such as Potemkin.<br />
<br />
;Slow Version<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 23<br />
|isProjectile = true<br />
|specialRecovery = 6<br />
}}<br />
Completely halts Chipp's air momentum during the throw and has very long recovery. Can stop opponents from approaching due to covering a good angle for a good duration, however it has rather slow startup at 23 frames.<br />
<br />
An interesting setup for the slow version is to use it after a low altitude {{clr|5|j.D}} combo ender for okizeme. Cancel the {{clr|5|j.D}} into slow shuriken, land, and continue pressure on a waking up opponent, who now has to block the meaty shuriken.<br />
----<br />
;Fast Version<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|isProjectile = true<br />
|recovery = 9<br />
|specialRecovery = 3<br />
}}<br />
Has quick startup for a projectile.<br />
<br />
Does not alter Chipp's momentum, making fast Shuriken more suited for ascending jumps to make it travel further. Can be used as a pressure reset option from an instant air dash.<br />
}}<br />
<br />
===<big>Wall Cling</big>===<br />
{{InputBadge|Near Wall > 64}}<br />
{{GGXRD-R2 Move Card<br />
|input=Wall Cling > 8,Wall Cling > 6,Wall Cling > 4|versioned=name<br />
|description=<br />
Many special moves that leave chipp airborne can be cancelled into the wall cling, such as Genrouzan ({{clr|3|63214S}}), air Alpha Blade ({{clr|1|j.236P}}) or 22{{clr|3|S}}/{{clr|H|H}} teleports. Wall cling does have a minimum height requirement. TK {{clr|1|j.236P}} will not allow Chipp to wall cling afterward, but when used in air extensions it will.<br />
<br />
The wall cling generally is used for corner Okizeme as well as runaway tactics. When used on its own from a regular jump Chipp retains all prior air options (double/triple jump, airdash), but when used from 22{{clr|3|S}}/{{clr|H|H}} the teleports must be jump installed prior in order to retain air options.<br />
<br />
;9 Jump<br />
* Chipp jumps up off the wall. Can be used as a corner escape but is rather committal on defense due to needing time or space to jump out<br />
----<br />
;6 jump<br />
* Chipps traditional walldive. A low, steep angle makes this difficult to use defensively, and is therefore usually used in his okizeme game<br />
----<br />
;4<br />
* Chipp detaches from the wall and will fall down provided no additional actions are inputted. The core of Chipp's corner okizeme game that, when combined with his {{MMC|input=j.H|label=j.H}} gives Chipp access to unreactable left/right and high/low mixups<br />
----<br />
;8/2<br />
* Moves Chipp higher or lower on the wall. Largely used to reposition or to stall<br />
}}<br />
<br />
==Wall Cling Moves==<br />
==={{clr|1|w.P}}===<br />
{{InputBadge|{{clr|1|P}} during Wall Cling}}<br />
{{GGXRD-R2 Move Card<br />
|input=Wall Cling > P<br />
|description=<br />
Chipp performs Alpha Blade down diagonally away from the wall. When used in the corner will launch opponents in the direction Chipp is facing. Can be used as a knockdown tool from shorter Jump Install combos against non-lightweights. Essential for damage and ending combos in knockdowns but does put them back midscreen (though with ample time to set up okizeme)<br />
}}<br />
<br />
==={{clr|2|w.K}}===<br />
{{InputBadge|{{clr|2|K}} during Wall Cling}}<br />
{{GGXRD-R2 Move Card<br />
|input=Wall Cling > K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|isProjectile = true<br />
|recovery = 18<br />
}}<br />
Chipp throws a kunai down diagonally away from the wall.<br />
<br />
The Kunais are a very good keepaway tool while wall clinging, and will force your opponent to either wait or jump at you, which will both give you time to let go off the wall and respond in whatever way is necessary.<br />
}}<br />
<br />
==={{clr|3|w.S}}===<br />
{{InputBadge|{{clr|3|S}} during Wall Cling}}<br />
{{GGXRD-R2 Move Card<br />
|input=Wall Cling > S<br />
|description=<br />
Chipp leaps down from the wall grabbing his opponent on the ground. This move whiffs on airborne opponents<br />
<br />
Situational tool for catching a blocking opponent. Another layer to Chipp's pressure.<br />
*Always reaches the same spot near the corner no matter how high Chipp is on the wall.<br />
}}<br />
<br />
==={{clr|4|w.H}}===<br />
{{InputBadge|{{clr|4|H}} during Wall Cling}}<br />
{{GGXRD-R2 Move Card<br />
|input=Wall Cling > H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 19<br />
|specialRecovery = 10<br />
}}<br />
Chipp leaps away from the wall grabbing his opponent in the air. This move whiffs on grounded opponents.<br />
<br />
Can be used to catch opponents trying to tech out of corner combos.<br />
}}<br />
<br />
==Overdrives==<br />
===<big>Zansei Rouga</big>===<br />
{{InputBadge|{{clr|4|632146H}}\{{clr|5|632146D}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=632146H<br />
|description=<br />
A fullscreen invulnerable super.<br />
<br />
Chipp can combo into it from {{clr|4|6H}}, but is generally used as a wakeup reversal or to callout a high recovery whiff or projectile and punish from fullscreen.<br />
<br />
Can be YRCed during startup (before superflash) and it only uses 25% tension. This makes Burst ZR YRC a valid reversal strategy, as the Burst version is full invuln on frame 1, and YRCing it actually allows Chipp to keep his burst. Make sure you don't try to do this against very active attacks however, as Chipp will still get hit. It is also particularly use after {{clr|1|6P}} counter hit > {{clr|4|6H}} to kill if the opponent is low on life since supers cannot be bursted or after a successful blitz shield, since supers cannot be reverse-blitzed.<br />
<br />
While not the most practical, it can be used for a gimmicky crossup on most knockdowns. Arguably more powerful near the corner as the opponent may have a bit less time to react.<br />
}}<br />
<br />
===<big>Banki Mesai</big>===<br />
{{InputBadge|{{clr|2|236236K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236236K<br />
|description=<br />
Chipp rushes forward to deliver a huge series of attacks.<br />
<br />
The most common use for this move is to combo into it to kill your opponent if they still have burst and are low HP, such as after a {{clr|H|5H}} hit or high Wall Alpha Blade combo. It also has minor use as a longer range reversal on wakeup in situations where Beta Blade would not reach.<br />
<br />
While it builds a huge amount of RISC gauge, it is very unsafe move on block. Additionally, since the opponent can block with faultless defense to make most of your hits whiff it gives them even more time to punish.<br />
*True startup depends on distance as chipp needs to travel to the opponent's location.<br />
*The two Beta Blades at the end will only trigger when the move actually hits.<br />
}}<br />
<br />
===<big>Ryuu Yanagi</big>===<br />
{{InputBadge|{{clr|2|j.214214K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=j.214214K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|isProjectile = true<br />
|recovery = 19<br />
}}<br />
Chipp completely halts his air momentum and throws a few volleys of kunai towards the ground in a wide arc.<br />
<br />
Since it travels slowly and Chipp retains all air options after using it, its a potent okizeme option that can offer different 50/50's that are obscured by the kunai sparks. Use with caution as all Kunai will disappear if Chipp is hit.<br />
<br />
On hit, it causes ground bounce and knockdown, depending on how it hits the opponent, which turns it into a good air combo finisher. On the ground, the combo can be followed up with {{clr|S|S}} > {{clr|H|5H}} > {{clr|2|236236K}} for a high damage, high number of hits 100% tension unburstable combo to guts crush a low life opponent at the end of a round. Of course, it's a bad choice if it won't kill since it fills up the opponent's Burst and costs all your tension.<br />
}}<br />
<br />
==Instant Kill==<br />
===<big>Raisetsudan</big>===<br />
{{InputBadge|During IK Mode: {{clr|4|236236H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236236H |type=instantkill<br />
|description=<br />
Uses the animation of his Resshou.<br />
<br />
Chipp's Instant Kill activation has extremely long startup. An instant kill will not be guaranteed even if the opponent is dizzy.<br />
<br />
It can be used when the opponent is in Hellfire state however, during the last possible round thanks to the speed increase and slowdown granted by Gold IK mode.<br />
}}<br />
<br />
==Navigation==<br />
<center>{{Character Label|GGXRD-R2|Chipp Zanuff|42px}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:GGXRD-R2/Navigation}}</div>Sobosswagnerhttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Chipp_Zanuff&diff=365994GGXRD-R2/Chipp Zanuff2023-01-10T05:05:27Z<p>Sobosswagner: /* Shuriken */ Added frame chart and changed so that slow shurikens information was displayed before fast shuriken in the moves information card</p>
<hr />
<div>==Overview==<br />
{{Overview/navigation|okizeme=true}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4|height=1<br />
|header=Overview<br />
|content= Guilty Gear's dedicated pixie character with great mobility and paper-thin defense. Chipp has everything a speedy player could want: fast movement, a triple jump, teleports, and several special moves that let him careen around the stage and climb on the walls. His normals are also much faster for their range than most other characters, and he has a few powerhouses like {{clr|1|6P}}, {{clr|4|5H}}, and {{clr|5|j.D}} to supplement his raw speed.<br />
<br />
While he's without a doubt the nimblest character in Xrd, Chipp also has a strong pressure game: {{clr|3|c.S}} is a plus on block throw option select that is faster than many characters' jabs and frame traps into itself. Off of throw or another good knockdown, Chipp can often set up a jump-in mixup using {{clr|3|j.S}}, {{clr|4|j.H}}, or simply landing and going low. His aerial kunai super Ryuu Yanagi ({{MMC|input=j.214214K|label={{clr|2|j.214214K}}}}) makes those mixups even harder to block. Gamma Blade ({{MMC|input=41236H|label={{clr|4|41236H}}}}) is a large grounded projectile that is always plus on block and captures the opponent on hit, giving Chipp a free combo. Chipp also has Beta Blade ({{MMC|input=623S|label={{clr|3|623S}}}}), a two-hit, 4f meterless reversal that lets him challenge mixups and pressure.<br />
<br />
Turning a combo into setplay and mixups is not always feasible, however, and Chipp must often choose between a moderate damage combo and a reset to neutral or a much less damaging combo with continued okizeme. Chipp's many tools give him many options in neutral, but using them to safely control his opponent requires a lot of matchup knowledge and choosing the wrong option can be very punishing: if Chipp eats a single bad counter hit, he's liable to lose half his health bar or more.<br />
<br />
If you want to live fast, die hard, and have every tool in the box at your fingertips, Chipp is the character for you.<br />
}}<br />
{{GGXRD-R2/Infobox<br />
| fastestAttack = [[#5P|5P]](3F) (Whiffs on crouch) <br/> [[#2P|2P]](4F) <br/> [[#c.S|c.S]](4F)<br />
| reversal = [[#Beta Blade|623S]] (5F)<br />
}}<br />
{{ProsAndCons<br />
|intro= has every tool you could ever want and enough mobility options to treat the screen like a jungle gym - but he hurts more than anyone else when he makes a mistake.<br />
|pros=<br />
*'''Speedster''': Between a triple jump, the fastest runspeed in the game, teleports, and the ability to cling to walls and dash off them, Chipp is easily the most mobile character in the game. He can utilize his extreme speed to both whiff punish and escape scary situations better than many other characters in the cast.<br />
*'''Powerful Mixups''': Chipp has tons of ways to open people up, including {{MiniMoveCard|input=63214S|label= a command grab}} and a standing, unthrowable overhead with his {{MMC|input=6K|label={{clr|2|6K}}}}. In the corner, {{MiniMoveCard|input=Wall > 64 |label= Wall Cling}} setups and FDC {{clr|2|j.2K}} give Chipp incredible mixup options from knockdown.<br />
*'''Excellent Buttons:''' Fast startups paired with great hitboxes and recovery on many normals ({{MMC|input=6P|label={{clr|1|6P}}}}, {{MMC|input=5K|label={{clr|2|5K}}}},{{MMC|input=c.S|label={{clr|3|c.S}}}}, {{MMC|input=2S|label={{clr|3|2S}}}}, {{MMC|input=j.D|label={{clr|5|j.D}}}}) can make Chipp difficult to challenge as characters with weaker neutral or slower buttons.<br />
*'''Adaptable Toolbox:''' Chipp's speed and wide movelist allow him to approach situations however he pleases. He can play very defensively and offensively, as well as switch between the two as necessary. <br />
|cons=<br />
*'''High-Risk:''' Chipp takes the most damage out of any character by far, and has rather strict execution demands in order to be properly played. As such, making errors in execution isn't uncommon and the punishment for them is astronomical.<br />
*'''Lack of Easy Knockdowns:''' Scoring a knockdown usually needs combos with specific conditions such as being close to the opponent or hitting them crouching, or a short combo with low damage such as basic gatlings into {{MMC|input=2D|label=2D}}. Chipp often has to choose between doing good damage or earning a knockdown. <br />
*'''Okizeme Woes:''' Chipp's backdash is not well-fit for escaping okizeme, and he has the longest possible knockdown timer in the game.<br />
*'''Meter-hungry:''' Chipp's strongest options require meter investment, but his meter income is limited by the tension penalty inflicted by {{MMC|input=j.2K|label={{clr|K|j.2K FDC}}}}, his main mixup tool.<br />
}}<br />
</div><br />
===Unique Mechanics===<br />
{{card|width=4<br />
|header=Jump Installing<br />
|content=<br />
Normally, Chipp cannot jump or airdash after his {{clr|3|S}}/{{clr|4|H}} teleports, but this can be changed with a technique called jump installing.<br />
<br />
Jump installing is a long-standing <strike>bug</strike> feature of the Guilty Gear series that allows characters to fool the game into giving them air actions when they would not normally have them. Many moves in GGXrd will automatically jump install, but Chipp is notable both for having a move that does not auto-jump intall ({{clr|3|S}}/{{clr|4|H}} teleport) and relying on that move for combos quite a lot. '''Jump installing is NOT unique to Chipp - he just does it more than anyone else.'''<br />
<br />
For more information on jump installing, see [[GGXRD-R2/Movement#Jump_Install|this page]].<br />
}}<br />
{{FrameChartKey}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 1<br />
|recovery = 8<br />
}}<br />
A high and very fast standing jab.<br />
<br />
Chipp's fastest normal and one of the fastest jabs in the game. Mostly used in juggle combos after {{clr|5|2D}} > {{clr|3|236S}}. Whiffs against crouching opponents except for Potemkin, Bedman and Haehyun. Also sees use as an emergency anti-air because of its upwards angle and quick startup, but is very bad when it trades<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 5<br />
|recovery = 8<br />
}}<br />
A fast standing kick with great range for its speed.<br />
<br />
An all around essential move for Chipp thanks to its versatility. Its great hitbox that is disjointed on startup allows it to beat many otherwise problematic normals that would outrange Chipp. Its wide variety of gatling options makes it a strong pressure starter as well. On hit, it can easily hit confirm due to being able to gatling into itself.<br />
*Gatlings into 2P, 6P, 2K are delayed.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=c.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 2<br />
|recovery = 10<br />
}}<br />
Extremely fast for a {{clr|3|c.S}} and offers frame advantage on block while being rewarding on hit, making it useful for starting pressure, confirming hits and creating burst safe points in combos<br />
<br />
Very useful for frame traps; it's plus frames on block and incredible startup speed allow {{clr|3|c.S}}>{{clr|3|c.S}} to be a frametrap sequence. On normal hit, it can link into {{clr|1|5P}} against standing opponents and {{clr|S|c.S}} on crouching opponents to make hit confirming out of stagger pressure possible. On counter hit, it's possible for chip to link another {{clr|3|c.S}} to confirm into combos. Thanks to its versatile gatling tree, it's also essential for knockdown combos via {{clr|P|6P}} and {{clr|D|2D}}. It is also Chipp's only normal that can gatling into {{clr|2|6K}} for overhead mixups. <br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=f.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 2<br />
|recovery = 18<br />
}}<br />
Chipp quickly takes a large step forward, giving {{clr|S|f.S}} much further reach than the hitbox suggests.<br />
<br />
Thanks to its excellent range and speed, {{clr|S|f.S}} is very good for footsies and after dash-ins. Is essentially the higher recovery, higher-hitting brother of {{clr|S|2S}}. <br />
<br />
While it can be great in neutral and for approaching, it's not without fault - its high hitbox loses or completely whiffs against low profiles, such as Sol's {{clr|5|2D}}. It also has no way to gatling into {{clr|5|2D}}, so committing to an {{clr|3|f.S}} usually means forfeiting knockdown.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 7<br />
|recovery = 16<br />
}}<br />
Mostly a combo-tool and blockstring ender (canceled into {{MMC|input=236S|label=rekka}}, teleport or jump/{{keyword|IAD}} Fast Shuriken)<br />
<br />
Not very useful as a poke due to its long startup relative to Chipp's other normals. While it is not disjointed at all, it can be used as a makeshift anti-air in very specific situations, such as against Venom's Mad Struggle, since a trade will be greatly in Chipp's favor. <br />
<br />
On counter hit however, the move's potency opens up - it can link into {{clr|D|2D}}, or go into a combo via {{clr|D|5D}}. On air counter hit, Chipp can dash and get a full air combo. These properties make {{clr|H|5H}} a strong haymaker on read or against predictable opponents.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|5|5D}}<br />
}}<br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 27<br />
|active = 4<br />
|recovery = 9<br />
}}<br />
Agonizingly slow startup for a Chipp move.<br />
<br />
Chipp's {{clr|5|5D}} is one of the longest reaching in the game, but he might need some creativity to follow up midscreen from far away with the air homing jump combo (airdash during homing jump etc.). On homing dash however, the combo combo gives nearly full corner carry (sometimes can give full) with a solid knockdown to boot. His {{clr|5|5D}} is also one of the few which is plus on block thanks to its low recovery.<br />
<br />
While it's highly rewarding on hit, the slow startup makes it fairly difficult to land against opponents that are paying attention to Chipp's pressure. {{clr|K|6K}}, Command grab, or teleport mixups are generally preferrable to open opponents up.<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 3<br />
|recovery = 25<br />
}}<br />
One of the most invulnerable 6Ps in the game and an essential part of Chipp's toolkit in many matchups.<br />
<br />
Used as an antiair, a counterpoke against many mid-hitting moves, combo filler, and pressure vs characters who like to {{keyword|abare}} with mid to high hitting moves. Upper body invuln starts at frame 1, making it great on reaction against moves that it can beat. While it is very unsafe on block by itself, it can safely gatling into a wide variety of other normals to continue pressure. <br />
<br />
Where the risk of using {{clr|P|6P}} lies is that it is horribly unsafe on whiff due to its extremely long total duration of 36 frames. It can be safer to attempt to anti air with {{clr|H|2H}} if you suspect the opponent is trying to bait {{clr|P|6P}}.<br />
*Combos into {{clr|H|6H}} on counter hit<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|6K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 19<br />
|active = 5<br />
|recovery = 5<br />
|specialRecovery = 3<br />
}}<br />
Chipp's other standing overhead normal.<br />
<br />
While it is fast, it is rather risky for its reward. As its not special cancellable comboing off of this only works as a meaty and against crouching opponents, or with a Roman Cancel. It should not be used point blank, as opponents can easily ground throw you after the hit or on block. In addition to the risk of being thrown on hit, should the opponent choose to contest it by mashing, they can score a highly damaging counter hit juggle combo.<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 6<br />
|recovery = 15<br />
}}<br />
Huge button with great reach thanks to a large hitbox and big forward step.<br />
<br />
Mostly used as a frametrap to catch delay or fuzzy jumps, and as a tech trap in certain okizeme situations. it can also be used as a haymaker in neutral. High damage starter and great in juggles since it offers a combo afterwards (run up {{clr|3|c.S}} or {{clr|1|5P}} into air combo. Against Standing opponents, {{clr|H|6H}} combos into grounded Alpha Blade, and depending on the range, into a {{keyword|TK}} Alpha Blade. On air hit in the corner, it leads into Blitz Attack loops.<br />
*Causes stagger on ground hit.<br />
*Causes ground bounce on air hit.<br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 2<br />
|recovery = 7<br />
}}<br />
A very fast crouching jab that is plus on block. <br />
<br />
Great for stagger pressure and tick throws due to its low blockstun from being attack level 0. Its speed also makes it good {{keyword|abare}} option in scramble situations. Is also relatively burst safe for combos: {{clr|1|2P}} > {{clr|1|2P}} > {{clr|3|c.S}}...<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 7<br />
}}<br />
Chipp's fastest low attack. A common starter for strings and great for mixups.<br />
<br />
Its self-gatling option for consecutive lows is useful to keep opponents crouching or catch them while they attempt to fuzzy jump. 2K Gatling into 6H is also useful to punish fuzzy (delay) jumpers and one way to punish excessive use of FD.<br />
<br />
Unfortunately, it has very poor range, making it somewhat hard to use for okizeme. It has a high risk of getting thrown, can't catch backdashes, and has short active frames.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 4<br />
|recovery = 11<br />
}}<br />
An essential button to use when approaching or to stuff the opponent's moves.<br />
<br />
Like {{clr|S|f.S}}, the range is greater than the hitbox implies due to the large forward step Chipp takes. Will connect against the opponent's low profile options where {{clr|S|f.S}} would whiff, and with significantly less recovery, but will whiff against some airborne opponents that {{clr|S|f.S}} would hit. Staggers on counter-hit, making it a good option as a dash-in attack and for frame traps.<br />
*Chipp's hurtbox is extended forward before the attack becomes active.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 9<br />
|recovery = 18<br />
}}<br />
Great anti-air with tall reach and high reward,<br />
<br />
Works well as an anti-air because of the high vertical range (hits them early) and the added reliability in trades (high attack level and good counter hit property), less so because of its actual hit box, which is rather poor. Followup combos are generally only possible on counter hit or by cancelling into {{clr|3|22S}} teleport<br />
<br />
When it is used at the end of a block-string or stand-alone, it should be cancelled into {{clr|1|22P}} or delay cancelled into {{clr|5|2D}} to make it safe.<br />
*Floats opponent on normal hit.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|2|6K}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 2<br />
|recovery = 17<br />
}}<br />
A Fast sweep with very long range.<br />
<br />
An extremely important tool for Chipp's ground game as it's his primary way of scoring knockdowns for okizeme. It is also an excellent combo tool via {{clr|3|236S}}, which also serves as a very useful block string. In neutral, 2D is great at stuffing the opponent's dashes. It can also evade some other lows that have thin, close to the ground hitboxes (Ky {{clr|D|2D}} and {{clr|K|2K}} for example) since Chipp's hurtbox pulls upward slightly during the active frames.<br />
*{{clr|5|2D}} > {{clr|1|22P}} > link {{clr|5|2D}} can be useful against people expecting {{clr|5|2D}} > {{clr|3|236S}}<br />
*{{clr|5|2D}} > {{clr|3|236S}} > {{clr|4|623H}} is a very strong combo starter in the corner leading to good damage and knockdown, making {{clr|5|2D}} as a poking tool even more important<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 4<br />
}}<br />
A very fast air jab, mostly used as combo filler or as a low commitment and burst-safe air-to-air button.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 8<br />
|recovery = 8<br />
}}<br />
A two-hitting air normal.<br />
<br />
The first hit has a great upwards-angle and is very useful as an air-to-air, while the second hit pulls the enemy downwards, which is used mostly in specific knockdown combos. Chipp can cancel {{clr|K|j.K}}(1) into itself several times to avoid activating the second hit, which is mostly used for guts crushing low health opponents in air combos.<br />
<br />
Be careful - should the first hit of {{clr|2|j.K}} whiff, the second hit will activate regardless, which means that if you fail your air-to-air attempt, you might not be able to act for a while due to the long total duration of the move.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.2K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.2K<br />
|description=<br />
A downward air kick that alters Chipp's flight path, slowing down his horizontal acceleration.<br />
<br />
Mostly used for Chipp's FDC ({{tt|faultless defense cancel|j.1[{{clr|2|K}}]~[{{clr|3|S}}]}}), input. Multi-hit and attack level 0 make this a decent but risky okizeme tool; For example in the corner, you can use it low enough to have only one hit connect, then immediately link a {{clr|2|2K}}, which is a hard to block setup, especially when the opponent usually expects a 2-hit {{clr|4|j.H}}. This setup is risky however because it can easily be backdashed out of.<br />
<br />
{{clr|2|j.2K}} is also weak against Faultless defense: if the first two hits make contact with the opponent's FD, you will be pushed back so much that the last hit of {{clr|2|j.K}} might whiff, which means your opponent will recover before you and will throw you.<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 10<br />
|recovery = 18<br />
}}<br />
An air normal that alters Chipp's momentum and has a very wide hitbox.<br />
<br />
Slightly bounces Chipp upwards when used, which can be both a {{tt|blessing|It can bounce you our of the range of an opponent's move and allow you to punish}} and a {{tt|curse|The momentum shift can cause the move to whiff completely}}. While almost exclusively as combo filler, it has some {{tt|applications in blockstrings|iad {{clr|2|j.K}}(1),{{clr|2|j.K}}(1),{{clr|3|j.S}},{{clr|H|j.H}}(2), land...}} and Okizeme, such as an {{keyword|IAD}} high/low mixup after air alpha blade, after {{clr|H|H}} teleport, or in the corner. <br />
<br />
While the width of the hitbox makes it great as a crossup, it is hard to use it for that purpose against grounded opponents due to the air bounce property.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|4|j.H}}<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 12<br />
|recovery = 29<br />
}}<br />
A highly evasive air normal with great hitboxes.<br />
<br />
Chipp's jump-in of choice. Hits overhead twice, dodges and beats a lot of antiair attempts while active due to the way Chipp's hitbox moves around, all while being disjointed. Additionally, it's an excellent crossup button for Chipp's various jump and teleport mixups.<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 8<br />
|recovery = 19<br />
|specialRecovery = 5<br />
}}<br />
Very fast and extremely disjointed jumping kick. All around essential move in many matchups.<br />
<br />
Useful for punishing air throw attempts or as an anti-anti air while also frequently beating other air to air attempts. Just as useful in combos, since it causes plummet / knockdown midscreen and wall bounce in the corner.<br />
<br />
Since it has some extra landing recovery, be careful when using it from too high up in the air - if the opponent instant blocks, you can get thrown when you land.<br />
*Long floor slide on ground counter hit, very short floor slide on air counter hit<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Ground Throw<br />
|description=<br />
Chipp has a shorter throw range than many other characters. On successful throw, he can OTG combo with fast moves that hit low to the ground such as {{clr|2|2K}}<br />
<br />
Causes a moderate knockdown to the opponent, giving you enough time for okizeme such as jump forward, FDC, {{clr|4|j.H}}(crossup), continue pressure or combo. Unfortunately does not reliably lead into strong mixups without meter, but with meter, allows you to do {{keyword|TK}} {{MMC|input=j.214214K|label=Ryu Yanagi}} setups<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Air Throw<br />
|description=<br />
Causes very long knockdown, giving you a lot of time for either [{{MMC|input=214K|label=invisibility}} > meaty {{clr|2|2K}}] or simply FDC okizeme.<br />
<br />
Can also be Roman Cancelled and followed up with a {{clr|4|6H}} > dash {{clr|1|5P}} > air combo for good damage.<br />
}}<br />
<br />
===<big>Dead Angle Attack</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=DAA<br />
|description=<br />
Long invuln time dead angle. Uses the same animation as {{clr|H|5H}}, giving it pretty good horizontal reach.<br />
*Causes wall bounce on counter hit<br />
}}<br />
<br />
===<big>Blitz Attack</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Blitz,[Blitz]|versioned=name<br />
|description=<br />
Standard Blitz attack that does not strike as far as the animation suggests.<br />
<br />
Offensively, Chipp can use his blitz attack in the corner to perform {{clr|4|6H}} > Blitz attack loops anytime he can combo into air hit {{clr|4|6H}} by jump cancelling the recovery of {{clr|4|6H}} and cancelling the jump startup with blitz.<br />
<br />
The input is {{clr|4|6H}} > 8~[5{{clr|S|S}}+{{clr|H|H}}]. Such combos do very high, meter-efficient damage and drain burst gauge, making them indispensable for serious Chipp players. If timed very carefully with a slight delay , it can even be made a burst safe point (the blitz shield would reject a burst activated during {{clr|4|6H}} hitstop) while still being a true combo. <br />
}}<br />
<br />
==Special Moves==<br />
===<big>Alpha Blade</big>===<br />
{{InputBadge|{{clr|1|236P}} (Air OK)}}<br />
{{GGXRD-R2 Move Card<br />
|input=236P,j.236P,236P > H|versioned=input<br />
|description=<br />
Alpha Blade is a strong move that has myriad uses on defense, as it is a long-range, low-profile slide. It is an excellent choice to escape the corner from many different elements of pressure.<br />
<br />
Chipp's collision box is removed during the travel distance, allowing Chipp to move through the opponent and crossup with the move's active frames.<br />
<br />
;Grounded version ({{clr|P|236P}})<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 15<br />
|recovery = 32<br />
}}<br />
Being that the low profile is one of the main attributes, it can also be used to go under most projectiles or ranged pokes. During parts of the move, Chipp is actually considered airborne and can go over some moves that have thin, low to the ground hitboxes such as {{MMC|input=236S|chara=Potemkin|label=Slidehead|hitboxMode=true|imageNumber=2}}. While it is excellent for escaping pressure, it carries some risks: it is very minus on block, so characters that can move quickly or have long reaching moves can reliably punish Chipp unless he cancels into Alpha Plus, which can have its own issues.<br />
<br />
On normal hit, Alpha Blade launches the opponent, but Chipp generally cannot follow up into any additional damage without spending meter. On counter hit, he can cancel into Alpha Plus or burn meter for a strong combo.<br />
<br />
In combos, ground Alpha Blade will generally only combo out of {{clr|4|6H}} or {{clr|4|5H}}. It can also conditionally combo from {{clr|4|5H}} if Chipp are relatively close to the opponent or if you hit them while they are crouching. {{clr|5|2D}} > Ground Alpha Blade works against lightweights, but is rarely used for anything useful.<br />
----<br />
;Air version ({{clr|P|j.236P}})<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 14<br />
|specialRecovery = 18<br />
}}<br />
Air alpha blade is similar to the grounded version but it is faster, safer, and has a larger hitbox. Unlike the grounded version, using an Air Alpha Blade very close to the ground will allow for {{tt|meterless combos|Example: corner S > S > HS > {{clr|1|2369P}} (lowest possible height), land, S...}}, especially in the corner. <br />
<br />
In the corner, air Alpha Blade can also be cancelled into {{MMC|input=Wall > 64|label=Wall Cling}}. However, if you do not perform any other actions after the wall cling, there will be a special, relatively long landing animation when you land.<br />
*Listed Frame Advantage for Air Alpha Blade is on lowest height<br />
----<br />
;Alpha Plus ({{clr|P|236P}} > {{clr|H|H}})<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 12<br />
|recovery = 18<br />
}}<br />
On normal block, there is a minimum 6F gap between Alpha Blade and Alpha Plus , making this move risky on block at any range in any matchup. On top of that, Alpha Plus itself is punishable on block, so it's generally only used to hit confirm a raw Alpha Blade.<br />
}}<br />
<br />
===<big>Beta Blade</big>===<br />
{{InputBadge|{{clr|3|623S}} (Air OK)}}<br />
{{GGXRD-R2 Move Card<br />
|input=623S,j.623S|versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 22<br />
|recovery = 16<br />
|specialRecovery = 10<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 18<br />
|specialRecovery = 5<br />
}}<br />
An incredibly fast {{keyword|DP}}. <br />
<br />
Mostly only used as a reversal option or as an ender for air combos. If the first hit is Roman Cancelled, Chipp will remain standing on the ground, which will either allow him to followup up the hit with a {{clr|4|6H}}, or to start pressure in case Beta Blade is blocked.<br />
*The first hit of the ground version gives a hard knockdown (which rarely matters since the second hit will allow the opponent to tech)<br />
*Chipp loses Throw invulnerability as soon as he becomes airborne.<br />
}}<br />
<br />
===<big>Gamma Blade</big>===<br />
{{InputBadge|{{clr|4|41236H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=41236H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 19<br />
|active = 9<br />
|recovery = 29<br />
}}<br />
A grounded projectile that traps the opponent in place on hit. Unlike most special moves, Gamma Blade can '''NOT''' be cancelled into from normals.<br />
<br />
A very important move for many of Chipp's matchups. While it has slow startup, it is plus on block and highly rewarding on hit as it places the opponent in an airborne state where they cannot burst while trapped, allowing for damaging juggle combos. Gamma Blade also has one of the highest projectile clash levels in the game - it will erase most projectiles it comes into contact with and continue traveling forward, making it an excellent tool for calling out careless zoning attempts.<br />
<br />
Although it is potent and rewarding both on hit and block, its slow startup and very long total duration make it a very risky move to throw out in neutral without YRC available.<br />
*Always +5 on block, no matter how late it hits, since Chipp has a set recovery if it makes contact with the opponent<br />
*Deals full damage as an OTG hit and still causes the trap effect (although all followup hits will suffer from OTG damage reduction).<br />
}}<br />
<br />
===<big>Tsuyoshishiki Meisei</big>===<br />
{{InputBadge|{{clr|2|214K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=214K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 29<br />
}}<br />
A cheeky "install" type move that will make Chipp flash from invisible to visible for approximately 8 seconds.<br />
<br />
Mostly used to create extra ambiguity's for Chipp's various mixup options as it's much harder to see what he's doing thanks to the "smoky" effect and flashing from visible to invisible. Entering invisiblity is generally only safe to do after knockdowns (especially during a high wall Alpha Blade knockdown as it will allow him to also still be able to meaty) or during corner dust combos as it has significant recovery. The effect will end prematurely if Chipp blocks an attack or gets hit.<br />
<br />
*Unlike most specials, can '''NOT''' be cancelled into from normals.<br />
*Chipp changes visibility about every second<br />
}}<br />
<br />
===<big>Tsuyoshishiki Ten'i</big>===<br />
{{InputBadge|22{{clr|1|P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=22P,22K,22S/H|versioned=input<br />
|description=<br />
Chipp teleports at various locations on the screen based on the input. Each teleport has minor strike invulnerability and is a core tool of Chipp's neutral and mixup game.<br />
<br />
;{{clr|P|22P}} (In Place)<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 21<br />
}}<br />
Very good when used either in neutral and blockstrings as a bait to fake out {{clr|2|22K}} or {{clr|4|22H}} teleports, keeping your opponent on edge.<br />
----<br />
;{{clr|2|22K}} (Forward)<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 30<br />
}}<br />
The highest recovery of Chipp's teleports. It is a strong strategy to cancel the recovery of {{clr|2|22K}} teleport with YRC, circumventing the long recovery flaw while rapidly closing distance. Additionally, the added slowdown should give you enough time to start a combo, apply pressure, or go for an a throw.<br />
----<br />
;{{clr|3|22S}}/{{clr|4|22H}} (Airborne, in Front/Behind opponent)<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 20<br />
}}<br />
Both versions are a great combo tool after a {{clr|4|2H}} hit. {{clr|S|S}} version Will maintain dash momentum; for this reason, it has some use as a jump in, particularly for certain mixups options.<br />
<br />
Both the airborne teleports are useful approach tools; they cause Chipp to fall a set distance towards the side opposite the one Chipp appears on (thus towards the opponent), the only exception being if {{clr|4|22H}} is used in reach of wallcling ({{clr|4|22H}} teleport can be cancelled into wall cling, manually or by holding {{clr|H|H}}). In this instance, Chipp falls straight downward. <br />
<br />
Because Chipp falls slightly forward, this means when {{clr|4|22H}} teleport is used at a long range, Chipp will fall onto to the other side of the opponent from where he appears, rather than behind as usual, enabling crossups. This affects certain corner oki setups, but the forward momentum can be stopped using a delayed FDC or just raw {{clr|K|j.2K}}.<br />
*If used predictably, all teleport options can be heavily punished due to their long recoveries<br />
*Can install an airdash (super jump install) to air versions in neutral with a fast 228 input<br />
*If landing recovery from a jump is cancelled into an air teleport, Chipp can use whatever air options he would have had left.<br />
}}<br />
<br />
===<big>Genrouzan</big>===<br />
{{InputBadge|{{clr|3|63214S}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=63214S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 27<br />
|active = 11<br />
|recovery = 12<br />
}}<br />
A slow but highly rewarding command grab.<br />
<br />
Useful to open up opponents who have been conditioned to block various frametraps or stagger pressure. Causes a very long knockdown midscreen, giving Chipp enough time to set up {{MMC|chara=Chipp Zanuff|input=214K|label=invisibility}} and go into a meaty or a 3-way mixup. In the corner, Chipp can cancel into Wall Cling after the hit to go into highly damaging meterless combos that maintain a knockdown for further okizeme and pressure.<br />
<br />
While the initial startup is strike invuln, Chipp is airborne for 16 frames before it becomes active, allowing opponents that are looking out for it to score an Air Throw on Chipp or just plain anti-air combo him.<br />
*As a throw, the opponent can't burst on hit.<br />
}}<br />
<br />
===<big>Resshou</big>===<br />
{{InputBadge|{{clr|3|236S}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 5<br />
|recovery = 10<br />
}}<br />
The starter of Chipp's rekka series.<br />
<br />
Very useful as a blockstring ender since it only leaves Chipp at -1, which is a non-issue if your opponent doesn't instant block. Even while he's minus, Chipp's pokes (such as {{clr|3|2S}} or {{clr|K|5K}}) will generally be faster than what the opponent has to offer at the distance he is left at after using the rekka, and you can use {{clr|P|6P}} to counterpoke certain abare options. You can alternatively follow up with {{MMC|input=236S > 236S|label=Rokusai}} for a risky frametrap that is high reward on counter hit.<br />
*Has special hitstun that makes it +2 on standing hit, +3 on crouching hit. <br />
*Combos into {{clr|2|5K}} on counter hit<br />
*links into {{clr|1|5P}} or even {{clr|3|c.S}} on airborne hit (for example after {{clr|5|2D}})<br />
}}<br />
<br />
===<big>Rokusai</big>===<br />
{{InputBadge|Resshou > {{clr|3|236S}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236S > 236S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 1<br />
|recovery = 25<br />
}}<br />
Second hit of Chipp's Rekka Series <br />
<br />
Hits low. Very useful if used slightly delayed after the first rekka as a frame trap. Slightly unsafe on block and punishable at most spacings, it's better when followed up by a Roman Cancel for combos or to continue pressure. Chipp can get away with it on block after conditioning opponents to respect followups however.<br />
*Special hitstun makes it only -3 on hit<br />
*Staggers on counter hit<br />
}}<br />
<br />
===<big>Senshuu</big>===<br />
{{InputBadge|Resshou > {{clr|2|236K}}\Rokusai > {{clr|2|236K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236S > 236K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 25<br />
|active = 6<br />
|recovery = 10<br />
|specialRecovery = 12<br />
}}<br />
Possible as a second or last hit of Chipp's rekka series.<br />
<br />
Hits overhead and launches on normal hit, which can be followed up into a combo. While it's rewarding to land, it has very slow and reactable startup and it's punishable on block. When blocked, Chipp is in crouching counterhit recovery, allowing most opponents to start their most damaging combos. Use sparingly or only with 50 tension to make it safe.<br />
}}<br />
<br />
===<big>Shinkirou</big>===<br />
{{InputBadge|{{clr|4|623H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=623H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 16<br />
|active = 12<br />
|recovery = 16<br />
}}<br />
Can be used Stand-alone or during Chipp's Rekka series (but not after {{clr|2|236K}})<br />
<br />
Has relatively little use outside of {{tt|combos|{{clr|5|2D}} > {{clr|3|236S}} > {{clr|H|623H}}}} or as a risky frametrap after Rokusai (can be punished by airthrow on block). Little reward on grounded hit, knocks back the opponent on counter hit, but does wall stick the opponent in the corner if they are hit airborne.<br />
<br />
On whiff or block, Chipp has access to full air options and movement.<br />
}}<br />
<br />
===<big>Shuriken</big>===<br />
{{InputBadge|{{clr|1|j.214P}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=j.214P Slow,j.214P Fast|versioned=input<br />
|description=<br />
Chip throws a shuriken in a 45 degree angle towards the ground. Alternates between a slow and a fast version, with the slow version coming first.<br />
<br />
Mostly used for pressure and to cover your approach. Especially useful against characters that have a hard time avoiding it, such as Potemkin.<br />
<br />
;Slow Version<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 23<br />
|isProjectile = true<br />
|specialRecovery = 6<br />
}}<br />
Completely halts Chipp's air momentum during the throw and has very long recovery. Can stop opponents from approaching due to covering a good angle for a good duration, however it has rather slow startup at 23 frames.<br />
<br />
An interesting setup for the slow version is to use it after a low altitude {{clr|5|j.D}} combo ender for okizeme. Cancel the {{clr|5|j.D}} into slow shuriken, land, and continue pressure on a waking up opponent, who now has to block the meaty shuriken.<br />
----<br />
;Fast Version<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|isProjectile = true<br />
|recovery = 9<br />
|specialRecovery = 3<br />
}}<br />
Has quick startup for a projectile.<br />
<br />
Does not alter Chipp's momentum, making fast Shuriken more suited for ascending jumps to make it travel further. Can be used as a pressure reset option from an instant air dash.<br />
}}<br />
<br />
===<big>Wall Cling</big>===<br />
{{InputBadge|Near Wall > 64}}<br />
{{GGXRD-R2 Move Card<br />
|input=Wall Cling > 8,Wall Cling > 6,Wall Cling > 4|versioned=name<br />
|description=<br />
Many special moves that leave chipp airborne can be cancelled into the wall cling, such as Genrouzan ({{clr|3|63214S}}), air Alpha Blade ({{clr|1|j.236P}}) or 22{{clr|3|S}}/{{clr|H|H}} teleports. Wall cling does have a minimum height requirement. TK {{clr|1|j.236P}} will not allow Chipp to wall cling afterward, but when used in air extensions it will.<br />
<br />
The wall cling generally is used for corner Okizeme as well as runaway tactics. When used on its own from a regular jump Chipp retains all prior air options (double/triple jump, airdash), but when used from 22{{clr|3|S}}/{{clr|H|H}} the teleports must be jump installed prior in order to retain air options.<br />
<br />
;9 Jump<br />
* Chipp jumps up off the wall. Can be used as a corner escape but is rather committal on defense due to needing time or space to jump out<br />
----<br />
;6 jump<br />
* Chipps traditional walldive. A low, steep angle makes this difficult to use defensively, and is therefore usually used in his okizeme game<br />
----<br />
;4<br />
* Chipp detaches from the wall and will fall down provided no additional actions are inputted. The core of Chipp's corner okizeme game that, when combined with his {{MMC|input=j.H|label=j.H}} gives Chipp access to unreactable left/right and high/low mixups<br />
----<br />
;8/2<br />
* Moves Chipp higher or lower on the wall. Largely used to reposition or to stall<br />
}}<br />
<br />
==Wall Cling Moves==<br />
==={{clr|1|w.P}}===<br />
{{InputBadge|{{clr|1|P}} during Wall Cling}}<br />
{{GGXRD-R2 Move Card<br />
|input=Wall Cling > P<br />
|description=<br />
Chipp performs Alpha Blade down diagonally away from the wall. When used in the corner will launch opponents in the direction Chipp is facing. Can be used as a knockdown tool from shorter Jump Install combos against non-lightweights. Essential for damage and ending combos in knockdowns but does put them back midscreen (though with ample time to set up okizeme)<br />
}}<br />
<br />
==={{clr|2|w.K}}===<br />
{{InputBadge|{{clr|2|K}} during Wall Cling}}<br />
{{GGXRD-R2 Move Card<br />
|input=Wall Cling > K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|isProjectile = true<br />
|recovery = 18<br />
}}<br />
Chipp throws a kunai down diagonally away from the wall.<br />
<br />
The Kunais are a very good keepaway tool while wall clinging, and will force your opponent to either wait or jump at you, which will both give you time to let go off the wall and respond in whatever way is necessary.<br />
}}<br />
<br />
==={{clr|3|w.S}}===<br />
{{InputBadge|{{clr|3|S}} during Wall Cling}}<br />
{{GGXRD-R2 Move Card<br />
|input=Wall Cling > S<br />
|description=<br />
Chipp leaps down from the wall grabbing his opponent on the ground. This move whiffs on airborne opponents<br />
<br />
Situational tool for catching a blocking opponent. Another layer to Chipp's pressure.<br />
*Always reaches the same spot near the corner no matter how high Chipp is on the wall.<br />
}}<br />
<br />
==={{clr|4|w.H}}===<br />
{{InputBadge|{{clr|4|H}} during Wall Cling}}<br />
{{GGXRD-R2 Move Card<br />
|input=Wall Cling > H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 19<br />
|specialRecovery = 10<br />
}}<br />
Chipp leaps away from the wall grabbing his opponent in the air. This move whiffs on grounded opponents.<br />
<br />
Can be used to catch opponents trying to tech out of corner combos.<br />
}}<br />
<br />
==Overdrives==<br />
===<big>Zansei Rouga</big>===<br />
{{InputBadge|{{clr|4|632146H}}\{{clr|5|632146D}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=632146H<br />
|description=<br />
A fullscreen invulnerable super.<br />
<br />
Chipp can combo into it from {{clr|4|6H}}, but is generally used as a wakeup reversal or to callout a high recovery whiff or projectile and punish from fullscreen.<br />
<br />
Can be YRCed during startup (before superflash) and it only uses 25% tension. This makes Burst ZR YRC a valid reversal strategy, as the Burst version is full invuln on frame 1, and YRCing it actually allows Chipp to keep his burst. Make sure you don't try to do this against very active attacks however, as Chipp will still get hit. It is also particularly use after {{clr|1|6P}} counter hit > {{clr|4|6H}} to kill if the opponent is low on life since supers cannot be bursted or after a successful blitz shield, since supers cannot be reverse-blitzed.<br />
<br />
While not the most practical, it can be used for a gimmicky crossup on most knockdowns. Arguably more powerful near the corner as the opponent may have a bit less time to react.<br />
}}<br />
<br />
===<big>Banki Mesai</big>===<br />
{{InputBadge|{{clr|2|236236K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236236K<br />
|description=<br />
Chipp rushes forward to deliver a huge series of attacks.<br />
<br />
The most common use for this move is to combo into it to kill your opponent if they still have burst and are low HP, such as after a {{clr|H|5H}} hit or high Wall Alpha Blade combo. It also has minor use as a longer range reversal on wakeup in situations where Beta Blade would not reach.<br />
<br />
While it builds a huge amount of RISC gauge, it is very unsafe move on block. Additionally, since the opponent can block with faultless defense to make most of your hits whiff it gives them even more time to punish.<br />
*True startup depends on distance as chipp needs to travel to the opponent's location.<br />
*The two Beta Blades at the end will only trigger when the move actually hits.<br />
}}<br />
<br />
===<big>Ryuu Yanagi</big>===<br />
{{InputBadge|{{clr|2|j.214214K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=j.214214K<br />
|description=<br />
Chipp completely halts his air momentum and throws a few volleys of kunai towards the ground in a wide arc.<br />
<br />
Since it travels slowly and Chipp retains all air options after using it, its a potent okizeme option that can offer different 50/50's that are obscured by the kunai sparks. Use with caution as all Kunai will disappear if Chipp is hit.<br />
<br />
On hit, it causes ground bounce and knockdown, depending on how it hits the opponent, which turns it into a good air combo finisher. On the ground, the combo can be followed up with {{clr|S|S}} > {{clr|H|5H}} > {{clr|2|236236K}} for a high damage, high number of hits 100% tension unburstable combo to guts crush a low life opponent at the end of a round. Of course, it's a bad choice if it won't kill since it fills up the opponent's Burst and costs all your tension.<br />
}}<br />
<br />
==Instant Kill==<br />
===<big>Raisetsudan</big>===<br />
{{InputBadge|During IK Mode: {{clr|4|236236H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236236H |type=instantkill<br />
|description=<br />
Uses the animation of his Resshou.<br />
<br />
Chipp's Instant Kill activation has extremely long startup. An instant kill will not be guaranteed even if the opponent is dizzy.<br />
<br />
It can be used when the opponent is in Hellfire state however, during the last possible round thanks to the speed increase and slowdown granted by Gold IK mode.<br />
}}<br />
<br />
==Navigation==<br />
<center>{{Character Label|GGXRD-R2|Chipp Zanuff|42px}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:GGXRD-R2/Navigation}}</div>Sobosswagnerhttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Chipp_Zanuff&diff=365980GGXRD-R2/Chipp Zanuff2023-01-10T05:00:19Z<p>Sobosswagner: /* {{clr|4|w.H}} */ Added frame chart</p>
<hr />
<div>==Overview==<br />
{{Overview/navigation|okizeme=true}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4|height=1<br />
|header=Overview<br />
|content= Guilty Gear's dedicated pixie character with great mobility and paper-thin defense. Chipp has everything a speedy player could want: fast movement, a triple jump, teleports, and several special moves that let him careen around the stage and climb on the walls. His normals are also much faster for their range than most other characters, and he has a few powerhouses like {{clr|1|6P}}, {{clr|4|5H}}, and {{clr|5|j.D}} to supplement his raw speed.<br />
<br />
While he's without a doubt the nimblest character in Xrd, Chipp also has a strong pressure game: {{clr|3|c.S}} is a plus on block throw option select that is faster than many characters' jabs and frame traps into itself. Off of throw or another good knockdown, Chipp can often set up a jump-in mixup using {{clr|3|j.S}}, {{clr|4|j.H}}, or simply landing and going low. His aerial kunai super Ryuu Yanagi ({{MMC|input=j.214214K|label={{clr|2|j.214214K}}}}) makes those mixups even harder to block. Gamma Blade ({{MMC|input=41236H|label={{clr|4|41236H}}}}) is a large grounded projectile that is always plus on block and captures the opponent on hit, giving Chipp a free combo. Chipp also has Beta Blade ({{MMC|input=623S|label={{clr|3|623S}}}}), a two-hit, 4f meterless reversal that lets him challenge mixups and pressure.<br />
<br />
Turning a combo into setplay and mixups is not always feasible, however, and Chipp must often choose between a moderate damage combo and a reset to neutral or a much less damaging combo with continued okizeme. Chipp's many tools give him many options in neutral, but using them to safely control his opponent requires a lot of matchup knowledge and choosing the wrong option can be very punishing: if Chipp eats a single bad counter hit, he's liable to lose half his health bar or more.<br />
<br />
If you want to live fast, die hard, and have every tool in the box at your fingertips, Chipp is the character for you.<br />
}}<br />
{{GGXRD-R2/Infobox<br />
| fastestAttack = [[#5P|5P]](3F) (Whiffs on crouch) <br/> [[#2P|2P]](4F) <br/> [[#c.S|c.S]](4F)<br />
| reversal = [[#Beta Blade|623S]] (5F)<br />
}}<br />
{{ProsAndCons<br />
|intro= has every tool you could ever want and enough mobility options to treat the screen like a jungle gym - but he hurts more than anyone else when he makes a mistake.<br />
|pros=<br />
*'''Speedster''': Between a triple jump, the fastest runspeed in the game, teleports, and the ability to cling to walls and dash off them, Chipp is easily the most mobile character in the game. He can utilize his extreme speed to both whiff punish and escape scary situations better than many other characters in the cast.<br />
*'''Powerful Mixups''': Chipp has tons of ways to open people up, including {{MiniMoveCard|input=63214S|label= a command grab}} and a standing, unthrowable overhead with his {{MMC|input=6K|label={{clr|2|6K}}}}. In the corner, {{MiniMoveCard|input=Wall > 64 |label= Wall Cling}} setups and FDC {{clr|2|j.2K}} give Chipp incredible mixup options from knockdown.<br />
*'''Excellent Buttons:''' Fast startups paired with great hitboxes and recovery on many normals ({{MMC|input=6P|label={{clr|1|6P}}}}, {{MMC|input=5K|label={{clr|2|5K}}}},{{MMC|input=c.S|label={{clr|3|c.S}}}}, {{MMC|input=2S|label={{clr|3|2S}}}}, {{MMC|input=j.D|label={{clr|5|j.D}}}}) can make Chipp difficult to challenge as characters with weaker neutral or slower buttons.<br />
*'''Adaptable Toolbox:''' Chipp's speed and wide movelist allow him to approach situations however he pleases. He can play very defensively and offensively, as well as switch between the two as necessary. <br />
|cons=<br />
*'''High-Risk:''' Chipp takes the most damage out of any character by far, and has rather strict execution demands in order to be properly played. As such, making errors in execution isn't uncommon and the punishment for them is astronomical.<br />
*'''Lack of Easy Knockdowns:''' Scoring a knockdown usually needs combos with specific conditions such as being close to the opponent or hitting them crouching, or a short combo with low damage such as basic gatlings into {{MMC|input=2D|label=2D}}. Chipp often has to choose between doing good damage or earning a knockdown. <br />
*'''Okizeme Woes:''' Chipp's backdash is not well-fit for escaping okizeme, and he has the longest possible knockdown timer in the game.<br />
*'''Meter-hungry:''' Chipp's strongest options require meter investment, but his meter income is limited by the tension penalty inflicted by {{MMC|input=j.2K|label={{clr|K|j.2K FDC}}}}, his main mixup tool.<br />
}}<br />
</div><br />
===Unique Mechanics===<br />
{{card|width=4<br />
|header=Jump Installing<br />
|content=<br />
Normally, Chipp cannot jump or airdash after his {{clr|3|S}}/{{clr|4|H}} teleports, but this can be changed with a technique called jump installing.<br />
<br />
Jump installing is a long-standing <strike>bug</strike> feature of the Guilty Gear series that allows characters to fool the game into giving them air actions when they would not normally have them. Many moves in GGXrd will automatically jump install, but Chipp is notable both for having a move that does not auto-jump intall ({{clr|3|S}}/{{clr|4|H}} teleport) and relying on that move for combos quite a lot. '''Jump installing is NOT unique to Chipp - he just does it more than anyone else.'''<br />
<br />
For more information on jump installing, see [[GGXRD-R2/Movement#Jump_Install|this page]].<br />
}}<br />
{{FrameChartKey}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 1<br />
|recovery = 8<br />
}}<br />
A high and very fast standing jab.<br />
<br />
Chipp's fastest normal and one of the fastest jabs in the game. Mostly used in juggle combos after {{clr|5|2D}} > {{clr|3|236S}}. Whiffs against crouching opponents except for Potemkin, Bedman and Haehyun. Also sees use as an emergency anti-air because of its upwards angle and quick startup, but is very bad when it trades<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 5<br />
|recovery = 8<br />
}}<br />
A fast standing kick with great range for its speed.<br />
<br />
An all around essential move for Chipp thanks to its versatility. Its great hitbox that is disjointed on startup allows it to beat many otherwise problematic normals that would outrange Chipp. Its wide variety of gatling options makes it a strong pressure starter as well. On hit, it can easily hit confirm due to being able to gatling into itself.<br />
*Gatlings into 2P, 6P, 2K are delayed.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=c.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 2<br />
|recovery = 10<br />
}}<br />
Extremely fast for a {{clr|3|c.S}} and offers frame advantage on block while being rewarding on hit, making it useful for starting pressure, confirming hits and creating burst safe points in combos<br />
<br />
Very useful for frame traps; it's plus frames on block and incredible startup speed allow {{clr|3|c.S}}>{{clr|3|c.S}} to be a frametrap sequence. On normal hit, it can link into {{clr|1|5P}} against standing opponents and {{clr|S|c.S}} on crouching opponents to make hit confirming out of stagger pressure possible. On counter hit, it's possible for chip to link another {{clr|3|c.S}} to confirm into combos. Thanks to its versatile gatling tree, it's also essential for knockdown combos via {{clr|P|6P}} and {{clr|D|2D}}. It is also Chipp's only normal that can gatling into {{clr|2|6K}} for overhead mixups. <br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=f.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 2<br />
|recovery = 18<br />
}}<br />
Chipp quickly takes a large step forward, giving {{clr|S|f.S}} much further reach than the hitbox suggests.<br />
<br />
Thanks to its excellent range and speed, {{clr|S|f.S}} is very good for footsies and after dash-ins. Is essentially the higher recovery, higher-hitting brother of {{clr|S|2S}}. <br />
<br />
While it can be great in neutral and for approaching, it's not without fault - its high hitbox loses or completely whiffs against low profiles, such as Sol's {{clr|5|2D}}. It also has no way to gatling into {{clr|5|2D}}, so committing to an {{clr|3|f.S}} usually means forfeiting knockdown.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 7<br />
|recovery = 16<br />
}}<br />
Mostly a combo-tool and blockstring ender (canceled into {{MMC|input=236S|label=rekka}}, teleport or jump/{{keyword|IAD}} Fast Shuriken)<br />
<br />
Not very useful as a poke due to its long startup relative to Chipp's other normals. While it is not disjointed at all, it can be used as a makeshift anti-air in very specific situations, such as against Venom's Mad Struggle, since a trade will be greatly in Chipp's favor. <br />
<br />
On counter hit however, the move's potency opens up - it can link into {{clr|D|2D}}, or go into a combo via {{clr|D|5D}}. On air counter hit, Chipp can dash and get a full air combo. These properties make {{clr|H|5H}} a strong haymaker on read or against predictable opponents.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|5|5D}}<br />
}}<br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 27<br />
|active = 4<br />
|recovery = 9<br />
}}<br />
Agonizingly slow startup for a Chipp move.<br />
<br />
Chipp's {{clr|5|5D}} is one of the longest reaching in the game, but he might need some creativity to follow up midscreen from far away with the air homing jump combo (airdash during homing jump etc.). On homing dash however, the combo combo gives nearly full corner carry (sometimes can give full) with a solid knockdown to boot. His {{clr|5|5D}} is also one of the few which is plus on block thanks to its low recovery.<br />
<br />
While it's highly rewarding on hit, the slow startup makes it fairly difficult to land against opponents that are paying attention to Chipp's pressure. {{clr|K|6K}}, Command grab, or teleport mixups are generally preferrable to open opponents up.<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 3<br />
|recovery = 25<br />
}}<br />
One of the most invulnerable 6Ps in the game and an essential part of Chipp's toolkit in many matchups.<br />
<br />
Used as an antiair, a counterpoke against many mid-hitting moves, combo filler, and pressure vs characters who like to {{keyword|abare}} with mid to high hitting moves. Upper body invuln starts at frame 1, making it great on reaction against moves that it can beat. While it is very unsafe on block by itself, it can safely gatling into a wide variety of other normals to continue pressure. <br />
<br />
Where the risk of using {{clr|P|6P}} lies is that it is horribly unsafe on whiff due to its extremely long total duration of 36 frames. It can be safer to attempt to anti air with {{clr|H|2H}} if you suspect the opponent is trying to bait {{clr|P|6P}}.<br />
*Combos into {{clr|H|6H}} on counter hit<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|6K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 19<br />
|active = 5<br />
|recovery = 5<br />
|specialRecovery = 3<br />
}}<br />
Chipp's other standing overhead normal.<br />
<br />
While it is fast, it is rather risky for its reward. As its not special cancellable comboing off of this only works as a meaty and against crouching opponents, or with a Roman Cancel. It should not be used point blank, as opponents can easily ground throw you after the hit or on block. In addition to the risk of being thrown on hit, should the opponent choose to contest it by mashing, they can score a highly damaging counter hit juggle combo.<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 6<br />
|recovery = 15<br />
}}<br />
Huge button with great reach thanks to a large hitbox and big forward step.<br />
<br />
Mostly used as a frametrap to catch delay or fuzzy jumps, and as a tech trap in certain okizeme situations. it can also be used as a haymaker in neutral. High damage starter and great in juggles since it offers a combo afterwards (run up {{clr|3|c.S}} or {{clr|1|5P}} into air combo. Against Standing opponents, {{clr|H|6H}} combos into grounded Alpha Blade, and depending on the range, into a {{keyword|TK}} Alpha Blade. On air hit in the corner, it leads into Blitz Attack loops.<br />
*Causes stagger on ground hit.<br />
*Causes ground bounce on air hit.<br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 2<br />
|recovery = 7<br />
}}<br />
A very fast crouching jab that is plus on block. <br />
<br />
Great for stagger pressure and tick throws due to its low blockstun from being attack level 0. Its speed also makes it good {{keyword|abare}} option in scramble situations. Is also relatively burst safe for combos: {{clr|1|2P}} > {{clr|1|2P}} > {{clr|3|c.S}}...<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 7<br />
}}<br />
Chipp's fastest low attack. A common starter for strings and great for mixups.<br />
<br />
Its self-gatling option for consecutive lows is useful to keep opponents crouching or catch them while they attempt to fuzzy jump. 2K Gatling into 6H is also useful to punish fuzzy (delay) jumpers and one way to punish excessive use of FD.<br />
<br />
Unfortunately, it has very poor range, making it somewhat hard to use for okizeme. It has a high risk of getting thrown, can't catch backdashes, and has short active frames.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 4<br />
|recovery = 11<br />
}}<br />
An essential button to use when approaching or to stuff the opponent's moves.<br />
<br />
Like {{clr|S|f.S}}, the range is greater than the hitbox implies due to the large forward step Chipp takes. Will connect against the opponent's low profile options where {{clr|S|f.S}} would whiff, and with significantly less recovery, but will whiff against some airborne opponents that {{clr|S|f.S}} would hit. Staggers on counter-hit, making it a good option as a dash-in attack and for frame traps.<br />
*Chipp's hurtbox is extended forward before the attack becomes active.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 9<br />
|recovery = 18<br />
}}<br />
Great anti-air with tall reach and high reward,<br />
<br />
Works well as an anti-air because of the high vertical range (hits them early) and the added reliability in trades (high attack level and good counter hit property), less so because of its actual hit box, which is rather poor. Followup combos are generally only possible on counter hit or by cancelling into {{clr|3|22S}} teleport<br />
<br />
When it is used at the end of a block-string or stand-alone, it should be cancelled into {{clr|1|22P}} or delay cancelled into {{clr|5|2D}} to make it safe.<br />
*Floats opponent on normal hit.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|2|6K}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 2<br />
|recovery = 17<br />
}}<br />
A Fast sweep with very long range.<br />
<br />
An extremely important tool for Chipp's ground game as it's his primary way of scoring knockdowns for okizeme. It is also an excellent combo tool via {{clr|3|236S}}, which also serves as a very useful block string. In neutral, 2D is great at stuffing the opponent's dashes. It can also evade some other lows that have thin, close to the ground hitboxes (Ky {{clr|D|2D}} and {{clr|K|2K}} for example) since Chipp's hurtbox pulls upward slightly during the active frames.<br />
*{{clr|5|2D}} > {{clr|1|22P}} > link {{clr|5|2D}} can be useful against people expecting {{clr|5|2D}} > {{clr|3|236S}}<br />
*{{clr|5|2D}} > {{clr|3|236S}} > {{clr|4|623H}} is a very strong combo starter in the corner leading to good damage and knockdown, making {{clr|5|2D}} as a poking tool even more important<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 4<br />
}}<br />
A very fast air jab, mostly used as combo filler or as a low commitment and burst-safe air-to-air button.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 8<br />
|recovery = 8<br />
}}<br />
A two-hitting air normal.<br />
<br />
The first hit has a great upwards-angle and is very useful as an air-to-air, while the second hit pulls the enemy downwards, which is used mostly in specific knockdown combos. Chipp can cancel {{clr|K|j.K}}(1) into itself several times to avoid activating the second hit, which is mostly used for guts crushing low health opponents in air combos.<br />
<br />
Be careful - should the first hit of {{clr|2|j.K}} whiff, the second hit will activate regardless, which means that if you fail your air-to-air attempt, you might not be able to act for a while due to the long total duration of the move.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.2K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.2K<br />
|description=<br />
A downward air kick that alters Chipp's flight path, slowing down his horizontal acceleration.<br />
<br />
Mostly used for Chipp's FDC ({{tt|faultless defense cancel|j.1[{{clr|2|K}}]~[{{clr|3|S}}]}}), input. Multi-hit and attack level 0 make this a decent but risky okizeme tool; For example in the corner, you can use it low enough to have only one hit connect, then immediately link a {{clr|2|2K}}, which is a hard to block setup, especially when the opponent usually expects a 2-hit {{clr|4|j.H}}. This setup is risky however because it can easily be backdashed out of.<br />
<br />
{{clr|2|j.2K}} is also weak against Faultless defense: if the first two hits make contact with the opponent's FD, you will be pushed back so much that the last hit of {{clr|2|j.K}} might whiff, which means your opponent will recover before you and will throw you.<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 10<br />
|recovery = 18<br />
}}<br />
An air normal that alters Chipp's momentum and has a very wide hitbox.<br />
<br />
Slightly bounces Chipp upwards when used, which can be both a {{tt|blessing|It can bounce you our of the range of an opponent's move and allow you to punish}} and a {{tt|curse|The momentum shift can cause the move to whiff completely}}. While almost exclusively as combo filler, it has some {{tt|applications in blockstrings|iad {{clr|2|j.K}}(1),{{clr|2|j.K}}(1),{{clr|3|j.S}},{{clr|H|j.H}}(2), land...}} and Okizeme, such as an {{keyword|IAD}} high/low mixup after air alpha blade, after {{clr|H|H}} teleport, or in the corner. <br />
<br />
While the width of the hitbox makes it great as a crossup, it is hard to use it for that purpose against grounded opponents due to the air bounce property.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|4|j.H}}<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 12<br />
|recovery = 29<br />
}}<br />
A highly evasive air normal with great hitboxes.<br />
<br />
Chipp's jump-in of choice. Hits overhead twice, dodges and beats a lot of antiair attempts while active due to the way Chipp's hitbox moves around, all while being disjointed. Additionally, it's an excellent crossup button for Chipp's various jump and teleport mixups.<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 8<br />
|recovery = 19<br />
|specialRecovery = 5<br />
}}<br />
Very fast and extremely disjointed jumping kick. All around essential move in many matchups.<br />
<br />
Useful for punishing air throw attempts or as an anti-anti air while also frequently beating other air to air attempts. Just as useful in combos, since it causes plummet / knockdown midscreen and wall bounce in the corner.<br />
<br />
Since it has some extra landing recovery, be careful when using it from too high up in the air - if the opponent instant blocks, you can get thrown when you land.<br />
*Long floor slide on ground counter hit, very short floor slide on air counter hit<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Ground Throw<br />
|description=<br />
Chipp has a shorter throw range than many other characters. On successful throw, he can OTG combo with fast moves that hit low to the ground such as {{clr|2|2K}}<br />
<br />
Causes a moderate knockdown to the opponent, giving you enough time for okizeme such as jump forward, FDC, {{clr|4|j.H}}(crossup), continue pressure or combo. Unfortunately does not reliably lead into strong mixups without meter, but with meter, allows you to do {{keyword|TK}} {{MMC|input=j.214214K|label=Ryu Yanagi}} setups<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Air Throw<br />
|description=<br />
Causes very long knockdown, giving you a lot of time for either [{{MMC|input=214K|label=invisibility}} > meaty {{clr|2|2K}}] or simply FDC okizeme.<br />
<br />
Can also be Roman Cancelled and followed up with a {{clr|4|6H}} > dash {{clr|1|5P}} > air combo for good damage.<br />
}}<br />
<br />
===<big>Dead Angle Attack</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=DAA<br />
|description=<br />
Long invuln time dead angle. Uses the same animation as {{clr|H|5H}}, giving it pretty good horizontal reach.<br />
*Causes wall bounce on counter hit<br />
}}<br />
<br />
===<big>Blitz Attack</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Blitz,[Blitz]|versioned=name<br />
|description=<br />
Standard Blitz attack that does not strike as far as the animation suggests.<br />
<br />
Offensively, Chipp can use his blitz attack in the corner to perform {{clr|4|6H}} > Blitz attack loops anytime he can combo into air hit {{clr|4|6H}} by jump cancelling the recovery of {{clr|4|6H}} and cancelling the jump startup with blitz.<br />
<br />
The input is {{clr|4|6H}} > 8~[5{{clr|S|S}}+{{clr|H|H}}]. Such combos do very high, meter-efficient damage and drain burst gauge, making them indispensable for serious Chipp players. If timed very carefully with a slight delay , it can even be made a burst safe point (the blitz shield would reject a burst activated during {{clr|4|6H}} hitstop) while still being a true combo. <br />
}}<br />
<br />
==Special Moves==<br />
===<big>Alpha Blade</big>===<br />
{{InputBadge|{{clr|1|236P}} (Air OK)}}<br />
{{GGXRD-R2 Move Card<br />
|input=236P,j.236P,236P > H|versioned=input<br />
|description=<br />
Alpha Blade is a strong move that has myriad uses on defense, as it is a long-range, low-profile slide. It is an excellent choice to escape the corner from many different elements of pressure.<br />
<br />
Chipp's collision box is removed during the travel distance, allowing Chipp to move through the opponent and crossup with the move's active frames.<br />
<br />
;Grounded version ({{clr|P|236P}})<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 15<br />
|recovery = 32<br />
}}<br />
Being that the low profile is one of the main attributes, it can also be used to go under most projectiles or ranged pokes. During parts of the move, Chipp is actually considered airborne and can go over some moves that have thin, low to the ground hitboxes such as {{MMC|input=236S|chara=Potemkin|label=Slidehead|hitboxMode=true|imageNumber=2}}. While it is excellent for escaping pressure, it carries some risks: it is very minus on block, so characters that can move quickly or have long reaching moves can reliably punish Chipp unless he cancels into Alpha Plus, which can have its own issues.<br />
<br />
On normal hit, Alpha Blade launches the opponent, but Chipp generally cannot follow up into any additional damage without spending meter. On counter hit, he can cancel into Alpha Plus or burn meter for a strong combo.<br />
<br />
In combos, ground Alpha Blade will generally only combo out of {{clr|4|6H}} or {{clr|4|5H}}. It can also conditionally combo from {{clr|4|5H}} if Chipp are relatively close to the opponent or if you hit them while they are crouching. {{clr|5|2D}} > Ground Alpha Blade works against lightweights, but is rarely used for anything useful.<br />
----<br />
;Air version ({{clr|P|j.236P}})<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 14<br />
|specialRecovery = 18<br />
}}<br />
Air alpha blade is similar to the grounded version but it is faster, safer, and has a larger hitbox. Unlike the grounded version, using an Air Alpha Blade very close to the ground will allow for {{tt|meterless combos|Example: corner S > S > HS > {{clr|1|2369P}} (lowest possible height), land, S...}}, especially in the corner. <br />
<br />
In the corner, air Alpha Blade can also be cancelled into {{MMC|input=Wall > 64|label=Wall Cling}}. However, if you do not perform any other actions after the wall cling, there will be a special, relatively long landing animation when you land.<br />
*Listed Frame Advantage for Air Alpha Blade is on lowest height<br />
----<br />
;Alpha Plus ({{clr|P|236P}} > {{clr|H|H}})<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 12<br />
|recovery = 18<br />
}}<br />
On normal block, there is a minimum 6F gap between Alpha Blade and Alpha Plus , making this move risky on block at any range in any matchup. On top of that, Alpha Plus itself is punishable on block, so it's generally only used to hit confirm a raw Alpha Blade.<br />
}}<br />
<br />
===<big>Beta Blade</big>===<br />
{{InputBadge|{{clr|3|623S}} (Air OK)}}<br />
{{GGXRD-R2 Move Card<br />
|input=623S,j.623S|versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 22<br />
|recovery = 16<br />
|specialRecovery = 10<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 18<br />
|specialRecovery = 5<br />
}}<br />
An incredibly fast {{keyword|DP}}. <br />
<br />
Mostly only used as a reversal option or as an ender for air combos. If the first hit is Roman Cancelled, Chipp will remain standing on the ground, which will either allow him to followup up the hit with a {{clr|4|6H}}, or to start pressure in case Beta Blade is blocked.<br />
*The first hit of the ground version gives a hard knockdown (which rarely matters since the second hit will allow the opponent to tech)<br />
*Chipp loses Throw invulnerability as soon as he becomes airborne.<br />
}}<br />
<br />
===<big>Gamma Blade</big>===<br />
{{InputBadge|{{clr|4|41236H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=41236H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 19<br />
|active = 9<br />
|recovery = 29<br />
}}<br />
A grounded projectile that traps the opponent in place on hit. Unlike most special moves, Gamma Blade can '''NOT''' be cancelled into from normals.<br />
<br />
A very important move for many of Chipp's matchups. While it has slow startup, it is plus on block and highly rewarding on hit as it places the opponent in an airborne state where they cannot burst while trapped, allowing for damaging juggle combos. Gamma Blade also has one of the highest projectile clash levels in the game - it will erase most projectiles it comes into contact with and continue traveling forward, making it an excellent tool for calling out careless zoning attempts.<br />
<br />
Although it is potent and rewarding both on hit and block, its slow startup and very long total duration make it a very risky move to throw out in neutral without YRC available.<br />
*Always +5 on block, no matter how late it hits, since Chipp has a set recovery if it makes contact with the opponent<br />
*Deals full damage as an OTG hit and still causes the trap effect (although all followup hits will suffer from OTG damage reduction).<br />
}}<br />
<br />
===<big>Tsuyoshishiki Meisei</big>===<br />
{{InputBadge|{{clr|2|214K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=214K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 29<br />
}}<br />
A cheeky "install" type move that will make Chipp flash from invisible to visible for approximately 8 seconds.<br />
<br />
Mostly used to create extra ambiguity's for Chipp's various mixup options as it's much harder to see what he's doing thanks to the "smoky" effect and flashing from visible to invisible. Entering invisiblity is generally only safe to do after knockdowns (especially during a high wall Alpha Blade knockdown as it will allow him to also still be able to meaty) or during corner dust combos as it has significant recovery. The effect will end prematurely if Chipp blocks an attack or gets hit.<br />
<br />
*Unlike most specials, can '''NOT''' be cancelled into from normals.<br />
*Chipp changes visibility about every second<br />
}}<br />
<br />
===<big>Tsuyoshishiki Ten'i</big>===<br />
{{InputBadge|22{{clr|1|P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=22P,22K,22S/H|versioned=input<br />
|description=<br />
Chipp teleports at various locations on the screen based on the input. Each teleport has minor strike invulnerability and is a core tool of Chipp's neutral and mixup game.<br />
<br />
;{{clr|P|22P}} (In Place)<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 21<br />
}}<br />
Very good when used either in neutral and blockstrings as a bait to fake out {{clr|2|22K}} or {{clr|4|22H}} teleports, keeping your opponent on edge.<br />
----<br />
;{{clr|2|22K}} (Forward)<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 30<br />
}}<br />
The highest recovery of Chipp's teleports. It is a strong strategy to cancel the recovery of {{clr|2|22K}} teleport with YRC, circumventing the long recovery flaw while rapidly closing distance. Additionally, the added slowdown should give you enough time to start a combo, apply pressure, or go for an a throw.<br />
----<br />
;{{clr|3|22S}}/{{clr|4|22H}} (Airborne, in Front/Behind opponent)<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 20<br />
}}<br />
Both versions are a great combo tool after a {{clr|4|2H}} hit. {{clr|S|S}} version Will maintain dash momentum; for this reason, it has some use as a jump in, particularly for certain mixups options.<br />
<br />
Both the airborne teleports are useful approach tools; they cause Chipp to fall a set distance towards the side opposite the one Chipp appears on (thus towards the opponent), the only exception being if {{clr|4|22H}} is used in reach of wallcling ({{clr|4|22H}} teleport can be cancelled into wall cling, manually or by holding {{clr|H|H}}). In this instance, Chipp falls straight downward. <br />
<br />
Because Chipp falls slightly forward, this means when {{clr|4|22H}} teleport is used at a long range, Chipp will fall onto to the other side of the opponent from where he appears, rather than behind as usual, enabling crossups. This affects certain corner oki setups, but the forward momentum can be stopped using a delayed FDC or just raw {{clr|K|j.2K}}.<br />
*If used predictably, all teleport options can be heavily punished due to their long recoveries<br />
*Can install an airdash (super jump install) to air versions in neutral with a fast 228 input<br />
*If landing recovery from a jump is cancelled into an air teleport, Chipp can use whatever air options he would have had left.<br />
}}<br />
<br />
===<big>Genrouzan</big>===<br />
{{InputBadge|{{clr|3|63214S}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=63214S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 27<br />
|active = 11<br />
|recovery = 12<br />
}}<br />
A slow but highly rewarding command grab.<br />
<br />
Useful to open up opponents who have been conditioned to block various frametraps or stagger pressure. Causes a very long knockdown midscreen, giving Chipp enough time to set up {{MMC|chara=Chipp Zanuff|input=214K|label=invisibility}} and go into a meaty or a 3-way mixup. In the corner, Chipp can cancel into Wall Cling after the hit to go into highly damaging meterless combos that maintain a knockdown for further okizeme and pressure.<br />
<br />
While the initial startup is strike invuln, Chipp is airborne for 16 frames before it becomes active, allowing opponents that are looking out for it to score an Air Throw on Chipp or just plain anti-air combo him.<br />
*As a throw, the opponent can't burst on hit.<br />
}}<br />
<br />
===<big>Resshou</big>===<br />
{{InputBadge|{{clr|3|236S}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 5<br />
|recovery = 10<br />
}}<br />
The starter of Chipp's rekka series.<br />
<br />
Very useful as a blockstring ender since it only leaves Chipp at -1, which is a non-issue if your opponent doesn't instant block. Even while he's minus, Chipp's pokes (such as {{clr|3|2S}} or {{clr|K|5K}}) will generally be faster than what the opponent has to offer at the distance he is left at after using the rekka, and you can use {{clr|P|6P}} to counterpoke certain abare options. You can alternatively follow up with {{MMC|input=236S > 236S|label=Rokusai}} for a risky frametrap that is high reward on counter hit.<br />
*Has special hitstun that makes it +2 on standing hit, +3 on crouching hit. <br />
*Combos into {{clr|2|5K}} on counter hit<br />
*links into {{clr|1|5P}} or even {{clr|3|c.S}} on airborne hit (for example after {{clr|5|2D}})<br />
}}<br />
<br />
===<big>Rokusai</big>===<br />
{{InputBadge|Resshou > {{clr|3|236S}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236S > 236S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 1<br />
|recovery = 25<br />
}}<br />
Second hit of Chipp's Rekka Series <br />
<br />
Hits low. Very useful if used slightly delayed after the first rekka as a frame trap. Slightly unsafe on block and punishable at most spacings, it's better when followed up by a Roman Cancel for combos or to continue pressure. Chipp can get away with it on block after conditioning opponents to respect followups however.<br />
*Special hitstun makes it only -3 on hit<br />
*Staggers on counter hit<br />
}}<br />
<br />
===<big>Senshuu</big>===<br />
{{InputBadge|Resshou > {{clr|2|236K}}\Rokusai > {{clr|2|236K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236S > 236K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 25<br />
|active = 6<br />
|recovery = 10<br />
|specialRecovery = 12<br />
}}<br />
Possible as a second or last hit of Chipp's rekka series.<br />
<br />
Hits overhead and launches on normal hit, which can be followed up into a combo. While it's rewarding to land, it has very slow and reactable startup and it's punishable on block. When blocked, Chipp is in crouching counterhit recovery, allowing most opponents to start their most damaging combos. Use sparingly or only with 50 tension to make it safe.<br />
}}<br />
<br />
===<big>Shinkirou</big>===<br />
{{InputBadge|{{clr|4|623H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=623H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 16<br />
|active = 12<br />
|recovery = 16<br />
}}<br />
Can be used Stand-alone or during Chipp's Rekka series (but not after {{clr|2|236K}})<br />
<br />
Has relatively little use outside of {{tt|combos|{{clr|5|2D}} > {{clr|3|236S}} > {{clr|H|623H}}}} or as a risky frametrap after Rokusai (can be punished by airthrow on block). Little reward on grounded hit, knocks back the opponent on counter hit, but does wall stick the opponent in the corner if they are hit airborne.<br />
<br />
On whiff or block, Chipp has access to full air options and movement.<br />
}}<br />
<br />
===<big>Shuriken</big>===<br />
{{InputBadge|{{clr|1|j.214P}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=j.214P Slow,j.214P Fast|versioned=input<br />
|description=<br />
Chip throws a shuriken in a 45 degree angle towards the ground. Alternates between a slow and a fast version, with the slow version coming first.<br />
<br />
Mostly used for pressure and to cover your approach. Especially useful against characters that have a hard time avoiding it, such as Potemkin.<br />
<br />
;Fast Version<br />
Has quick startup for a projectile.<br />
<br />
Does not alter Chipp's momentum, making fast Shuriken more suited for ascending jumps to make it travel further. Can be used as a pressure reset option from an instant air dash.<br />
----<br />
;Slow Version<br />
Completely halts Chipp's air momentum during the throw and has very long recovery. Can stop opponents from approaching due to covering a good angle for a good duration, however it has rather slow startup at 23 frames.<br />
<br />
An interesting setup for the slow version is to use it after a low altitude {{clr|5|j.D}} combo ender for okizeme. Cancel the {{clr|5|j.D}} into slow shuriken, land, and continue pressure on a waking up opponent, who now has to block the meaty shuriken.<br />
}}<br />
<br />
===<big>Wall Cling</big>===<br />
{{InputBadge|Near Wall > 64}}<br />
{{GGXRD-R2 Move Card<br />
|input=Wall Cling > 8,Wall Cling > 6,Wall Cling > 4|versioned=name<br />
|description=<br />
Many special moves that leave chipp airborne can be cancelled into the wall cling, such as Genrouzan ({{clr|3|63214S}}), air Alpha Blade ({{clr|1|j.236P}}) or 22{{clr|3|S}}/{{clr|H|H}} teleports. Wall cling does have a minimum height requirement. TK {{clr|1|j.236P}} will not allow Chipp to wall cling afterward, but when used in air extensions it will.<br />
<br />
The wall cling generally is used for corner Okizeme as well as runaway tactics. When used on its own from a regular jump Chipp retains all prior air options (double/triple jump, airdash), but when used from 22{{clr|3|S}}/{{clr|H|H}} the teleports must be jump installed prior in order to retain air options.<br />
<br />
;9 Jump<br />
* Chipp jumps up off the wall. Can be used as a corner escape but is rather committal on defense due to needing time or space to jump out<br />
----<br />
;6 jump<br />
* Chipps traditional walldive. A low, steep angle makes this difficult to use defensively, and is therefore usually used in his okizeme game<br />
----<br />
;4<br />
* Chipp detaches from the wall and will fall down provided no additional actions are inputted. The core of Chipp's corner okizeme game that, when combined with his {{MMC|input=j.H|label=j.H}} gives Chipp access to unreactable left/right and high/low mixups<br />
----<br />
;8/2<br />
* Moves Chipp higher or lower on the wall. Largely used to reposition or to stall<br />
}}<br />
<br />
==Wall Cling Moves==<br />
==={{clr|1|w.P}}===<br />
{{InputBadge|{{clr|1|P}} during Wall Cling}}<br />
{{GGXRD-R2 Move Card<br />
|input=Wall Cling > P<br />
|description=<br />
Chipp performs Alpha Blade down diagonally away from the wall. When used in the corner will launch opponents in the direction Chipp is facing. Can be used as a knockdown tool from shorter Jump Install combos against non-lightweights. Essential for damage and ending combos in knockdowns but does put them back midscreen (though with ample time to set up okizeme)<br />
}}<br />
<br />
==={{clr|2|w.K}}===<br />
{{InputBadge|{{clr|2|K}} during Wall Cling}}<br />
{{GGXRD-R2 Move Card<br />
|input=Wall Cling > K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|isProjectile = true<br />
|recovery = 18<br />
}}<br />
Chipp throws a kunai down diagonally away from the wall.<br />
<br />
The Kunais are a very good keepaway tool while wall clinging, and will force your opponent to either wait or jump at you, which will both give you time to let go off the wall and respond in whatever way is necessary.<br />
}}<br />
<br />
==={{clr|3|w.S}}===<br />
{{InputBadge|{{clr|3|S}} during Wall Cling}}<br />
{{GGXRD-R2 Move Card<br />
|input=Wall Cling > S<br />
|description=<br />
Chipp leaps down from the wall grabbing his opponent on the ground. This move whiffs on airborne opponents<br />
<br />
Situational tool for catching a blocking opponent. Another layer to Chipp's pressure.<br />
*Always reaches the same spot near the corner no matter how high Chipp is on the wall.<br />
}}<br />
<br />
==={{clr|4|w.H}}===<br />
{{InputBadge|{{clr|4|H}} during Wall Cling}}<br />
{{GGXRD-R2 Move Card<br />
|input=Wall Cling > H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 19<br />
|specialRecovery = 10<br />
}}<br />
Chipp leaps away from the wall grabbing his opponent in the air. This move whiffs on grounded opponents.<br />
<br />
Can be used to catch opponents trying to tech out of corner combos.<br />
}}<br />
<br />
==Overdrives==<br />
===<big>Zansei Rouga</big>===<br />
{{InputBadge|{{clr|4|632146H}}\{{clr|5|632146D}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=632146H<br />
|description=<br />
A fullscreen invulnerable super.<br />
<br />
Chipp can combo into it from {{clr|4|6H}}, but is generally used as a wakeup reversal or to callout a high recovery whiff or projectile and punish from fullscreen.<br />
<br />
Can be YRCed during startup (before superflash) and it only uses 25% tension. This makes Burst ZR YRC a valid reversal strategy, as the Burst version is full invuln on frame 1, and YRCing it actually allows Chipp to keep his burst. Make sure you don't try to do this against very active attacks however, as Chipp will still get hit. It is also particularly use after {{clr|1|6P}} counter hit > {{clr|4|6H}} to kill if the opponent is low on life since supers cannot be bursted or after a successful blitz shield, since supers cannot be reverse-blitzed.<br />
<br />
While not the most practical, it can be used for a gimmicky crossup on most knockdowns. Arguably more powerful near the corner as the opponent may have a bit less time to react.<br />
}}<br />
<br />
===<big>Banki Mesai</big>===<br />
{{InputBadge|{{clr|2|236236K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236236K<br />
|description=<br />
Chipp rushes forward to deliver a huge series of attacks.<br />
<br />
The most common use for this move is to combo into it to kill your opponent if they still have burst and are low HP, such as after a {{clr|H|5H}} hit or high Wall Alpha Blade combo. It also has minor use as a longer range reversal on wakeup in situations where Beta Blade would not reach.<br />
<br />
While it builds a huge amount of RISC gauge, it is very unsafe move on block. Additionally, since the opponent can block with faultless defense to make most of your hits whiff it gives them even more time to punish.<br />
*True startup depends on distance as chipp needs to travel to the opponent's location.<br />
*The two Beta Blades at the end will only trigger when the move actually hits.<br />
}}<br />
<br />
===<big>Ryuu Yanagi</big>===<br />
{{InputBadge|{{clr|2|j.214214K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=j.214214K<br />
|description=<br />
Chipp completely halts his air momentum and throws a few volleys of kunai towards the ground in a wide arc.<br />
<br />
Since it travels slowly and Chipp retains all air options after using it, its a potent okizeme option that can offer different 50/50's that are obscured by the kunai sparks. Use with caution as all Kunai will disappear if Chipp is hit.<br />
<br />
On hit, it causes ground bounce and knockdown, depending on how it hits the opponent, which turns it into a good air combo finisher. On the ground, the combo can be followed up with {{clr|S|S}} > {{clr|H|5H}} > {{clr|2|236236K}} for a high damage, high number of hits 100% tension unburstable combo to guts crush a low life opponent at the end of a round. Of course, it's a bad choice if it won't kill since it fills up the opponent's Burst and costs all your tension.<br />
}}<br />
<br />
==Instant Kill==<br />
===<big>Raisetsudan</big>===<br />
{{InputBadge|During IK Mode: {{clr|4|236236H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236236H |type=instantkill<br />
|description=<br />
Uses the animation of his Resshou.<br />
<br />
Chipp's Instant Kill activation has extremely long startup. An instant kill will not be guaranteed even if the opponent is dizzy.<br />
<br />
It can be used when the opponent is in Hellfire state however, during the last possible round thanks to the speed increase and slowdown granted by Gold IK mode.<br />
}}<br />
<br />
==Navigation==<br />
<center>{{Character Label|GGXRD-R2|Chipp Zanuff|42px}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:GGXRD-R2/Navigation}}</div>Sobosswagnerhttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Chipp_Zanuff&diff=365976GGXRD-R2/Chipp Zanuff2023-01-10T04:58:58Z<p>Sobosswagner: /* {{clr|2|w.K}} */ Added frame chart</p>
<hr />
<div>==Overview==<br />
{{Overview/navigation|okizeme=true}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4|height=1<br />
|header=Overview<br />
|content= Guilty Gear's dedicated pixie character with great mobility and paper-thin defense. Chipp has everything a speedy player could want: fast movement, a triple jump, teleports, and several special moves that let him careen around the stage and climb on the walls. His normals are also much faster for their range than most other characters, and he has a few powerhouses like {{clr|1|6P}}, {{clr|4|5H}}, and {{clr|5|j.D}} to supplement his raw speed.<br />
<br />
While he's without a doubt the nimblest character in Xrd, Chipp also has a strong pressure game: {{clr|3|c.S}} is a plus on block throw option select that is faster than many characters' jabs and frame traps into itself. Off of throw or another good knockdown, Chipp can often set up a jump-in mixup using {{clr|3|j.S}}, {{clr|4|j.H}}, or simply landing and going low. His aerial kunai super Ryuu Yanagi ({{MMC|input=j.214214K|label={{clr|2|j.214214K}}}}) makes those mixups even harder to block. Gamma Blade ({{MMC|input=41236H|label={{clr|4|41236H}}}}) is a large grounded projectile that is always plus on block and captures the opponent on hit, giving Chipp a free combo. Chipp also has Beta Blade ({{MMC|input=623S|label={{clr|3|623S}}}}), a two-hit, 4f meterless reversal that lets him challenge mixups and pressure.<br />
<br />
Turning a combo into setplay and mixups is not always feasible, however, and Chipp must often choose between a moderate damage combo and a reset to neutral or a much less damaging combo with continued okizeme. Chipp's many tools give him many options in neutral, but using them to safely control his opponent requires a lot of matchup knowledge and choosing the wrong option can be very punishing: if Chipp eats a single bad counter hit, he's liable to lose half his health bar or more.<br />
<br />
If you want to live fast, die hard, and have every tool in the box at your fingertips, Chipp is the character for you.<br />
}}<br />
{{GGXRD-R2/Infobox<br />
| fastestAttack = [[#5P|5P]](3F) (Whiffs on crouch) <br/> [[#2P|2P]](4F) <br/> [[#c.S|c.S]](4F)<br />
| reversal = [[#Beta Blade|623S]] (5F)<br />
}}<br />
{{ProsAndCons<br />
|intro= has every tool you could ever want and enough mobility options to treat the screen like a jungle gym - but he hurts more than anyone else when he makes a mistake.<br />
|pros=<br />
*'''Speedster''': Between a triple jump, the fastest runspeed in the game, teleports, and the ability to cling to walls and dash off them, Chipp is easily the most mobile character in the game. He can utilize his extreme speed to both whiff punish and escape scary situations better than many other characters in the cast.<br />
*'''Powerful Mixups''': Chipp has tons of ways to open people up, including {{MiniMoveCard|input=63214S|label= a command grab}} and a standing, unthrowable overhead with his {{MMC|input=6K|label={{clr|2|6K}}}}. In the corner, {{MiniMoveCard|input=Wall > 64 |label= Wall Cling}} setups and FDC {{clr|2|j.2K}} give Chipp incredible mixup options from knockdown.<br />
*'''Excellent Buttons:''' Fast startups paired with great hitboxes and recovery on many normals ({{MMC|input=6P|label={{clr|1|6P}}}}, {{MMC|input=5K|label={{clr|2|5K}}}},{{MMC|input=c.S|label={{clr|3|c.S}}}}, {{MMC|input=2S|label={{clr|3|2S}}}}, {{MMC|input=j.D|label={{clr|5|j.D}}}}) can make Chipp difficult to challenge as characters with weaker neutral or slower buttons.<br />
*'''Adaptable Toolbox:''' Chipp's speed and wide movelist allow him to approach situations however he pleases. He can play very defensively and offensively, as well as switch between the two as necessary. <br />
|cons=<br />
*'''High-Risk:''' Chipp takes the most damage out of any character by far, and has rather strict execution demands in order to be properly played. As such, making errors in execution isn't uncommon and the punishment for them is astronomical.<br />
*'''Lack of Easy Knockdowns:''' Scoring a knockdown usually needs combos with specific conditions such as being close to the opponent or hitting them crouching, or a short combo with low damage such as basic gatlings into {{MMC|input=2D|label=2D}}. Chipp often has to choose between doing good damage or earning a knockdown. <br />
*'''Okizeme Woes:''' Chipp's backdash is not well-fit for escaping okizeme, and he has the longest possible knockdown timer in the game.<br />
*'''Meter-hungry:''' Chipp's strongest options require meter investment, but his meter income is limited by the tension penalty inflicted by {{MMC|input=j.2K|label={{clr|K|j.2K FDC}}}}, his main mixup tool.<br />
}}<br />
</div><br />
===Unique Mechanics===<br />
{{card|width=4<br />
|header=Jump Installing<br />
|content=<br />
Normally, Chipp cannot jump or airdash after his {{clr|3|S}}/{{clr|4|H}} teleports, but this can be changed with a technique called jump installing.<br />
<br />
Jump installing is a long-standing <strike>bug</strike> feature of the Guilty Gear series that allows characters to fool the game into giving them air actions when they would not normally have them. Many moves in GGXrd will automatically jump install, but Chipp is notable both for having a move that does not auto-jump intall ({{clr|3|S}}/{{clr|4|H}} teleport) and relying on that move for combos quite a lot. '''Jump installing is NOT unique to Chipp - he just does it more than anyone else.'''<br />
<br />
For more information on jump installing, see [[GGXRD-R2/Movement#Jump_Install|this page]].<br />
}}<br />
{{FrameChartKey}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 1<br />
|recovery = 8<br />
}}<br />
A high and very fast standing jab.<br />
<br />
Chipp's fastest normal and one of the fastest jabs in the game. Mostly used in juggle combos after {{clr|5|2D}} > {{clr|3|236S}}. Whiffs against crouching opponents except for Potemkin, Bedman and Haehyun. Also sees use as an emergency anti-air because of its upwards angle and quick startup, but is very bad when it trades<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 5<br />
|recovery = 8<br />
}}<br />
A fast standing kick with great range for its speed.<br />
<br />
An all around essential move for Chipp thanks to its versatility. Its great hitbox that is disjointed on startup allows it to beat many otherwise problematic normals that would outrange Chipp. Its wide variety of gatling options makes it a strong pressure starter as well. On hit, it can easily hit confirm due to being able to gatling into itself.<br />
*Gatlings into 2P, 6P, 2K are delayed.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=c.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 2<br />
|recovery = 10<br />
}}<br />
Extremely fast for a {{clr|3|c.S}} and offers frame advantage on block while being rewarding on hit, making it useful for starting pressure, confirming hits and creating burst safe points in combos<br />
<br />
Very useful for frame traps; it's plus frames on block and incredible startup speed allow {{clr|3|c.S}}>{{clr|3|c.S}} to be a frametrap sequence. On normal hit, it can link into {{clr|1|5P}} against standing opponents and {{clr|S|c.S}} on crouching opponents to make hit confirming out of stagger pressure possible. On counter hit, it's possible for chip to link another {{clr|3|c.S}} to confirm into combos. Thanks to its versatile gatling tree, it's also essential for knockdown combos via {{clr|P|6P}} and {{clr|D|2D}}. It is also Chipp's only normal that can gatling into {{clr|2|6K}} for overhead mixups. <br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=f.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 2<br />
|recovery = 18<br />
}}<br />
Chipp quickly takes a large step forward, giving {{clr|S|f.S}} much further reach than the hitbox suggests.<br />
<br />
Thanks to its excellent range and speed, {{clr|S|f.S}} is very good for footsies and after dash-ins. Is essentially the higher recovery, higher-hitting brother of {{clr|S|2S}}. <br />
<br />
While it can be great in neutral and for approaching, it's not without fault - its high hitbox loses or completely whiffs against low profiles, such as Sol's {{clr|5|2D}}. It also has no way to gatling into {{clr|5|2D}}, so committing to an {{clr|3|f.S}} usually means forfeiting knockdown.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 7<br />
|recovery = 16<br />
}}<br />
Mostly a combo-tool and blockstring ender (canceled into {{MMC|input=236S|label=rekka}}, teleport or jump/{{keyword|IAD}} Fast Shuriken)<br />
<br />
Not very useful as a poke due to its long startup relative to Chipp's other normals. While it is not disjointed at all, it can be used as a makeshift anti-air in very specific situations, such as against Venom's Mad Struggle, since a trade will be greatly in Chipp's favor. <br />
<br />
On counter hit however, the move's potency opens up - it can link into {{clr|D|2D}}, or go into a combo via {{clr|D|5D}}. On air counter hit, Chipp can dash and get a full air combo. These properties make {{clr|H|5H}} a strong haymaker on read or against predictable opponents.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|5|5D}}<br />
}}<br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 27<br />
|active = 4<br />
|recovery = 9<br />
}}<br />
Agonizingly slow startup for a Chipp move.<br />
<br />
Chipp's {{clr|5|5D}} is one of the longest reaching in the game, but he might need some creativity to follow up midscreen from far away with the air homing jump combo (airdash during homing jump etc.). On homing dash however, the combo combo gives nearly full corner carry (sometimes can give full) with a solid knockdown to boot. His {{clr|5|5D}} is also one of the few which is plus on block thanks to its low recovery.<br />
<br />
While it's highly rewarding on hit, the slow startup makes it fairly difficult to land against opponents that are paying attention to Chipp's pressure. {{clr|K|6K}}, Command grab, or teleport mixups are generally preferrable to open opponents up.<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 3<br />
|recovery = 25<br />
}}<br />
One of the most invulnerable 6Ps in the game and an essential part of Chipp's toolkit in many matchups.<br />
<br />
Used as an antiair, a counterpoke against many mid-hitting moves, combo filler, and pressure vs characters who like to {{keyword|abare}} with mid to high hitting moves. Upper body invuln starts at frame 1, making it great on reaction against moves that it can beat. While it is very unsafe on block by itself, it can safely gatling into a wide variety of other normals to continue pressure. <br />
<br />
Where the risk of using {{clr|P|6P}} lies is that it is horribly unsafe on whiff due to its extremely long total duration of 36 frames. It can be safer to attempt to anti air with {{clr|H|2H}} if you suspect the opponent is trying to bait {{clr|P|6P}}.<br />
*Combos into {{clr|H|6H}} on counter hit<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|6K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 19<br />
|active = 5<br />
|recovery = 5<br />
|specialRecovery = 3<br />
}}<br />
Chipp's other standing overhead normal.<br />
<br />
While it is fast, it is rather risky for its reward. As its not special cancellable comboing off of this only works as a meaty and against crouching opponents, or with a Roman Cancel. It should not be used point blank, as opponents can easily ground throw you after the hit or on block. In addition to the risk of being thrown on hit, should the opponent choose to contest it by mashing, they can score a highly damaging counter hit juggle combo.<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 6<br />
|recovery = 15<br />
}}<br />
Huge button with great reach thanks to a large hitbox and big forward step.<br />
<br />
Mostly used as a frametrap to catch delay or fuzzy jumps, and as a tech trap in certain okizeme situations. it can also be used as a haymaker in neutral. High damage starter and great in juggles since it offers a combo afterwards (run up {{clr|3|c.S}} or {{clr|1|5P}} into air combo. Against Standing opponents, {{clr|H|6H}} combos into grounded Alpha Blade, and depending on the range, into a {{keyword|TK}} Alpha Blade. On air hit in the corner, it leads into Blitz Attack loops.<br />
*Causes stagger on ground hit.<br />
*Causes ground bounce on air hit.<br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 2<br />
|recovery = 7<br />
}}<br />
A very fast crouching jab that is plus on block. <br />
<br />
Great for stagger pressure and tick throws due to its low blockstun from being attack level 0. Its speed also makes it good {{keyword|abare}} option in scramble situations. Is also relatively burst safe for combos: {{clr|1|2P}} > {{clr|1|2P}} > {{clr|3|c.S}}...<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 7<br />
}}<br />
Chipp's fastest low attack. A common starter for strings and great for mixups.<br />
<br />
Its self-gatling option for consecutive lows is useful to keep opponents crouching or catch them while they attempt to fuzzy jump. 2K Gatling into 6H is also useful to punish fuzzy (delay) jumpers and one way to punish excessive use of FD.<br />
<br />
Unfortunately, it has very poor range, making it somewhat hard to use for okizeme. It has a high risk of getting thrown, can't catch backdashes, and has short active frames.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 4<br />
|recovery = 11<br />
}}<br />
An essential button to use when approaching or to stuff the opponent's moves.<br />
<br />
Like {{clr|S|f.S}}, the range is greater than the hitbox implies due to the large forward step Chipp takes. Will connect against the opponent's low profile options where {{clr|S|f.S}} would whiff, and with significantly less recovery, but will whiff against some airborne opponents that {{clr|S|f.S}} would hit. Staggers on counter-hit, making it a good option as a dash-in attack and for frame traps.<br />
*Chipp's hurtbox is extended forward before the attack becomes active.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 9<br />
|recovery = 18<br />
}}<br />
Great anti-air with tall reach and high reward,<br />
<br />
Works well as an anti-air because of the high vertical range (hits them early) and the added reliability in trades (high attack level and good counter hit property), less so because of its actual hit box, which is rather poor. Followup combos are generally only possible on counter hit or by cancelling into {{clr|3|22S}} teleport<br />
<br />
When it is used at the end of a block-string or stand-alone, it should be cancelled into {{clr|1|22P}} or delay cancelled into {{clr|5|2D}} to make it safe.<br />
*Floats opponent on normal hit.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|2|6K}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 2<br />
|recovery = 17<br />
}}<br />
A Fast sweep with very long range.<br />
<br />
An extremely important tool for Chipp's ground game as it's his primary way of scoring knockdowns for okizeme. It is also an excellent combo tool via {{clr|3|236S}}, which also serves as a very useful block string. In neutral, 2D is great at stuffing the opponent's dashes. It can also evade some other lows that have thin, close to the ground hitboxes (Ky {{clr|D|2D}} and {{clr|K|2K}} for example) since Chipp's hurtbox pulls upward slightly during the active frames.<br />
*{{clr|5|2D}} > {{clr|1|22P}} > link {{clr|5|2D}} can be useful against people expecting {{clr|5|2D}} > {{clr|3|236S}}<br />
*{{clr|5|2D}} > {{clr|3|236S}} > {{clr|4|623H}} is a very strong combo starter in the corner leading to good damage and knockdown, making {{clr|5|2D}} as a poking tool even more important<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 4<br />
}}<br />
A very fast air jab, mostly used as combo filler or as a low commitment and burst-safe air-to-air button.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 8<br />
|recovery = 8<br />
}}<br />
A two-hitting air normal.<br />
<br />
The first hit has a great upwards-angle and is very useful as an air-to-air, while the second hit pulls the enemy downwards, which is used mostly in specific knockdown combos. Chipp can cancel {{clr|K|j.K}}(1) into itself several times to avoid activating the second hit, which is mostly used for guts crushing low health opponents in air combos.<br />
<br />
Be careful - should the first hit of {{clr|2|j.K}} whiff, the second hit will activate regardless, which means that if you fail your air-to-air attempt, you might not be able to act for a while due to the long total duration of the move.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.2K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.2K<br />
|description=<br />
A downward air kick that alters Chipp's flight path, slowing down his horizontal acceleration.<br />
<br />
Mostly used for Chipp's FDC ({{tt|faultless defense cancel|j.1[{{clr|2|K}}]~[{{clr|3|S}}]}}), input. Multi-hit and attack level 0 make this a decent but risky okizeme tool; For example in the corner, you can use it low enough to have only one hit connect, then immediately link a {{clr|2|2K}}, which is a hard to block setup, especially when the opponent usually expects a 2-hit {{clr|4|j.H}}. This setup is risky however because it can easily be backdashed out of.<br />
<br />
{{clr|2|j.2K}} is also weak against Faultless defense: if the first two hits make contact with the opponent's FD, you will be pushed back so much that the last hit of {{clr|2|j.K}} might whiff, which means your opponent will recover before you and will throw you.<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 10<br />
|recovery = 18<br />
}}<br />
An air normal that alters Chipp's momentum and has a very wide hitbox.<br />
<br />
Slightly bounces Chipp upwards when used, which can be both a {{tt|blessing|It can bounce you our of the range of an opponent's move and allow you to punish}} and a {{tt|curse|The momentum shift can cause the move to whiff completely}}. While almost exclusively as combo filler, it has some {{tt|applications in blockstrings|iad {{clr|2|j.K}}(1),{{clr|2|j.K}}(1),{{clr|3|j.S}},{{clr|H|j.H}}(2), land...}} and Okizeme, such as an {{keyword|IAD}} high/low mixup after air alpha blade, after {{clr|H|H}} teleport, or in the corner. <br />
<br />
While the width of the hitbox makes it great as a crossup, it is hard to use it for that purpose against grounded opponents due to the air bounce property.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|4|j.H}}<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 12<br />
|recovery = 29<br />
}}<br />
A highly evasive air normal with great hitboxes.<br />
<br />
Chipp's jump-in of choice. Hits overhead twice, dodges and beats a lot of antiair attempts while active due to the way Chipp's hitbox moves around, all while being disjointed. Additionally, it's an excellent crossup button for Chipp's various jump and teleport mixups.<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 8<br />
|recovery = 19<br />
|specialRecovery = 5<br />
}}<br />
Very fast and extremely disjointed jumping kick. All around essential move in many matchups.<br />
<br />
Useful for punishing air throw attempts or as an anti-anti air while also frequently beating other air to air attempts. Just as useful in combos, since it causes plummet / knockdown midscreen and wall bounce in the corner.<br />
<br />
Since it has some extra landing recovery, be careful when using it from too high up in the air - if the opponent instant blocks, you can get thrown when you land.<br />
*Long floor slide on ground counter hit, very short floor slide on air counter hit<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Ground Throw<br />
|description=<br />
Chipp has a shorter throw range than many other characters. On successful throw, he can OTG combo with fast moves that hit low to the ground such as {{clr|2|2K}}<br />
<br />
Causes a moderate knockdown to the opponent, giving you enough time for okizeme such as jump forward, FDC, {{clr|4|j.H}}(crossup), continue pressure or combo. Unfortunately does not reliably lead into strong mixups without meter, but with meter, allows you to do {{keyword|TK}} {{MMC|input=j.214214K|label=Ryu Yanagi}} setups<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Air Throw<br />
|description=<br />
Causes very long knockdown, giving you a lot of time for either [{{MMC|input=214K|label=invisibility}} > meaty {{clr|2|2K}}] or simply FDC okizeme.<br />
<br />
Can also be Roman Cancelled and followed up with a {{clr|4|6H}} > dash {{clr|1|5P}} > air combo for good damage.<br />
}}<br />
<br />
===<big>Dead Angle Attack</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=DAA<br />
|description=<br />
Long invuln time dead angle. Uses the same animation as {{clr|H|5H}}, giving it pretty good horizontal reach.<br />
*Causes wall bounce on counter hit<br />
}}<br />
<br />
===<big>Blitz Attack</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Blitz,[Blitz]|versioned=name<br />
|description=<br />
Standard Blitz attack that does not strike as far as the animation suggests.<br />
<br />
Offensively, Chipp can use his blitz attack in the corner to perform {{clr|4|6H}} > Blitz attack loops anytime he can combo into air hit {{clr|4|6H}} by jump cancelling the recovery of {{clr|4|6H}} and cancelling the jump startup with blitz.<br />
<br />
The input is {{clr|4|6H}} > 8~[5{{clr|S|S}}+{{clr|H|H}}]. Such combos do very high, meter-efficient damage and drain burst gauge, making them indispensable for serious Chipp players. If timed very carefully with a slight delay , it can even be made a burst safe point (the blitz shield would reject a burst activated during {{clr|4|6H}} hitstop) while still being a true combo. <br />
}}<br />
<br />
==Special Moves==<br />
===<big>Alpha Blade</big>===<br />
{{InputBadge|{{clr|1|236P}} (Air OK)}}<br />
{{GGXRD-R2 Move Card<br />
|input=236P,j.236P,236P > H|versioned=input<br />
|description=<br />
Alpha Blade is a strong move that has myriad uses on defense, as it is a long-range, low-profile slide. It is an excellent choice to escape the corner from many different elements of pressure.<br />
<br />
Chipp's collision box is removed during the travel distance, allowing Chipp to move through the opponent and crossup with the move's active frames.<br />
<br />
;Grounded version ({{clr|P|236P}})<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 15<br />
|recovery = 32<br />
}}<br />
Being that the low profile is one of the main attributes, it can also be used to go under most projectiles or ranged pokes. During parts of the move, Chipp is actually considered airborne and can go over some moves that have thin, low to the ground hitboxes such as {{MMC|input=236S|chara=Potemkin|label=Slidehead|hitboxMode=true|imageNumber=2}}. While it is excellent for escaping pressure, it carries some risks: it is very minus on block, so characters that can move quickly or have long reaching moves can reliably punish Chipp unless he cancels into Alpha Plus, which can have its own issues.<br />
<br />
On normal hit, Alpha Blade launches the opponent, but Chipp generally cannot follow up into any additional damage without spending meter. On counter hit, he can cancel into Alpha Plus or burn meter for a strong combo.<br />
<br />
In combos, ground Alpha Blade will generally only combo out of {{clr|4|6H}} or {{clr|4|5H}}. It can also conditionally combo from {{clr|4|5H}} if Chipp are relatively close to the opponent or if you hit them while they are crouching. {{clr|5|2D}} > Ground Alpha Blade works against lightweights, but is rarely used for anything useful.<br />
----<br />
;Air version ({{clr|P|j.236P}})<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 14<br />
|specialRecovery = 18<br />
}}<br />
Air alpha blade is similar to the grounded version but it is faster, safer, and has a larger hitbox. Unlike the grounded version, using an Air Alpha Blade very close to the ground will allow for {{tt|meterless combos|Example: corner S > S > HS > {{clr|1|2369P}} (lowest possible height), land, S...}}, especially in the corner. <br />
<br />
In the corner, air Alpha Blade can also be cancelled into {{MMC|input=Wall > 64|label=Wall Cling}}. However, if you do not perform any other actions after the wall cling, there will be a special, relatively long landing animation when you land.<br />
*Listed Frame Advantage for Air Alpha Blade is on lowest height<br />
----<br />
;Alpha Plus ({{clr|P|236P}} > {{clr|H|H}})<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 12<br />
|recovery = 18<br />
}}<br />
On normal block, there is a minimum 6F gap between Alpha Blade and Alpha Plus , making this move risky on block at any range in any matchup. On top of that, Alpha Plus itself is punishable on block, so it's generally only used to hit confirm a raw Alpha Blade.<br />
}}<br />
<br />
===<big>Beta Blade</big>===<br />
{{InputBadge|{{clr|3|623S}} (Air OK)}}<br />
{{GGXRD-R2 Move Card<br />
|input=623S,j.623S|versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 22<br />
|recovery = 16<br />
|specialRecovery = 10<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 18<br />
|specialRecovery = 5<br />
}}<br />
An incredibly fast {{keyword|DP}}. <br />
<br />
Mostly only used as a reversal option or as an ender for air combos. If the first hit is Roman Cancelled, Chipp will remain standing on the ground, which will either allow him to followup up the hit with a {{clr|4|6H}}, or to start pressure in case Beta Blade is blocked.<br />
*The first hit of the ground version gives a hard knockdown (which rarely matters since the second hit will allow the opponent to tech)<br />
*Chipp loses Throw invulnerability as soon as he becomes airborne.<br />
}}<br />
<br />
===<big>Gamma Blade</big>===<br />
{{InputBadge|{{clr|4|41236H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=41236H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 19<br />
|active = 9<br />
|recovery = 29<br />
}}<br />
A grounded projectile that traps the opponent in place on hit. Unlike most special moves, Gamma Blade can '''NOT''' be cancelled into from normals.<br />
<br />
A very important move for many of Chipp's matchups. While it has slow startup, it is plus on block and highly rewarding on hit as it places the opponent in an airborne state where they cannot burst while trapped, allowing for damaging juggle combos. Gamma Blade also has one of the highest projectile clash levels in the game - it will erase most projectiles it comes into contact with and continue traveling forward, making it an excellent tool for calling out careless zoning attempts.<br />
<br />
Although it is potent and rewarding both on hit and block, its slow startup and very long total duration make it a very risky move to throw out in neutral without YRC available.<br />
*Always +5 on block, no matter how late it hits, since Chipp has a set recovery if it makes contact with the opponent<br />
*Deals full damage as an OTG hit and still causes the trap effect (although all followup hits will suffer from OTG damage reduction).<br />
}}<br />
<br />
===<big>Tsuyoshishiki Meisei</big>===<br />
{{InputBadge|{{clr|2|214K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=214K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 29<br />
}}<br />
A cheeky "install" type move that will make Chipp flash from invisible to visible for approximately 8 seconds.<br />
<br />
Mostly used to create extra ambiguity's for Chipp's various mixup options as it's much harder to see what he's doing thanks to the "smoky" effect and flashing from visible to invisible. Entering invisiblity is generally only safe to do after knockdowns (especially during a high wall Alpha Blade knockdown as it will allow him to also still be able to meaty) or during corner dust combos as it has significant recovery. The effect will end prematurely if Chipp blocks an attack or gets hit.<br />
<br />
*Unlike most specials, can '''NOT''' be cancelled into from normals.<br />
*Chipp changes visibility about every second<br />
}}<br />
<br />
===<big>Tsuyoshishiki Ten'i</big>===<br />
{{InputBadge|22{{clr|1|P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=22P,22K,22S/H|versioned=input<br />
|description=<br />
Chipp teleports at various locations on the screen based on the input. Each teleport has minor strike invulnerability and is a core tool of Chipp's neutral and mixup game.<br />
<br />
;{{clr|P|22P}} (In Place)<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 21<br />
}}<br />
Very good when used either in neutral and blockstrings as a bait to fake out {{clr|2|22K}} or {{clr|4|22H}} teleports, keeping your opponent on edge.<br />
----<br />
;{{clr|2|22K}} (Forward)<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 30<br />
}}<br />
The highest recovery of Chipp's teleports. It is a strong strategy to cancel the recovery of {{clr|2|22K}} teleport with YRC, circumventing the long recovery flaw while rapidly closing distance. Additionally, the added slowdown should give you enough time to start a combo, apply pressure, or go for an a throw.<br />
----<br />
;{{clr|3|22S}}/{{clr|4|22H}} (Airborne, in Front/Behind opponent)<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 20<br />
}}<br />
Both versions are a great combo tool after a {{clr|4|2H}} hit. {{clr|S|S}} version Will maintain dash momentum; for this reason, it has some use as a jump in, particularly for certain mixups options.<br />
<br />
Both the airborne teleports are useful approach tools; they cause Chipp to fall a set distance towards the side opposite the one Chipp appears on (thus towards the opponent), the only exception being if {{clr|4|22H}} is used in reach of wallcling ({{clr|4|22H}} teleport can be cancelled into wall cling, manually or by holding {{clr|H|H}}). In this instance, Chipp falls straight downward. <br />
<br />
Because Chipp falls slightly forward, this means when {{clr|4|22H}} teleport is used at a long range, Chipp will fall onto to the other side of the opponent from where he appears, rather than behind as usual, enabling crossups. This affects certain corner oki setups, but the forward momentum can be stopped using a delayed FDC or just raw {{clr|K|j.2K}}.<br />
*If used predictably, all teleport options can be heavily punished due to their long recoveries<br />
*Can install an airdash (super jump install) to air versions in neutral with a fast 228 input<br />
*If landing recovery from a jump is cancelled into an air teleport, Chipp can use whatever air options he would have had left.<br />
}}<br />
<br />
===<big>Genrouzan</big>===<br />
{{InputBadge|{{clr|3|63214S}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=63214S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 27<br />
|active = 11<br />
|recovery = 12<br />
}}<br />
A slow but highly rewarding command grab.<br />
<br />
Useful to open up opponents who have been conditioned to block various frametraps or stagger pressure. Causes a very long knockdown midscreen, giving Chipp enough time to set up {{MMC|chara=Chipp Zanuff|input=214K|label=invisibility}} and go into a meaty or a 3-way mixup. In the corner, Chipp can cancel into Wall Cling after the hit to go into highly damaging meterless combos that maintain a knockdown for further okizeme and pressure.<br />
<br />
While the initial startup is strike invuln, Chipp is airborne for 16 frames before it becomes active, allowing opponents that are looking out for it to score an Air Throw on Chipp or just plain anti-air combo him.<br />
*As a throw, the opponent can't burst on hit.<br />
}}<br />
<br />
===<big>Resshou</big>===<br />
{{InputBadge|{{clr|3|236S}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 5<br />
|recovery = 10<br />
}}<br />
The starter of Chipp's rekka series.<br />
<br />
Very useful as a blockstring ender since it only leaves Chipp at -1, which is a non-issue if your opponent doesn't instant block. Even while he's minus, Chipp's pokes (such as {{clr|3|2S}} or {{clr|K|5K}}) will generally be faster than what the opponent has to offer at the distance he is left at after using the rekka, and you can use {{clr|P|6P}} to counterpoke certain abare options. You can alternatively follow up with {{MMC|input=236S > 236S|label=Rokusai}} for a risky frametrap that is high reward on counter hit.<br />
*Has special hitstun that makes it +2 on standing hit, +3 on crouching hit. <br />
*Combos into {{clr|2|5K}} on counter hit<br />
*links into {{clr|1|5P}} or even {{clr|3|c.S}} on airborne hit (for example after {{clr|5|2D}})<br />
}}<br />
<br />
===<big>Rokusai</big>===<br />
{{InputBadge|Resshou > {{clr|3|236S}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236S > 236S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 1<br />
|recovery = 25<br />
}}<br />
Second hit of Chipp's Rekka Series <br />
<br />
Hits low. Very useful if used slightly delayed after the first rekka as a frame trap. Slightly unsafe on block and punishable at most spacings, it's better when followed up by a Roman Cancel for combos or to continue pressure. Chipp can get away with it on block after conditioning opponents to respect followups however.<br />
*Special hitstun makes it only -3 on hit<br />
*Staggers on counter hit<br />
}}<br />
<br />
===<big>Senshuu</big>===<br />
{{InputBadge|Resshou > {{clr|2|236K}}\Rokusai > {{clr|2|236K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236S > 236K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 25<br />
|active = 6<br />
|recovery = 10<br />
|specialRecovery = 12<br />
}}<br />
Possible as a second or last hit of Chipp's rekka series.<br />
<br />
Hits overhead and launches on normal hit, which can be followed up into a combo. While it's rewarding to land, it has very slow and reactable startup and it's punishable on block. When blocked, Chipp is in crouching counterhit recovery, allowing most opponents to start their most damaging combos. Use sparingly or only with 50 tension to make it safe.<br />
}}<br />
<br />
===<big>Shinkirou</big>===<br />
{{InputBadge|{{clr|4|623H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=623H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 16<br />
|active = 12<br />
|recovery = 16<br />
}}<br />
Can be used Stand-alone or during Chipp's Rekka series (but not after {{clr|2|236K}})<br />
<br />
Has relatively little use outside of {{tt|combos|{{clr|5|2D}} > {{clr|3|236S}} > {{clr|H|623H}}}} or as a risky frametrap after Rokusai (can be punished by airthrow on block). Little reward on grounded hit, knocks back the opponent on counter hit, but does wall stick the opponent in the corner if they are hit airborne.<br />
<br />
On whiff or block, Chipp has access to full air options and movement.<br />
}}<br />
<br />
===<big>Shuriken</big>===<br />
{{InputBadge|{{clr|1|j.214P}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=j.214P Slow,j.214P Fast|versioned=input<br />
|description=<br />
Chip throws a shuriken in a 45 degree angle towards the ground. Alternates between a slow and a fast version, with the slow version coming first.<br />
<br />
Mostly used for pressure and to cover your approach. Especially useful against characters that have a hard time avoiding it, such as Potemkin.<br />
<br />
;Fast Version<br />
Has quick startup for a projectile.<br />
<br />
Does not alter Chipp's momentum, making fast Shuriken more suited for ascending jumps to make it travel further. Can be used as a pressure reset option from an instant air dash.<br />
----<br />
;Slow Version<br />
Completely halts Chipp's air momentum during the throw and has very long recovery. Can stop opponents from approaching due to covering a good angle for a good duration, however it has rather slow startup at 23 frames.<br />
<br />
An interesting setup for the slow version is to use it after a low altitude {{clr|5|j.D}} combo ender for okizeme. Cancel the {{clr|5|j.D}} into slow shuriken, land, and continue pressure on a waking up opponent, who now has to block the meaty shuriken.<br />
}}<br />
<br />
===<big>Wall Cling</big>===<br />
{{InputBadge|Near Wall > 64}}<br />
{{GGXRD-R2 Move Card<br />
|input=Wall Cling > 8,Wall Cling > 6,Wall Cling > 4|versioned=name<br />
|description=<br />
Many special moves that leave chipp airborne can be cancelled into the wall cling, such as Genrouzan ({{clr|3|63214S}}), air Alpha Blade ({{clr|1|j.236P}}) or 22{{clr|3|S}}/{{clr|H|H}} teleports. Wall cling does have a minimum height requirement. TK {{clr|1|j.236P}} will not allow Chipp to wall cling afterward, but when used in air extensions it will.<br />
<br />
The wall cling generally is used for corner Okizeme as well as runaway tactics. When used on its own from a regular jump Chipp retains all prior air options (double/triple jump, airdash), but when used from 22{{clr|3|S}}/{{clr|H|H}} the teleports must be jump installed prior in order to retain air options.<br />
<br />
;9 Jump<br />
* Chipp jumps up off the wall. Can be used as a corner escape but is rather committal on defense due to needing time or space to jump out<br />
----<br />
;6 jump<br />
* Chipps traditional walldive. A low, steep angle makes this difficult to use defensively, and is therefore usually used in his okizeme game<br />
----<br />
;4<br />
* Chipp detaches from the wall and will fall down provided no additional actions are inputted. The core of Chipp's corner okizeme game that, when combined with his {{MMC|input=j.H|label=j.H}} gives Chipp access to unreactable left/right and high/low mixups<br />
----<br />
;8/2<br />
* Moves Chipp higher or lower on the wall. Largely used to reposition or to stall<br />
}}<br />
<br />
==Wall Cling Moves==<br />
==={{clr|1|w.P}}===<br />
{{InputBadge|{{clr|1|P}} during Wall Cling}}<br />
{{GGXRD-R2 Move Card<br />
|input=Wall Cling > P<br />
|description=<br />
Chipp performs Alpha Blade down diagonally away from the wall. When used in the corner will launch opponents in the direction Chipp is facing. Can be used as a knockdown tool from shorter Jump Install combos against non-lightweights. Essential for damage and ending combos in knockdowns but does put them back midscreen (though with ample time to set up okizeme)<br />
}}<br />
<br />
==={{clr|2|w.K}}===<br />
{{InputBadge|{{clr|2|K}} during Wall Cling}}<br />
{{GGXRD-R2 Move Card<br />
|input=Wall Cling > K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|isProjectile = true<br />
|recovery = 18<br />
}}<br />
Chipp throws a kunai down diagonally away from the wall.<br />
<br />
The Kunais are a very good keepaway tool while wall clinging, and will force your opponent to either wait or jump at you, which will both give you time to let go off the wall and respond in whatever way is necessary.<br />
}}<br />
<br />
==={{clr|3|w.S}}===<br />
{{InputBadge|{{clr|3|S}} during Wall Cling}}<br />
{{GGXRD-R2 Move Card<br />
|input=Wall Cling > S<br />
|description=<br />
Chipp leaps down from the wall grabbing his opponent on the ground. This move whiffs on airborne opponents<br />
<br />
Situational tool for catching a blocking opponent. Another layer to Chipp's pressure.<br />
*Always reaches the same spot near the corner no matter how high Chipp is on the wall.<br />
}}<br />
<br />
==={{clr|4|w.H}}===<br />
{{InputBadge|{{clr|4|H}} during Wall Cling}}<br />
{{GGXRD-R2 Move Card<br />
|input=Wall Cling > H<br />
|description=<br />
Chipp leaps away from the wall grabbing his opponent in the air. This move whiffs on grounded opponents.<br />
<br />
Can be used to catch opponents trying to tech out of corner combos.<br />
}}<br />
<br />
==Overdrives==<br />
===<big>Zansei Rouga</big>===<br />
{{InputBadge|{{clr|4|632146H}}\{{clr|5|632146D}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=632146H<br />
|description=<br />
A fullscreen invulnerable super.<br />
<br />
Chipp can combo into it from {{clr|4|6H}}, but is generally used as a wakeup reversal or to callout a high recovery whiff or projectile and punish from fullscreen.<br />
<br />
Can be YRCed during startup (before superflash) and it only uses 25% tension. This makes Burst ZR YRC a valid reversal strategy, as the Burst version is full invuln on frame 1, and YRCing it actually allows Chipp to keep his burst. Make sure you don't try to do this against very active attacks however, as Chipp will still get hit. It is also particularly use after {{clr|1|6P}} counter hit > {{clr|4|6H}} to kill if the opponent is low on life since supers cannot be bursted or after a successful blitz shield, since supers cannot be reverse-blitzed.<br />
<br />
While not the most practical, it can be used for a gimmicky crossup on most knockdowns. Arguably more powerful near the corner as the opponent may have a bit less time to react.<br />
}}<br />
<br />
===<big>Banki Mesai</big>===<br />
{{InputBadge|{{clr|2|236236K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236236K<br />
|description=<br />
Chipp rushes forward to deliver a huge series of attacks.<br />
<br />
The most common use for this move is to combo into it to kill your opponent if they still have burst and are low HP, such as after a {{clr|H|5H}} hit or high Wall Alpha Blade combo. It also has minor use as a longer range reversal on wakeup in situations where Beta Blade would not reach.<br />
<br />
While it builds a huge amount of RISC gauge, it is very unsafe move on block. Additionally, since the opponent can block with faultless defense to make most of your hits whiff it gives them even more time to punish.<br />
*True startup depends on distance as chipp needs to travel to the opponent's location.<br />
*The two Beta Blades at the end will only trigger when the move actually hits.<br />
}}<br />
<br />
===<big>Ryuu Yanagi</big>===<br />
{{InputBadge|{{clr|2|j.214214K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=j.214214K<br />
|description=<br />
Chipp completely halts his air momentum and throws a few volleys of kunai towards the ground in a wide arc.<br />
<br />
Since it travels slowly and Chipp retains all air options after using it, its a potent okizeme option that can offer different 50/50's that are obscured by the kunai sparks. Use with caution as all Kunai will disappear if Chipp is hit.<br />
<br />
On hit, it causes ground bounce and knockdown, depending on how it hits the opponent, which turns it into a good air combo finisher. On the ground, the combo can be followed up with {{clr|S|S}} > {{clr|H|5H}} > {{clr|2|236236K}} for a high damage, high number of hits 100% tension unburstable combo to guts crush a low life opponent at the end of a round. Of course, it's a bad choice if it won't kill since it fills up the opponent's Burst and costs all your tension.<br />
}}<br />
<br />
==Instant Kill==<br />
===<big>Raisetsudan</big>===<br />
{{InputBadge|During IK Mode: {{clr|4|236236H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236236H |type=instantkill<br />
|description=<br />
Uses the animation of his Resshou.<br />
<br />
Chipp's Instant Kill activation has extremely long startup. An instant kill will not be guaranteed even if the opponent is dizzy.<br />
<br />
It can be used when the opponent is in Hellfire state however, during the last possible round thanks to the speed increase and slowdown granted by Gold IK mode.<br />
}}<br />
<br />
==Navigation==<br />
<center>{{Character Label|GGXRD-R2|Chipp Zanuff|42px}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:GGXRD-R2/Navigation}}</div>Sobosswagnerhttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Chipp_Zanuff&diff=365969GGXRD-R2/Chipp Zanuff2023-01-10T04:55:30Z<p>Sobosswagner: /* Tsuyoshishiki Meisei */ Added frame chart</p>
<hr />
<div>==Overview==<br />
{{Overview/navigation|okizeme=true}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4|height=1<br />
|header=Overview<br />
|content= Guilty Gear's dedicated pixie character with great mobility and paper-thin defense. Chipp has everything a speedy player could want: fast movement, a triple jump, teleports, and several special moves that let him careen around the stage and climb on the walls. His normals are also much faster for their range than most other characters, and he has a few powerhouses like {{clr|1|6P}}, {{clr|4|5H}}, and {{clr|5|j.D}} to supplement his raw speed.<br />
<br />
While he's without a doubt the nimblest character in Xrd, Chipp also has a strong pressure game: {{clr|3|c.S}} is a plus on block throw option select that is faster than many characters' jabs and frame traps into itself. Off of throw or another good knockdown, Chipp can often set up a jump-in mixup using {{clr|3|j.S}}, {{clr|4|j.H}}, or simply landing and going low. His aerial kunai super Ryuu Yanagi ({{MMC|input=j.214214K|label={{clr|2|j.214214K}}}}) makes those mixups even harder to block. Gamma Blade ({{MMC|input=41236H|label={{clr|4|41236H}}}}) is a large grounded projectile that is always plus on block and captures the opponent on hit, giving Chipp a free combo. Chipp also has Beta Blade ({{MMC|input=623S|label={{clr|3|623S}}}}), a two-hit, 4f meterless reversal that lets him challenge mixups and pressure.<br />
<br />
Turning a combo into setplay and mixups is not always feasible, however, and Chipp must often choose between a moderate damage combo and a reset to neutral or a much less damaging combo with continued okizeme. Chipp's many tools give him many options in neutral, but using them to safely control his opponent requires a lot of matchup knowledge and choosing the wrong option can be very punishing: if Chipp eats a single bad counter hit, he's liable to lose half his health bar or more.<br />
<br />
If you want to live fast, die hard, and have every tool in the box at your fingertips, Chipp is the character for you.<br />
}}<br />
{{GGXRD-R2/Infobox<br />
| fastestAttack = [[#5P|5P]](3F) (Whiffs on crouch) <br/> [[#2P|2P]](4F) <br/> [[#c.S|c.S]](4F)<br />
| reversal = [[#Beta Blade|623S]] (5F)<br />
}}<br />
{{ProsAndCons<br />
|intro= has every tool you could ever want and enough mobility options to treat the screen like a jungle gym - but he hurts more than anyone else when he makes a mistake.<br />
|pros=<br />
*'''Speedster''': Between a triple jump, the fastest runspeed in the game, teleports, and the ability to cling to walls and dash off them, Chipp is easily the most mobile character in the game. He can utilize his extreme speed to both whiff punish and escape scary situations better than many other characters in the cast.<br />
*'''Powerful Mixups''': Chipp has tons of ways to open people up, including {{MiniMoveCard|input=63214S|label= a command grab}} and a standing, unthrowable overhead with his {{MMC|input=6K|label={{clr|2|6K}}}}. In the corner, {{MiniMoveCard|input=Wall > 64 |label= Wall Cling}} setups and FDC {{clr|2|j.2K}} give Chipp incredible mixup options from knockdown.<br />
*'''Excellent Buttons:''' Fast startups paired with great hitboxes and recovery on many normals ({{MMC|input=6P|label={{clr|1|6P}}}}, {{MMC|input=5K|label={{clr|2|5K}}}},{{MMC|input=c.S|label={{clr|3|c.S}}}}, {{MMC|input=2S|label={{clr|3|2S}}}}, {{MMC|input=j.D|label={{clr|5|j.D}}}}) can make Chipp difficult to challenge as characters with weaker neutral or slower buttons.<br />
*'''Adaptable Toolbox:''' Chipp's speed and wide movelist allow him to approach situations however he pleases. He can play very defensively and offensively, as well as switch between the two as necessary. <br />
|cons=<br />
*'''High-Risk:''' Chipp takes the most damage out of any character by far, and has rather strict execution demands in order to be properly played. As such, making errors in execution isn't uncommon and the punishment for them is astronomical.<br />
*'''Lack of Easy Knockdowns:''' Scoring a knockdown usually needs combos with specific conditions such as being close to the opponent or hitting them crouching, or a short combo with low damage such as basic gatlings into {{MMC|input=2D|label=2D}}. Chipp often has to choose between doing good damage or earning a knockdown. <br />
*'''Okizeme Woes:''' Chipp's backdash is not well-fit for escaping okizeme, and he has the longest possible knockdown timer in the game.<br />
*'''Meter-hungry:''' Chipp's strongest options require meter investment, but his meter income is limited by the tension penalty inflicted by {{MMC|input=j.2K|label={{clr|K|j.2K FDC}}}}, his main mixup tool.<br />
}}<br />
</div><br />
===Unique Mechanics===<br />
{{card|width=4<br />
|header=Jump Installing<br />
|content=<br />
Normally, Chipp cannot jump or airdash after his {{clr|3|S}}/{{clr|4|H}} teleports, but this can be changed with a technique called jump installing.<br />
<br />
Jump installing is a long-standing <strike>bug</strike> feature of the Guilty Gear series that allows characters to fool the game into giving them air actions when they would not normally have them. Many moves in GGXrd will automatically jump install, but Chipp is notable both for having a move that does not auto-jump intall ({{clr|3|S}}/{{clr|4|H}} teleport) and relying on that move for combos quite a lot. '''Jump installing is NOT unique to Chipp - he just does it more than anyone else.'''<br />
<br />
For more information on jump installing, see [[GGXRD-R2/Movement#Jump_Install|this page]].<br />
}}<br />
{{FrameChartKey}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 1<br />
|recovery = 8<br />
}}<br />
A high and very fast standing jab.<br />
<br />
Chipp's fastest normal and one of the fastest jabs in the game. Mostly used in juggle combos after {{clr|5|2D}} > {{clr|3|236S}}. Whiffs against crouching opponents except for Potemkin, Bedman and Haehyun. Also sees use as an emergency anti-air because of its upwards angle and quick startup, but is very bad when it trades<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 5<br />
|recovery = 8<br />
}}<br />
A fast standing kick with great range for its speed.<br />
<br />
An all around essential move for Chipp thanks to its versatility. Its great hitbox that is disjointed on startup allows it to beat many otherwise problematic normals that would outrange Chipp. Its wide variety of gatling options makes it a strong pressure starter as well. On hit, it can easily hit confirm due to being able to gatling into itself.<br />
*Gatlings into 2P, 6P, 2K are delayed.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=c.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 2<br />
|recovery = 10<br />
}}<br />
Extremely fast for a {{clr|3|c.S}} and offers frame advantage on block while being rewarding on hit, making it useful for starting pressure, confirming hits and creating burst safe points in combos<br />
<br />
Very useful for frame traps; it's plus frames on block and incredible startup speed allow {{clr|3|c.S}}>{{clr|3|c.S}} to be a frametrap sequence. On normal hit, it can link into {{clr|1|5P}} against standing opponents and {{clr|S|c.S}} on crouching opponents to make hit confirming out of stagger pressure possible. On counter hit, it's possible for chip to link another {{clr|3|c.S}} to confirm into combos. Thanks to its versatile gatling tree, it's also essential for knockdown combos via {{clr|P|6P}} and {{clr|D|2D}}. It is also Chipp's only normal that can gatling into {{clr|2|6K}} for overhead mixups. <br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=f.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 2<br />
|recovery = 18<br />
}}<br />
Chipp quickly takes a large step forward, giving {{clr|S|f.S}} much further reach than the hitbox suggests.<br />
<br />
Thanks to its excellent range and speed, {{clr|S|f.S}} is very good for footsies and after dash-ins. Is essentially the higher recovery, higher-hitting brother of {{clr|S|2S}}. <br />
<br />
While it can be great in neutral and for approaching, it's not without fault - its high hitbox loses or completely whiffs against low profiles, such as Sol's {{clr|5|2D}}. It also has no way to gatling into {{clr|5|2D}}, so committing to an {{clr|3|f.S}} usually means forfeiting knockdown.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 7<br />
|recovery = 16<br />
}}<br />
Mostly a combo-tool and blockstring ender (canceled into {{MMC|input=236S|label=rekka}}, teleport or jump/{{keyword|IAD}} Fast Shuriken)<br />
<br />
Not very useful as a poke due to its long startup relative to Chipp's other normals. While it is not disjointed at all, it can be used as a makeshift anti-air in very specific situations, such as against Venom's Mad Struggle, since a trade will be greatly in Chipp's favor. <br />
<br />
On counter hit however, the move's potency opens up - it can link into {{clr|D|2D}}, or go into a combo via {{clr|D|5D}}. On air counter hit, Chipp can dash and get a full air combo. These properties make {{clr|H|5H}} a strong haymaker on read or against predictable opponents.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|5|5D}}<br />
}}<br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 27<br />
|active = 4<br />
|recovery = 9<br />
}}<br />
Agonizingly slow startup for a Chipp move.<br />
<br />
Chipp's {{clr|5|5D}} is one of the longest reaching in the game, but he might need some creativity to follow up midscreen from far away with the air homing jump combo (airdash during homing jump etc.). On homing dash however, the combo combo gives nearly full corner carry (sometimes can give full) with a solid knockdown to boot. His {{clr|5|5D}} is also one of the few which is plus on block thanks to its low recovery.<br />
<br />
While it's highly rewarding on hit, the slow startup makes it fairly difficult to land against opponents that are paying attention to Chipp's pressure. {{clr|K|6K}}, Command grab, or teleport mixups are generally preferrable to open opponents up.<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 3<br />
|recovery = 25<br />
}}<br />
One of the most invulnerable 6Ps in the game and an essential part of Chipp's toolkit in many matchups.<br />
<br />
Used as an antiair, a counterpoke against many mid-hitting moves, combo filler, and pressure vs characters who like to {{keyword|abare}} with mid to high hitting moves. Upper body invuln starts at frame 1, making it great on reaction against moves that it can beat. While it is very unsafe on block by itself, it can safely gatling into a wide variety of other normals to continue pressure. <br />
<br />
Where the risk of using {{clr|P|6P}} lies is that it is horribly unsafe on whiff due to its extremely long total duration of 36 frames. It can be safer to attempt to anti air with {{clr|H|2H}} if you suspect the opponent is trying to bait {{clr|P|6P}}.<br />
*Combos into {{clr|H|6H}} on counter hit<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|6K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 19<br />
|active = 5<br />
|recovery = 5<br />
|specialRecovery = 3<br />
}}<br />
Chipp's other standing overhead normal.<br />
<br />
While it is fast, it is rather risky for its reward. As its not special cancellable comboing off of this only works as a meaty and against crouching opponents, or with a Roman Cancel. It should not be used point blank, as opponents can easily ground throw you after the hit or on block. In addition to the risk of being thrown on hit, should the opponent choose to contest it by mashing, they can score a highly damaging counter hit juggle combo.<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 6<br />
|recovery = 15<br />
}}<br />
Huge button with great reach thanks to a large hitbox and big forward step.<br />
<br />
Mostly used as a frametrap to catch delay or fuzzy jumps, and as a tech trap in certain okizeme situations. it can also be used as a haymaker in neutral. High damage starter and great in juggles since it offers a combo afterwards (run up {{clr|3|c.S}} or {{clr|1|5P}} into air combo. Against Standing opponents, {{clr|H|6H}} combos into grounded Alpha Blade, and depending on the range, into a {{keyword|TK}} Alpha Blade. On air hit in the corner, it leads into Blitz Attack loops.<br />
*Causes stagger on ground hit.<br />
*Causes ground bounce on air hit.<br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 2<br />
|recovery = 7<br />
}}<br />
A very fast crouching jab that is plus on block. <br />
<br />
Great for stagger pressure and tick throws due to its low blockstun from being attack level 0. Its speed also makes it good {{keyword|abare}} option in scramble situations. Is also relatively burst safe for combos: {{clr|1|2P}} > {{clr|1|2P}} > {{clr|3|c.S}}...<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 7<br />
}}<br />
Chipp's fastest low attack. A common starter for strings and great for mixups.<br />
<br />
Its self-gatling option for consecutive lows is useful to keep opponents crouching or catch them while they attempt to fuzzy jump. 2K Gatling into 6H is also useful to punish fuzzy (delay) jumpers and one way to punish excessive use of FD.<br />
<br />
Unfortunately, it has very poor range, making it somewhat hard to use for okizeme. It has a high risk of getting thrown, can't catch backdashes, and has short active frames.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 4<br />
|recovery = 11<br />
}}<br />
An essential button to use when approaching or to stuff the opponent's moves.<br />
<br />
Like {{clr|S|f.S}}, the range is greater than the hitbox implies due to the large forward step Chipp takes. Will connect against the opponent's low profile options where {{clr|S|f.S}} would whiff, and with significantly less recovery, but will whiff against some airborne opponents that {{clr|S|f.S}} would hit. Staggers on counter-hit, making it a good option as a dash-in attack and for frame traps.<br />
*Chipp's hurtbox is extended forward before the attack becomes active.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 9<br />
|recovery = 18<br />
}}<br />
Great anti-air with tall reach and high reward,<br />
<br />
Works well as an anti-air because of the high vertical range (hits them early) and the added reliability in trades (high attack level and good counter hit property), less so because of its actual hit box, which is rather poor. Followup combos are generally only possible on counter hit or by cancelling into {{clr|3|22S}} teleport<br />
<br />
When it is used at the end of a block-string or stand-alone, it should be cancelled into {{clr|1|22P}} or delay cancelled into {{clr|5|2D}} to make it safe.<br />
*Floats opponent on normal hit.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|2|6K}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 2<br />
|recovery = 17<br />
}}<br />
A Fast sweep with very long range.<br />
<br />
An extremely important tool for Chipp's ground game as it's his primary way of scoring knockdowns for okizeme. It is also an excellent combo tool via {{clr|3|236S}}, which also serves as a very useful block string. In neutral, 2D is great at stuffing the opponent's dashes. It can also evade some other lows that have thin, close to the ground hitboxes (Ky {{clr|D|2D}} and {{clr|K|2K}} for example) since Chipp's hurtbox pulls upward slightly during the active frames.<br />
*{{clr|5|2D}} > {{clr|1|22P}} > link {{clr|5|2D}} can be useful against people expecting {{clr|5|2D}} > {{clr|3|236S}}<br />
*{{clr|5|2D}} > {{clr|3|236S}} > {{clr|4|623H}} is a very strong combo starter in the corner leading to good damage and knockdown, making {{clr|5|2D}} as a poking tool even more important<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 4<br />
}}<br />
A very fast air jab, mostly used as combo filler or as a low commitment and burst-safe air-to-air button.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 8<br />
|recovery = 8<br />
}}<br />
A two-hitting air normal.<br />
<br />
The first hit has a great upwards-angle and is very useful as an air-to-air, while the second hit pulls the enemy downwards, which is used mostly in specific knockdown combos. Chipp can cancel {{clr|K|j.K}}(1) into itself several times to avoid activating the second hit, which is mostly used for guts crushing low health opponents in air combos.<br />
<br />
Be careful - should the first hit of {{clr|2|j.K}} whiff, the second hit will activate regardless, which means that if you fail your air-to-air attempt, you might not be able to act for a while due to the long total duration of the move.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.2K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.2K<br />
|description=<br />
A downward air kick that alters Chipp's flight path, slowing down his horizontal acceleration.<br />
<br />
Mostly used for Chipp's FDC ({{tt|faultless defense cancel|j.1[{{clr|2|K}}]~[{{clr|3|S}}]}}), input. Multi-hit and attack level 0 make this a decent but risky okizeme tool; For example in the corner, you can use it low enough to have only one hit connect, then immediately link a {{clr|2|2K}}, which is a hard to block setup, especially when the opponent usually expects a 2-hit {{clr|4|j.H}}. This setup is risky however because it can easily be backdashed out of.<br />
<br />
{{clr|2|j.2K}} is also weak against Faultless defense: if the first two hits make contact with the opponent's FD, you will be pushed back so much that the last hit of {{clr|2|j.K}} might whiff, which means your opponent will recover before you and will throw you.<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 10<br />
|recovery = 18<br />
}}<br />
An air normal that alters Chipp's momentum and has a very wide hitbox.<br />
<br />
Slightly bounces Chipp upwards when used, which can be both a {{tt|blessing|It can bounce you our of the range of an opponent's move and allow you to punish}} and a {{tt|curse|The momentum shift can cause the move to whiff completely}}. While almost exclusively as combo filler, it has some {{tt|applications in blockstrings|iad {{clr|2|j.K}}(1),{{clr|2|j.K}}(1),{{clr|3|j.S}},{{clr|H|j.H}}(2), land...}} and Okizeme, such as an {{keyword|IAD}} high/low mixup after air alpha blade, after {{clr|H|H}} teleport, or in the corner. <br />
<br />
While the width of the hitbox makes it great as a crossup, it is hard to use it for that purpose against grounded opponents due to the air bounce property.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|4|j.H}}<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 12<br />
|recovery = 29<br />
}}<br />
A highly evasive air normal with great hitboxes.<br />
<br />
Chipp's jump-in of choice. Hits overhead twice, dodges and beats a lot of antiair attempts while active due to the way Chipp's hitbox moves around, all while being disjointed. Additionally, it's an excellent crossup button for Chipp's various jump and teleport mixups.<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 8<br />
|recovery = 19<br />
|specialRecovery = 5<br />
}}<br />
Very fast and extremely disjointed jumping kick. All around essential move in many matchups.<br />
<br />
Useful for punishing air throw attempts or as an anti-anti air while also frequently beating other air to air attempts. Just as useful in combos, since it causes plummet / knockdown midscreen and wall bounce in the corner.<br />
<br />
Since it has some extra landing recovery, be careful when using it from too high up in the air - if the opponent instant blocks, you can get thrown when you land.<br />
*Long floor slide on ground counter hit, very short floor slide on air counter hit<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Ground Throw<br />
|description=<br />
Chipp has a shorter throw range than many other characters. On successful throw, he can OTG combo with fast moves that hit low to the ground such as {{clr|2|2K}}<br />
<br />
Causes a moderate knockdown to the opponent, giving you enough time for okizeme such as jump forward, FDC, {{clr|4|j.H}}(crossup), continue pressure or combo. Unfortunately does not reliably lead into strong mixups without meter, but with meter, allows you to do {{keyword|TK}} {{MMC|input=j.214214K|label=Ryu Yanagi}} setups<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Air Throw<br />
|description=<br />
Causes very long knockdown, giving you a lot of time for either [{{MMC|input=214K|label=invisibility}} > meaty {{clr|2|2K}}] or simply FDC okizeme.<br />
<br />
Can also be Roman Cancelled and followed up with a {{clr|4|6H}} > dash {{clr|1|5P}} > air combo for good damage.<br />
}}<br />
<br />
===<big>Dead Angle Attack</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=DAA<br />
|description=<br />
Long invuln time dead angle. Uses the same animation as {{clr|H|5H}}, giving it pretty good horizontal reach.<br />
*Causes wall bounce on counter hit<br />
}}<br />
<br />
===<big>Blitz Attack</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Blitz,[Blitz]|versioned=name<br />
|description=<br />
Standard Blitz attack that does not strike as far as the animation suggests.<br />
<br />
Offensively, Chipp can use his blitz attack in the corner to perform {{clr|4|6H}} > Blitz attack loops anytime he can combo into air hit {{clr|4|6H}} by jump cancelling the recovery of {{clr|4|6H}} and cancelling the jump startup with blitz.<br />
<br />
The input is {{clr|4|6H}} > 8~[5{{clr|S|S}}+{{clr|H|H}}]. Such combos do very high, meter-efficient damage and drain burst gauge, making them indispensable for serious Chipp players. If timed very carefully with a slight delay , it can even be made a burst safe point (the blitz shield would reject a burst activated during {{clr|4|6H}} hitstop) while still being a true combo. <br />
}}<br />
<br />
==Special Moves==<br />
===<big>Alpha Blade</big>===<br />
{{InputBadge|{{clr|1|236P}} (Air OK)}}<br />
{{GGXRD-R2 Move Card<br />
|input=236P,j.236P,236P > H|versioned=input<br />
|description=<br />
Alpha Blade is a strong move that has myriad uses on defense, as it is a long-range, low-profile slide. It is an excellent choice to escape the corner from many different elements of pressure.<br />
<br />
Chipp's collision box is removed during the travel distance, allowing Chipp to move through the opponent and crossup with the move's active frames.<br />
<br />
;Grounded version ({{clr|P|236P}})<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 15<br />
|recovery = 32<br />
}}<br />
Being that the low profile is one of the main attributes, it can also be used to go under most projectiles or ranged pokes. During parts of the move, Chipp is actually considered airborne and can go over some moves that have thin, low to the ground hitboxes such as {{MMC|input=236S|chara=Potemkin|label=Slidehead|hitboxMode=true|imageNumber=2}}. While it is excellent for escaping pressure, it carries some risks: it is very minus on block, so characters that can move quickly or have long reaching moves can reliably punish Chipp unless he cancels into Alpha Plus, which can have its own issues.<br />
<br />
On normal hit, Alpha Blade launches the opponent, but Chipp generally cannot follow up into any additional damage without spending meter. On counter hit, he can cancel into Alpha Plus or burn meter for a strong combo.<br />
<br />
In combos, ground Alpha Blade will generally only combo out of {{clr|4|6H}} or {{clr|4|5H}}. It can also conditionally combo from {{clr|4|5H}} if Chipp are relatively close to the opponent or if you hit them while they are crouching. {{clr|5|2D}} > Ground Alpha Blade works against lightweights, but is rarely used for anything useful.<br />
----<br />
;Air version ({{clr|P|j.236P}})<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 14<br />
|specialRecovery = 18<br />
}}<br />
Air alpha blade is similar to the grounded version but it is faster, safer, and has a larger hitbox. Unlike the grounded version, using an Air Alpha Blade very close to the ground will allow for {{tt|meterless combos|Example: corner S > S > HS > {{clr|1|2369P}} (lowest possible height), land, S...}}, especially in the corner. <br />
<br />
In the corner, air Alpha Blade can also be cancelled into {{MMC|input=Wall > 64|label=Wall Cling}}. However, if you do not perform any other actions after the wall cling, there will be a special, relatively long landing animation when you land.<br />
*Listed Frame Advantage for Air Alpha Blade is on lowest height<br />
----<br />
;Alpha Plus ({{clr|P|236P}} > {{clr|H|H}})<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 12<br />
|recovery = 18<br />
}}<br />
On normal block, there is a minimum 6F gap between Alpha Blade and Alpha Plus , making this move risky on block at any range in any matchup. On top of that, Alpha Plus itself is punishable on block, so it's generally only used to hit confirm a raw Alpha Blade.<br />
}}<br />
<br />
===<big>Beta Blade</big>===<br />
{{InputBadge|{{clr|3|623S}} (Air OK)}}<br />
{{GGXRD-R2 Move Card<br />
|input=623S,j.623S|versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 22<br />
|recovery = 16<br />
|specialRecovery = 10<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 18<br />
|specialRecovery = 5<br />
}}<br />
An incredibly fast {{keyword|DP}}. <br />
<br />
Mostly only used as a reversal option or as an ender for air combos. If the first hit is Roman Cancelled, Chipp will remain standing on the ground, which will either allow him to followup up the hit with a {{clr|4|6H}}, or to start pressure in case Beta Blade is blocked.<br />
*The first hit of the ground version gives a hard knockdown (which rarely matters since the second hit will allow the opponent to tech)<br />
*Chipp loses Throw invulnerability as soon as he becomes airborne.<br />
}}<br />
<br />
===<big>Gamma Blade</big>===<br />
{{InputBadge|{{clr|4|41236H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=41236H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 19<br />
|active = 9<br />
|recovery = 29<br />
}}<br />
A grounded projectile that traps the opponent in place on hit. Unlike most special moves, Gamma Blade can '''NOT''' be cancelled into from normals.<br />
<br />
A very important move for many of Chipp's matchups. While it has slow startup, it is plus on block and highly rewarding on hit as it places the opponent in an airborne state where they cannot burst while trapped, allowing for damaging juggle combos. Gamma Blade also has one of the highest projectile clash levels in the game - it will erase most projectiles it comes into contact with and continue traveling forward, making it an excellent tool for calling out careless zoning attempts.<br />
<br />
Although it is potent and rewarding both on hit and block, its slow startup and very long total duration make it a very risky move to throw out in neutral without YRC available.<br />
*Always +5 on block, no matter how late it hits, since Chipp has a set recovery if it makes contact with the opponent<br />
*Deals full damage as an OTG hit and still causes the trap effect (although all followup hits will suffer from OTG damage reduction).<br />
}}<br />
<br />
===<big>Tsuyoshishiki Meisei</big>===<br />
{{InputBadge|{{clr|2|214K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=214K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 29<br />
}}<br />
A cheeky "install" type move that will make Chipp flash from invisible to visible for approximately 8 seconds.<br />
<br />
Mostly used to create extra ambiguity's for Chipp's various mixup options as it's much harder to see what he's doing thanks to the "smoky" effect and flashing from visible to invisible. Entering invisiblity is generally only safe to do after knockdowns (especially during a high wall Alpha Blade knockdown as it will allow him to also still be able to meaty) or during corner dust combos as it has significant recovery. The effect will end prematurely if Chipp blocks an attack or gets hit.<br />
<br />
*Unlike most specials, can '''NOT''' be cancelled into from normals.<br />
*Chipp changes visibility about every second<br />
}}<br />
<br />
===<big>Tsuyoshishiki Ten'i</big>===<br />
{{InputBadge|22{{clr|1|P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=22P,22K,22S/H|versioned=input<br />
|description=<br />
Chipp teleports at various locations on the screen based on the input. Each teleport has minor strike invulnerability and is a core tool of Chipp's neutral and mixup game.<br />
<br />
;{{clr|P|22P}} (In Place)<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 21<br />
}}<br />
Very good when used either in neutral and blockstrings as a bait to fake out {{clr|2|22K}} or {{clr|4|22H}} teleports, keeping your opponent on edge.<br />
----<br />
;{{clr|2|22K}} (Forward)<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 30<br />
}}<br />
The highest recovery of Chipp's teleports. It is a strong strategy to cancel the recovery of {{clr|2|22K}} teleport with YRC, circumventing the long recovery flaw while rapidly closing distance. Additionally, the added slowdown should give you enough time to start a combo, apply pressure, or go for an a throw.<br />
----<br />
;{{clr|3|22S}}/{{clr|4|22H}} (Airborne, in Front/Behind opponent)<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 20<br />
}}<br />
Both versions are a great combo tool after a {{clr|4|2H}} hit. {{clr|S|S}} version Will maintain dash momentum; for this reason, it has some use as a jump in, particularly for certain mixups options.<br />
<br />
Both the airborne teleports are useful approach tools; they cause Chipp to fall a set distance towards the side opposite the one Chipp appears on (thus towards the opponent), the only exception being if {{clr|4|22H}} is used in reach of wallcling ({{clr|4|22H}} teleport can be cancelled into wall cling, manually or by holding {{clr|H|H}}). In this instance, Chipp falls straight downward. <br />
<br />
Because Chipp falls slightly forward, this means when {{clr|4|22H}} teleport is used at a long range, Chipp will fall onto to the other side of the opponent from where he appears, rather than behind as usual, enabling crossups. This affects certain corner oki setups, but the forward momentum can be stopped using a delayed FDC or just raw {{clr|K|j.2K}}.<br />
*If used predictably, all teleport options can be heavily punished due to their long recoveries<br />
*Can install an airdash (super jump install) to air versions in neutral with a fast 228 input<br />
*If landing recovery from a jump is cancelled into an air teleport, Chipp can use whatever air options he would have had left.<br />
}}<br />
<br />
===<big>Genrouzan</big>===<br />
{{InputBadge|{{clr|3|63214S}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=63214S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 27<br />
|active = 11<br />
|recovery = 12<br />
}}<br />
A slow but highly rewarding command grab.<br />
<br />
Useful to open up opponents who have been conditioned to block various frametraps or stagger pressure. Causes a very long knockdown midscreen, giving Chipp enough time to set up {{MMC|chara=Chipp Zanuff|input=214K|label=invisibility}} and go into a meaty or a 3-way mixup. In the corner, Chipp can cancel into Wall Cling after the hit to go into highly damaging meterless combos that maintain a knockdown for further okizeme and pressure.<br />
<br />
While the initial startup is strike invuln, Chipp is airborne for 16 frames before it becomes active, allowing opponents that are looking out for it to score an Air Throw on Chipp or just plain anti-air combo him.<br />
*As a throw, the opponent can't burst on hit.<br />
}}<br />
<br />
===<big>Resshou</big>===<br />
{{InputBadge|{{clr|3|236S}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 5<br />
|recovery = 10<br />
}}<br />
The starter of Chipp's rekka series.<br />
<br />
Very useful as a blockstring ender since it only leaves Chipp at -1, which is a non-issue if your opponent doesn't instant block. Even while he's minus, Chipp's pokes (such as {{clr|3|2S}} or {{clr|K|5K}}) will generally be faster than what the opponent has to offer at the distance he is left at after using the rekka, and you can use {{clr|P|6P}} to counterpoke certain abare options. You can alternatively follow up with {{MMC|input=236S > 236S|label=Rokusai}} for a risky frametrap that is high reward on counter hit.<br />
*Has special hitstun that makes it +2 on standing hit, +3 on crouching hit. <br />
*Combos into {{clr|2|5K}} on counter hit<br />
*links into {{clr|1|5P}} or even {{clr|3|c.S}} on airborne hit (for example after {{clr|5|2D}})<br />
}}<br />
<br />
===<big>Rokusai</big>===<br />
{{InputBadge|Resshou > {{clr|3|236S}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236S > 236S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 1<br />
|recovery = 25<br />
}}<br />
Second hit of Chipp's Rekka Series <br />
<br />
Hits low. Very useful if used slightly delayed after the first rekka as a frame trap. Slightly unsafe on block and punishable at most spacings, it's better when followed up by a Roman Cancel for combos or to continue pressure. Chipp can get away with it on block after conditioning opponents to respect followups however.<br />
*Special hitstun makes it only -3 on hit<br />
*Staggers on counter hit<br />
}}<br />
<br />
===<big>Senshuu</big>===<br />
{{InputBadge|Resshou > {{clr|2|236K}}\Rokusai > {{clr|2|236K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236S > 236K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 25<br />
|active = 6<br />
|recovery = 10<br />
|specialRecovery = 12<br />
}}<br />
Possible as a second or last hit of Chipp's rekka series.<br />
<br />
Hits overhead and launches on normal hit, which can be followed up into a combo. While it's rewarding to land, it has very slow and reactable startup and it's punishable on block. When blocked, Chipp is in crouching counterhit recovery, allowing most opponents to start their most damaging combos. Use sparingly or only with 50 tension to make it safe.<br />
}}<br />
<br />
===<big>Shinkirou</big>===<br />
{{InputBadge|{{clr|4|623H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=623H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 16<br />
|active = 12<br />
|recovery = 16<br />
}}<br />
Can be used Stand-alone or during Chipp's Rekka series (but not after {{clr|2|236K}})<br />
<br />
Has relatively little use outside of {{tt|combos|{{clr|5|2D}} > {{clr|3|236S}} > {{clr|H|623H}}}} or as a risky frametrap after Rokusai (can be punished by airthrow on block). Little reward on grounded hit, knocks back the opponent on counter hit, but does wall stick the opponent in the corner if they are hit airborne.<br />
<br />
On whiff or block, Chipp has access to full air options and movement.<br />
}}<br />
<br />
===<big>Shuriken</big>===<br />
{{InputBadge|{{clr|1|j.214P}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=j.214P Slow,j.214P Fast|versioned=input<br />
|description=<br />
Chip throws a shuriken in a 45 degree angle towards the ground. Alternates between a slow and a fast version, with the slow version coming first.<br />
<br />
Mostly used for pressure and to cover your approach. Especially useful against characters that have a hard time avoiding it, such as Potemkin.<br />
<br />
;Fast Version<br />
Has quick startup for a projectile.<br />
<br />
Does not alter Chipp's momentum, making fast Shuriken more suited for ascending jumps to make it travel further. Can be used as a pressure reset option from an instant air dash.<br />
----<br />
;Slow Version<br />
Completely halts Chipp's air momentum during the throw and has very long recovery. Can stop opponents from approaching due to covering a good angle for a good duration, however it has rather slow startup at 23 frames.<br />
<br />
An interesting setup for the slow version is to use it after a low altitude {{clr|5|j.D}} combo ender for okizeme. Cancel the {{clr|5|j.D}} into slow shuriken, land, and continue pressure on a waking up opponent, who now has to block the meaty shuriken.<br />
}}<br />
<br />
===<big>Wall Cling</big>===<br />
{{InputBadge|Near Wall > 64}}<br />
{{GGXRD-R2 Move Card<br />
|input=Wall Cling > 8,Wall Cling > 6,Wall Cling > 4|versioned=name<br />
|description=<br />
Many special moves that leave chipp airborne can be cancelled into the wall cling, such as Genrouzan ({{clr|3|63214S}}), air Alpha Blade ({{clr|1|j.236P}}) or 22{{clr|3|S}}/{{clr|H|H}} teleports. Wall cling does have a minimum height requirement. TK {{clr|1|j.236P}} will not allow Chipp to wall cling afterward, but when used in air extensions it will.<br />
<br />
The wall cling generally is used for corner Okizeme as well as runaway tactics. When used on its own from a regular jump Chipp retains all prior air options (double/triple jump, airdash), but when used from 22{{clr|3|S}}/{{clr|H|H}} the teleports must be jump installed prior in order to retain air options.<br />
<br />
;9 Jump<br />
* Chipp jumps up off the wall. Can be used as a corner escape but is rather committal on defense due to needing time or space to jump out<br />
----<br />
;6 jump<br />
* Chipps traditional walldive. A low, steep angle makes this difficult to use defensively, and is therefore usually used in his okizeme game<br />
----<br />
;4<br />
* Chipp detaches from the wall and will fall down provided no additional actions are inputted. The core of Chipp's corner okizeme game that, when combined with his {{MMC|input=j.H|label=j.H}} gives Chipp access to unreactable left/right and high/low mixups<br />
----<br />
;8/2<br />
* Moves Chipp higher or lower on the wall. Largely used to reposition or to stall<br />
}}<br />
<br />
==Wall Cling Moves==<br />
==={{clr|1|w.P}}===<br />
{{InputBadge|{{clr|1|P}} during Wall Cling}}<br />
{{GGXRD-R2 Move Card<br />
|input=Wall Cling > P<br />
|description=<br />
Chipp performs Alpha Blade down diagonally away from the wall. When used in the corner will launch opponents in the direction Chipp is facing. Can be used as a knockdown tool from shorter Jump Install combos against non-lightweights. Essential for damage and ending combos in knockdowns but does put them back midscreen (though with ample time to set up okizeme)<br />
}}<br />
<br />
==={{clr|2|w.K}}===<br />
{{InputBadge|{{clr|2|K}} during Wall Cling}}<br />
{{GGXRD-R2 Move Card<br />
|input=Wall Cling > K<br />
|description=<br />
Chipp throws a kunai down diagonally away from the wall.<br />
<br />
The Kunais are a very good keepaway tool while wall clinging, and will force your opponent to either wait or jump at you, which will both give you time to let go off the wall and respond in whatever way is necessary.<br />
}}<br />
<br />
==={{clr|3|w.S}}===<br />
{{InputBadge|{{clr|3|S}} during Wall Cling}}<br />
{{GGXRD-R2 Move Card<br />
|input=Wall Cling > S<br />
|description=<br />
Chipp leaps down from the wall grabbing his opponent on the ground. This move whiffs on airborne opponents<br />
<br />
Situational tool for catching a blocking opponent. Another layer to Chipp's pressure.<br />
*Always reaches the same spot near the corner no matter how high Chipp is on the wall.<br />
}}<br />
<br />
==={{clr|4|w.H}}===<br />
{{InputBadge|{{clr|4|H}} during Wall Cling}}<br />
{{GGXRD-R2 Move Card<br />
|input=Wall Cling > H<br />
|description=<br />
Chipp leaps away from the wall grabbing his opponent in the air. This move whiffs on grounded opponents.<br />
<br />
Can be used to catch opponents trying to tech out of corner combos.<br />
}}<br />
<br />
==Overdrives==<br />
===<big>Zansei Rouga</big>===<br />
{{InputBadge|{{clr|4|632146H}}\{{clr|5|632146D}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=632146H<br />
|description=<br />
A fullscreen invulnerable super.<br />
<br />
Chipp can combo into it from {{clr|4|6H}}, but is generally used as a wakeup reversal or to callout a high recovery whiff or projectile and punish from fullscreen.<br />
<br />
Can be YRCed during startup (before superflash) and it only uses 25% tension. This makes Burst ZR YRC a valid reversal strategy, as the Burst version is full invuln on frame 1, and YRCing it actually allows Chipp to keep his burst. Make sure you don't try to do this against very active attacks however, as Chipp will still get hit. It is also particularly use after {{clr|1|6P}} counter hit > {{clr|4|6H}} to kill if the opponent is low on life since supers cannot be bursted or after a successful blitz shield, since supers cannot be reverse-blitzed.<br />
<br />
While not the most practical, it can be used for a gimmicky crossup on most knockdowns. Arguably more powerful near the corner as the opponent may have a bit less time to react.<br />
}}<br />
<br />
===<big>Banki Mesai</big>===<br />
{{InputBadge|{{clr|2|236236K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236236K<br />
|description=<br />
Chipp rushes forward to deliver a huge series of attacks.<br />
<br />
The most common use for this move is to combo into it to kill your opponent if they still have burst and are low HP, such as after a {{clr|H|5H}} hit or high Wall Alpha Blade combo. It also has minor use as a longer range reversal on wakeup in situations where Beta Blade would not reach.<br />
<br />
While it builds a huge amount of RISC gauge, it is very unsafe move on block. Additionally, since the opponent can block with faultless defense to make most of your hits whiff it gives them even more time to punish.<br />
*True startup depends on distance as chipp needs to travel to the opponent's location.<br />
*The two Beta Blades at the end will only trigger when the move actually hits.<br />
}}<br />
<br />
===<big>Ryuu Yanagi</big>===<br />
{{InputBadge|{{clr|2|j.214214K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=j.214214K<br />
|description=<br />
Chipp completely halts his air momentum and throws a few volleys of kunai towards the ground in a wide arc.<br />
<br />
Since it travels slowly and Chipp retains all air options after using it, its a potent okizeme option that can offer different 50/50's that are obscured by the kunai sparks. Use with caution as all Kunai will disappear if Chipp is hit.<br />
<br />
On hit, it causes ground bounce and knockdown, depending on how it hits the opponent, which turns it into a good air combo finisher. On the ground, the combo can be followed up with {{clr|S|S}} > {{clr|H|5H}} > {{clr|2|236236K}} for a high damage, high number of hits 100% tension unburstable combo to guts crush a low life opponent at the end of a round. Of course, it's a bad choice if it won't kill since it fills up the opponent's Burst and costs all your tension.<br />
}}<br />
<br />
==Instant Kill==<br />
===<big>Raisetsudan</big>===<br />
{{InputBadge|During IK Mode: {{clr|4|236236H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236236H |type=instantkill<br />
|description=<br />
Uses the animation of his Resshou.<br />
<br />
Chipp's Instant Kill activation has extremely long startup. An instant kill will not be guaranteed even if the opponent is dizzy.<br />
<br />
It can be used when the opponent is in Hellfire state however, during the last possible round thanks to the speed increase and slowdown granted by Gold IK mode.<br />
}}<br />
<br />
==Navigation==<br />
<center>{{Character Label|GGXRD-R2|Chipp Zanuff|42px}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:GGXRD-R2/Navigation}}</div>Sobosswagnerhttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Chipp_Zanuff&diff=365967GGXRD-R2/Chipp Zanuff2023-01-10T04:55:03Z<p>Sobosswagner: /* Gamma Blade */ Added frame chart</p>
<hr />
<div>==Overview==<br />
{{Overview/navigation|okizeme=true}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4|height=1<br />
|header=Overview<br />
|content= Guilty Gear's dedicated pixie character with great mobility and paper-thin defense. Chipp has everything a speedy player could want: fast movement, a triple jump, teleports, and several special moves that let him careen around the stage and climb on the walls. His normals are also much faster for their range than most other characters, and he has a few powerhouses like {{clr|1|6P}}, {{clr|4|5H}}, and {{clr|5|j.D}} to supplement his raw speed.<br />
<br />
While he's without a doubt the nimblest character in Xrd, Chipp also has a strong pressure game: {{clr|3|c.S}} is a plus on block throw option select that is faster than many characters' jabs and frame traps into itself. Off of throw or another good knockdown, Chipp can often set up a jump-in mixup using {{clr|3|j.S}}, {{clr|4|j.H}}, or simply landing and going low. His aerial kunai super Ryuu Yanagi ({{MMC|input=j.214214K|label={{clr|2|j.214214K}}}}) makes those mixups even harder to block. Gamma Blade ({{MMC|input=41236H|label={{clr|4|41236H}}}}) is a large grounded projectile that is always plus on block and captures the opponent on hit, giving Chipp a free combo. Chipp also has Beta Blade ({{MMC|input=623S|label={{clr|3|623S}}}}), a two-hit, 4f meterless reversal that lets him challenge mixups and pressure.<br />
<br />
Turning a combo into setplay and mixups is not always feasible, however, and Chipp must often choose between a moderate damage combo and a reset to neutral or a much less damaging combo with continued okizeme. Chipp's many tools give him many options in neutral, but using them to safely control his opponent requires a lot of matchup knowledge and choosing the wrong option can be very punishing: if Chipp eats a single bad counter hit, he's liable to lose half his health bar or more.<br />
<br />
If you want to live fast, die hard, and have every tool in the box at your fingertips, Chipp is the character for you.<br />
}}<br />
{{GGXRD-R2/Infobox<br />
| fastestAttack = [[#5P|5P]](3F) (Whiffs on crouch) <br/> [[#2P|2P]](4F) <br/> [[#c.S|c.S]](4F)<br />
| reversal = [[#Beta Blade|623S]] (5F)<br />
}}<br />
{{ProsAndCons<br />
|intro= has every tool you could ever want and enough mobility options to treat the screen like a jungle gym - but he hurts more than anyone else when he makes a mistake.<br />
|pros=<br />
*'''Speedster''': Between a triple jump, the fastest runspeed in the game, teleports, and the ability to cling to walls and dash off them, Chipp is easily the most mobile character in the game. He can utilize his extreme speed to both whiff punish and escape scary situations better than many other characters in the cast.<br />
*'''Powerful Mixups''': Chipp has tons of ways to open people up, including {{MiniMoveCard|input=63214S|label= a command grab}} and a standing, unthrowable overhead with his {{MMC|input=6K|label={{clr|2|6K}}}}. In the corner, {{MiniMoveCard|input=Wall > 64 |label= Wall Cling}} setups and FDC {{clr|2|j.2K}} give Chipp incredible mixup options from knockdown.<br />
*'''Excellent Buttons:''' Fast startups paired with great hitboxes and recovery on many normals ({{MMC|input=6P|label={{clr|1|6P}}}}, {{MMC|input=5K|label={{clr|2|5K}}}},{{MMC|input=c.S|label={{clr|3|c.S}}}}, {{MMC|input=2S|label={{clr|3|2S}}}}, {{MMC|input=j.D|label={{clr|5|j.D}}}}) can make Chipp difficult to challenge as characters with weaker neutral or slower buttons.<br />
*'''Adaptable Toolbox:''' Chipp's speed and wide movelist allow him to approach situations however he pleases. He can play very defensively and offensively, as well as switch between the two as necessary. <br />
|cons=<br />
*'''High-Risk:''' Chipp takes the most damage out of any character by far, and has rather strict execution demands in order to be properly played. As such, making errors in execution isn't uncommon and the punishment for them is astronomical.<br />
*'''Lack of Easy Knockdowns:''' Scoring a knockdown usually needs combos with specific conditions such as being close to the opponent or hitting them crouching, or a short combo with low damage such as basic gatlings into {{MMC|input=2D|label=2D}}. Chipp often has to choose between doing good damage or earning a knockdown. <br />
*'''Okizeme Woes:''' Chipp's backdash is not well-fit for escaping okizeme, and he has the longest possible knockdown timer in the game.<br />
*'''Meter-hungry:''' Chipp's strongest options require meter investment, but his meter income is limited by the tension penalty inflicted by {{MMC|input=j.2K|label={{clr|K|j.2K FDC}}}}, his main mixup tool.<br />
}}<br />
</div><br />
===Unique Mechanics===<br />
{{card|width=4<br />
|header=Jump Installing<br />
|content=<br />
Normally, Chipp cannot jump or airdash after his {{clr|3|S}}/{{clr|4|H}} teleports, but this can be changed with a technique called jump installing.<br />
<br />
Jump installing is a long-standing <strike>bug</strike> feature of the Guilty Gear series that allows characters to fool the game into giving them air actions when they would not normally have them. Many moves in GGXrd will automatically jump install, but Chipp is notable both for having a move that does not auto-jump intall ({{clr|3|S}}/{{clr|4|H}} teleport) and relying on that move for combos quite a lot. '''Jump installing is NOT unique to Chipp - he just does it more than anyone else.'''<br />
<br />
For more information on jump installing, see [[GGXRD-R2/Movement#Jump_Install|this page]].<br />
}}<br />
{{FrameChartKey}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 1<br />
|recovery = 8<br />
}}<br />
A high and very fast standing jab.<br />
<br />
Chipp's fastest normal and one of the fastest jabs in the game. Mostly used in juggle combos after {{clr|5|2D}} > {{clr|3|236S}}. Whiffs against crouching opponents except for Potemkin, Bedman and Haehyun. Also sees use as an emergency anti-air because of its upwards angle and quick startup, but is very bad when it trades<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 5<br />
|recovery = 8<br />
}}<br />
A fast standing kick with great range for its speed.<br />
<br />
An all around essential move for Chipp thanks to its versatility. Its great hitbox that is disjointed on startup allows it to beat many otherwise problematic normals that would outrange Chipp. Its wide variety of gatling options makes it a strong pressure starter as well. On hit, it can easily hit confirm due to being able to gatling into itself.<br />
*Gatlings into 2P, 6P, 2K are delayed.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=c.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 2<br />
|recovery = 10<br />
}}<br />
Extremely fast for a {{clr|3|c.S}} and offers frame advantage on block while being rewarding on hit, making it useful for starting pressure, confirming hits and creating burst safe points in combos<br />
<br />
Very useful for frame traps; it's plus frames on block and incredible startup speed allow {{clr|3|c.S}}>{{clr|3|c.S}} to be a frametrap sequence. On normal hit, it can link into {{clr|1|5P}} against standing opponents and {{clr|S|c.S}} on crouching opponents to make hit confirming out of stagger pressure possible. On counter hit, it's possible for chip to link another {{clr|3|c.S}} to confirm into combos. Thanks to its versatile gatling tree, it's also essential for knockdown combos via {{clr|P|6P}} and {{clr|D|2D}}. It is also Chipp's only normal that can gatling into {{clr|2|6K}} for overhead mixups. <br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=f.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 2<br />
|recovery = 18<br />
}}<br />
Chipp quickly takes a large step forward, giving {{clr|S|f.S}} much further reach than the hitbox suggests.<br />
<br />
Thanks to its excellent range and speed, {{clr|S|f.S}} is very good for footsies and after dash-ins. Is essentially the higher recovery, higher-hitting brother of {{clr|S|2S}}. <br />
<br />
While it can be great in neutral and for approaching, it's not without fault - its high hitbox loses or completely whiffs against low profiles, such as Sol's {{clr|5|2D}}. It also has no way to gatling into {{clr|5|2D}}, so committing to an {{clr|3|f.S}} usually means forfeiting knockdown.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 7<br />
|recovery = 16<br />
}}<br />
Mostly a combo-tool and blockstring ender (canceled into {{MMC|input=236S|label=rekka}}, teleport or jump/{{keyword|IAD}} Fast Shuriken)<br />
<br />
Not very useful as a poke due to its long startup relative to Chipp's other normals. While it is not disjointed at all, it can be used as a makeshift anti-air in very specific situations, such as against Venom's Mad Struggle, since a trade will be greatly in Chipp's favor. <br />
<br />
On counter hit however, the move's potency opens up - it can link into {{clr|D|2D}}, or go into a combo via {{clr|D|5D}}. On air counter hit, Chipp can dash and get a full air combo. These properties make {{clr|H|5H}} a strong haymaker on read or against predictable opponents.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|5|5D}}<br />
}}<br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 27<br />
|active = 4<br />
|recovery = 9<br />
}}<br />
Agonizingly slow startup for a Chipp move.<br />
<br />
Chipp's {{clr|5|5D}} is one of the longest reaching in the game, but he might need some creativity to follow up midscreen from far away with the air homing jump combo (airdash during homing jump etc.). On homing dash however, the combo combo gives nearly full corner carry (sometimes can give full) with a solid knockdown to boot. His {{clr|5|5D}} is also one of the few which is plus on block thanks to its low recovery.<br />
<br />
While it's highly rewarding on hit, the slow startup makes it fairly difficult to land against opponents that are paying attention to Chipp's pressure. {{clr|K|6K}}, Command grab, or teleport mixups are generally preferrable to open opponents up.<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 3<br />
|recovery = 25<br />
}}<br />
One of the most invulnerable 6Ps in the game and an essential part of Chipp's toolkit in many matchups.<br />
<br />
Used as an antiair, a counterpoke against many mid-hitting moves, combo filler, and pressure vs characters who like to {{keyword|abare}} with mid to high hitting moves. Upper body invuln starts at frame 1, making it great on reaction against moves that it can beat. While it is very unsafe on block by itself, it can safely gatling into a wide variety of other normals to continue pressure. <br />
<br />
Where the risk of using {{clr|P|6P}} lies is that it is horribly unsafe on whiff due to its extremely long total duration of 36 frames. It can be safer to attempt to anti air with {{clr|H|2H}} if you suspect the opponent is trying to bait {{clr|P|6P}}.<br />
*Combos into {{clr|H|6H}} on counter hit<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|6K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 19<br />
|active = 5<br />
|recovery = 5<br />
|specialRecovery = 3<br />
}}<br />
Chipp's other standing overhead normal.<br />
<br />
While it is fast, it is rather risky for its reward. As its not special cancellable comboing off of this only works as a meaty and against crouching opponents, or with a Roman Cancel. It should not be used point blank, as opponents can easily ground throw you after the hit or on block. In addition to the risk of being thrown on hit, should the opponent choose to contest it by mashing, they can score a highly damaging counter hit juggle combo.<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 6<br />
|recovery = 15<br />
}}<br />
Huge button with great reach thanks to a large hitbox and big forward step.<br />
<br />
Mostly used as a frametrap to catch delay or fuzzy jumps, and as a tech trap in certain okizeme situations. it can also be used as a haymaker in neutral. High damage starter and great in juggles since it offers a combo afterwards (run up {{clr|3|c.S}} or {{clr|1|5P}} into air combo. Against Standing opponents, {{clr|H|6H}} combos into grounded Alpha Blade, and depending on the range, into a {{keyword|TK}} Alpha Blade. On air hit in the corner, it leads into Blitz Attack loops.<br />
*Causes stagger on ground hit.<br />
*Causes ground bounce on air hit.<br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 2<br />
|recovery = 7<br />
}}<br />
A very fast crouching jab that is plus on block. <br />
<br />
Great for stagger pressure and tick throws due to its low blockstun from being attack level 0. Its speed also makes it good {{keyword|abare}} option in scramble situations. Is also relatively burst safe for combos: {{clr|1|2P}} > {{clr|1|2P}} > {{clr|3|c.S}}...<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 7<br />
}}<br />
Chipp's fastest low attack. A common starter for strings and great for mixups.<br />
<br />
Its self-gatling option for consecutive lows is useful to keep opponents crouching or catch them while they attempt to fuzzy jump. 2K Gatling into 6H is also useful to punish fuzzy (delay) jumpers and one way to punish excessive use of FD.<br />
<br />
Unfortunately, it has very poor range, making it somewhat hard to use for okizeme. It has a high risk of getting thrown, can't catch backdashes, and has short active frames.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 4<br />
|recovery = 11<br />
}}<br />
An essential button to use when approaching or to stuff the opponent's moves.<br />
<br />
Like {{clr|S|f.S}}, the range is greater than the hitbox implies due to the large forward step Chipp takes. Will connect against the opponent's low profile options where {{clr|S|f.S}} would whiff, and with significantly less recovery, but will whiff against some airborne opponents that {{clr|S|f.S}} would hit. Staggers on counter-hit, making it a good option as a dash-in attack and for frame traps.<br />
*Chipp's hurtbox is extended forward before the attack becomes active.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 9<br />
|recovery = 18<br />
}}<br />
Great anti-air with tall reach and high reward,<br />
<br />
Works well as an anti-air because of the high vertical range (hits them early) and the added reliability in trades (high attack level and good counter hit property), less so because of its actual hit box, which is rather poor. Followup combos are generally only possible on counter hit or by cancelling into {{clr|3|22S}} teleport<br />
<br />
When it is used at the end of a block-string or stand-alone, it should be cancelled into {{clr|1|22P}} or delay cancelled into {{clr|5|2D}} to make it safe.<br />
*Floats opponent on normal hit.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|2|6K}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 2<br />
|recovery = 17<br />
}}<br />
A Fast sweep with very long range.<br />
<br />
An extremely important tool for Chipp's ground game as it's his primary way of scoring knockdowns for okizeme. It is also an excellent combo tool via {{clr|3|236S}}, which also serves as a very useful block string. In neutral, 2D is great at stuffing the opponent's dashes. It can also evade some other lows that have thin, close to the ground hitboxes (Ky {{clr|D|2D}} and {{clr|K|2K}} for example) since Chipp's hurtbox pulls upward slightly during the active frames.<br />
*{{clr|5|2D}} > {{clr|1|22P}} > link {{clr|5|2D}} can be useful against people expecting {{clr|5|2D}} > {{clr|3|236S}}<br />
*{{clr|5|2D}} > {{clr|3|236S}} > {{clr|4|623H}} is a very strong combo starter in the corner leading to good damage and knockdown, making {{clr|5|2D}} as a poking tool even more important<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 4<br />
}}<br />
A very fast air jab, mostly used as combo filler or as a low commitment and burst-safe air-to-air button.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 8<br />
|recovery = 8<br />
}}<br />
A two-hitting air normal.<br />
<br />
The first hit has a great upwards-angle and is very useful as an air-to-air, while the second hit pulls the enemy downwards, which is used mostly in specific knockdown combos. Chipp can cancel {{clr|K|j.K}}(1) into itself several times to avoid activating the second hit, which is mostly used for guts crushing low health opponents in air combos.<br />
<br />
Be careful - should the first hit of {{clr|2|j.K}} whiff, the second hit will activate regardless, which means that if you fail your air-to-air attempt, you might not be able to act for a while due to the long total duration of the move.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.2K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.2K<br />
|description=<br />
A downward air kick that alters Chipp's flight path, slowing down his horizontal acceleration.<br />
<br />
Mostly used for Chipp's FDC ({{tt|faultless defense cancel|j.1[{{clr|2|K}}]~[{{clr|3|S}}]}}), input. Multi-hit and attack level 0 make this a decent but risky okizeme tool; For example in the corner, you can use it low enough to have only one hit connect, then immediately link a {{clr|2|2K}}, which is a hard to block setup, especially when the opponent usually expects a 2-hit {{clr|4|j.H}}. This setup is risky however because it can easily be backdashed out of.<br />
<br />
{{clr|2|j.2K}} is also weak against Faultless defense: if the first two hits make contact with the opponent's FD, you will be pushed back so much that the last hit of {{clr|2|j.K}} might whiff, which means your opponent will recover before you and will throw you.<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 10<br />
|recovery = 18<br />
}}<br />
An air normal that alters Chipp's momentum and has a very wide hitbox.<br />
<br />
Slightly bounces Chipp upwards when used, which can be both a {{tt|blessing|It can bounce you our of the range of an opponent's move and allow you to punish}} and a {{tt|curse|The momentum shift can cause the move to whiff completely}}. While almost exclusively as combo filler, it has some {{tt|applications in blockstrings|iad {{clr|2|j.K}}(1),{{clr|2|j.K}}(1),{{clr|3|j.S}},{{clr|H|j.H}}(2), land...}} and Okizeme, such as an {{keyword|IAD}} high/low mixup after air alpha blade, after {{clr|H|H}} teleport, or in the corner. <br />
<br />
While the width of the hitbox makes it great as a crossup, it is hard to use it for that purpose against grounded opponents due to the air bounce property.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|4|j.H}}<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 12<br />
|recovery = 29<br />
}}<br />
A highly evasive air normal with great hitboxes.<br />
<br />
Chipp's jump-in of choice. Hits overhead twice, dodges and beats a lot of antiair attempts while active due to the way Chipp's hitbox moves around, all while being disjointed. Additionally, it's an excellent crossup button for Chipp's various jump and teleport mixups.<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 8<br />
|recovery = 19<br />
|specialRecovery = 5<br />
}}<br />
Very fast and extremely disjointed jumping kick. All around essential move in many matchups.<br />
<br />
Useful for punishing air throw attempts or as an anti-anti air while also frequently beating other air to air attempts. Just as useful in combos, since it causes plummet / knockdown midscreen and wall bounce in the corner.<br />
<br />
Since it has some extra landing recovery, be careful when using it from too high up in the air - if the opponent instant blocks, you can get thrown when you land.<br />
*Long floor slide on ground counter hit, very short floor slide on air counter hit<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Ground Throw<br />
|description=<br />
Chipp has a shorter throw range than many other characters. On successful throw, he can OTG combo with fast moves that hit low to the ground such as {{clr|2|2K}}<br />
<br />
Causes a moderate knockdown to the opponent, giving you enough time for okizeme such as jump forward, FDC, {{clr|4|j.H}}(crossup), continue pressure or combo. Unfortunately does not reliably lead into strong mixups without meter, but with meter, allows you to do {{keyword|TK}} {{MMC|input=j.214214K|label=Ryu Yanagi}} setups<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Air Throw<br />
|description=<br />
Causes very long knockdown, giving you a lot of time for either [{{MMC|input=214K|label=invisibility}} > meaty {{clr|2|2K}}] or simply FDC okizeme.<br />
<br />
Can also be Roman Cancelled and followed up with a {{clr|4|6H}} > dash {{clr|1|5P}} > air combo for good damage.<br />
}}<br />
<br />
===<big>Dead Angle Attack</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=DAA<br />
|description=<br />
Long invuln time dead angle. Uses the same animation as {{clr|H|5H}}, giving it pretty good horizontal reach.<br />
*Causes wall bounce on counter hit<br />
}}<br />
<br />
===<big>Blitz Attack</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Blitz,[Blitz]|versioned=name<br />
|description=<br />
Standard Blitz attack that does not strike as far as the animation suggests.<br />
<br />
Offensively, Chipp can use his blitz attack in the corner to perform {{clr|4|6H}} > Blitz attack loops anytime he can combo into air hit {{clr|4|6H}} by jump cancelling the recovery of {{clr|4|6H}} and cancelling the jump startup with blitz.<br />
<br />
The input is {{clr|4|6H}} > 8~[5{{clr|S|S}}+{{clr|H|H}}]. Such combos do very high, meter-efficient damage and drain burst gauge, making them indispensable for serious Chipp players. If timed very carefully with a slight delay , it can even be made a burst safe point (the blitz shield would reject a burst activated during {{clr|4|6H}} hitstop) while still being a true combo. <br />
}}<br />
<br />
==Special Moves==<br />
===<big>Alpha Blade</big>===<br />
{{InputBadge|{{clr|1|236P}} (Air OK)}}<br />
{{GGXRD-R2 Move Card<br />
|input=236P,j.236P,236P > H|versioned=input<br />
|description=<br />
Alpha Blade is a strong move that has myriad uses on defense, as it is a long-range, low-profile slide. It is an excellent choice to escape the corner from many different elements of pressure.<br />
<br />
Chipp's collision box is removed during the travel distance, allowing Chipp to move through the opponent and crossup with the move's active frames.<br />
<br />
;Grounded version ({{clr|P|236P}})<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 15<br />
|recovery = 32<br />
}}<br />
Being that the low profile is one of the main attributes, it can also be used to go under most projectiles or ranged pokes. During parts of the move, Chipp is actually considered airborne and can go over some moves that have thin, low to the ground hitboxes such as {{MMC|input=236S|chara=Potemkin|label=Slidehead|hitboxMode=true|imageNumber=2}}. While it is excellent for escaping pressure, it carries some risks: it is very minus on block, so characters that can move quickly or have long reaching moves can reliably punish Chipp unless he cancels into Alpha Plus, which can have its own issues.<br />
<br />
On normal hit, Alpha Blade launches the opponent, but Chipp generally cannot follow up into any additional damage without spending meter. On counter hit, he can cancel into Alpha Plus or burn meter for a strong combo.<br />
<br />
In combos, ground Alpha Blade will generally only combo out of {{clr|4|6H}} or {{clr|4|5H}}. It can also conditionally combo from {{clr|4|5H}} if Chipp are relatively close to the opponent or if you hit them while they are crouching. {{clr|5|2D}} > Ground Alpha Blade works against lightweights, but is rarely used for anything useful.<br />
----<br />
;Air version ({{clr|P|j.236P}})<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 14<br />
|specialRecovery = 18<br />
}}<br />
Air alpha blade is similar to the grounded version but it is faster, safer, and has a larger hitbox. Unlike the grounded version, using an Air Alpha Blade very close to the ground will allow for {{tt|meterless combos|Example: corner S > S > HS > {{clr|1|2369P}} (lowest possible height), land, S...}}, especially in the corner. <br />
<br />
In the corner, air Alpha Blade can also be cancelled into {{MMC|input=Wall > 64|label=Wall Cling}}. However, if you do not perform any other actions after the wall cling, there will be a special, relatively long landing animation when you land.<br />
*Listed Frame Advantage for Air Alpha Blade is on lowest height<br />
----<br />
;Alpha Plus ({{clr|P|236P}} > {{clr|H|H}})<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 12<br />
|recovery = 18<br />
}}<br />
On normal block, there is a minimum 6F gap between Alpha Blade and Alpha Plus , making this move risky on block at any range in any matchup. On top of that, Alpha Plus itself is punishable on block, so it's generally only used to hit confirm a raw Alpha Blade.<br />
}}<br />
<br />
===<big>Beta Blade</big>===<br />
{{InputBadge|{{clr|3|623S}} (Air OK)}}<br />
{{GGXRD-R2 Move Card<br />
|input=623S,j.623S|versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 22<br />
|recovery = 16<br />
|specialRecovery = 10<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 18<br />
|specialRecovery = 5<br />
}}<br />
An incredibly fast {{keyword|DP}}. <br />
<br />
Mostly only used as a reversal option or as an ender for air combos. If the first hit is Roman Cancelled, Chipp will remain standing on the ground, which will either allow him to followup up the hit with a {{clr|4|6H}}, or to start pressure in case Beta Blade is blocked.<br />
*The first hit of the ground version gives a hard knockdown (which rarely matters since the second hit will allow the opponent to tech)<br />
*Chipp loses Throw invulnerability as soon as he becomes airborne.<br />
}}<br />
<br />
===<big>Gamma Blade</big>===<br />
{{InputBadge|{{clr|4|41236H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=41236H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 19<br />
|active = 9<br />
|recovery = 29<br />
}}<br />
A grounded projectile that traps the opponent in place on hit. Unlike most special moves, Gamma Blade can '''NOT''' be cancelled into from normals.<br />
<br />
A very important move for many of Chipp's matchups. While it has slow startup, it is plus on block and highly rewarding on hit as it places the opponent in an airborne state where they cannot burst while trapped, allowing for damaging juggle combos. Gamma Blade also has one of the highest projectile clash levels in the game - it will erase most projectiles it comes into contact with and continue traveling forward, making it an excellent tool for calling out careless zoning attempts.<br />
<br />
Although it is potent and rewarding both on hit and block, its slow startup and very long total duration make it a very risky move to throw out in neutral without YRC available.<br />
*Always +5 on block, no matter how late it hits, since Chipp has a set recovery if it makes contact with the opponent<br />
*Deals full damage as an OTG hit and still causes the trap effect (although all followup hits will suffer from OTG damage reduction).<br />
}}<br />
<br />
===<big>Tsuyoshishiki Meisei</big>===<br />
{{InputBadge|{{clr|2|214K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=214K<br />
|description=<br />
A cheeky "install" type move that will make Chipp flash from invisible to visible for approximately 8 seconds.<br />
<br />
Mostly used to create extra ambiguity's for Chipp's various mixup options as it's much harder to see what he's doing thanks to the "smoky" effect and flashing from visible to invisible. Entering invisiblity is generally only safe to do after knockdowns (especially during a high wall Alpha Blade knockdown as it will allow him to also still be able to meaty) or during corner dust combos as it has significant recovery. The effect will end prematurely if Chipp blocks an attack or gets hit.<br />
<br />
*Unlike most specials, can '''NOT''' be cancelled into from normals.<br />
*Chipp changes visibility about every second<br />
}}<br />
<br />
===<big>Tsuyoshishiki Ten'i</big>===<br />
{{InputBadge|22{{clr|1|P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=22P,22K,22S/H|versioned=input<br />
|description=<br />
Chipp teleports at various locations on the screen based on the input. Each teleport has minor strike invulnerability and is a core tool of Chipp's neutral and mixup game.<br />
<br />
;{{clr|P|22P}} (In Place)<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 21<br />
}}<br />
Very good when used either in neutral and blockstrings as a bait to fake out {{clr|2|22K}} or {{clr|4|22H}} teleports, keeping your opponent on edge.<br />
----<br />
;{{clr|2|22K}} (Forward)<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 30<br />
}}<br />
The highest recovery of Chipp's teleports. It is a strong strategy to cancel the recovery of {{clr|2|22K}} teleport with YRC, circumventing the long recovery flaw while rapidly closing distance. Additionally, the added slowdown should give you enough time to start a combo, apply pressure, or go for an a throw.<br />
----<br />
;{{clr|3|22S}}/{{clr|4|22H}} (Airborne, in Front/Behind opponent)<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 20<br />
}}<br />
Both versions are a great combo tool after a {{clr|4|2H}} hit. {{clr|S|S}} version Will maintain dash momentum; for this reason, it has some use as a jump in, particularly for certain mixups options.<br />
<br />
Both the airborne teleports are useful approach tools; they cause Chipp to fall a set distance towards the side opposite the one Chipp appears on (thus towards the opponent), the only exception being if {{clr|4|22H}} is used in reach of wallcling ({{clr|4|22H}} teleport can be cancelled into wall cling, manually or by holding {{clr|H|H}}). In this instance, Chipp falls straight downward. <br />
<br />
Because Chipp falls slightly forward, this means when {{clr|4|22H}} teleport is used at a long range, Chipp will fall onto to the other side of the opponent from where he appears, rather than behind as usual, enabling crossups. This affects certain corner oki setups, but the forward momentum can be stopped using a delayed FDC or just raw {{clr|K|j.2K}}.<br />
*If used predictably, all teleport options can be heavily punished due to their long recoveries<br />
*Can install an airdash (super jump install) to air versions in neutral with a fast 228 input<br />
*If landing recovery from a jump is cancelled into an air teleport, Chipp can use whatever air options he would have had left.<br />
}}<br />
<br />
===<big>Genrouzan</big>===<br />
{{InputBadge|{{clr|3|63214S}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=63214S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 27<br />
|active = 11<br />
|recovery = 12<br />
}}<br />
A slow but highly rewarding command grab.<br />
<br />
Useful to open up opponents who have been conditioned to block various frametraps or stagger pressure. Causes a very long knockdown midscreen, giving Chipp enough time to set up {{MMC|chara=Chipp Zanuff|input=214K|label=invisibility}} and go into a meaty or a 3-way mixup. In the corner, Chipp can cancel into Wall Cling after the hit to go into highly damaging meterless combos that maintain a knockdown for further okizeme and pressure.<br />
<br />
While the initial startup is strike invuln, Chipp is airborne for 16 frames before it becomes active, allowing opponents that are looking out for it to score an Air Throw on Chipp or just plain anti-air combo him.<br />
*As a throw, the opponent can't burst on hit.<br />
}}<br />
<br />
===<big>Resshou</big>===<br />
{{InputBadge|{{clr|3|236S}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 5<br />
|recovery = 10<br />
}}<br />
The starter of Chipp's rekka series.<br />
<br />
Very useful as a blockstring ender since it only leaves Chipp at -1, which is a non-issue if your opponent doesn't instant block. Even while he's minus, Chipp's pokes (such as {{clr|3|2S}} or {{clr|K|5K}}) will generally be faster than what the opponent has to offer at the distance he is left at after using the rekka, and you can use {{clr|P|6P}} to counterpoke certain abare options. You can alternatively follow up with {{MMC|input=236S > 236S|label=Rokusai}} for a risky frametrap that is high reward on counter hit.<br />
*Has special hitstun that makes it +2 on standing hit, +3 on crouching hit. <br />
*Combos into {{clr|2|5K}} on counter hit<br />
*links into {{clr|1|5P}} or even {{clr|3|c.S}} on airborne hit (for example after {{clr|5|2D}})<br />
}}<br />
<br />
===<big>Rokusai</big>===<br />
{{InputBadge|Resshou > {{clr|3|236S}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236S > 236S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 1<br />
|recovery = 25<br />
}}<br />
Second hit of Chipp's Rekka Series <br />
<br />
Hits low. Very useful if used slightly delayed after the first rekka as a frame trap. Slightly unsafe on block and punishable at most spacings, it's better when followed up by a Roman Cancel for combos or to continue pressure. Chipp can get away with it on block after conditioning opponents to respect followups however.<br />
*Special hitstun makes it only -3 on hit<br />
*Staggers on counter hit<br />
}}<br />
<br />
===<big>Senshuu</big>===<br />
{{InputBadge|Resshou > {{clr|2|236K}}\Rokusai > {{clr|2|236K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236S > 236K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 25<br />
|active = 6<br />
|recovery = 10<br />
|specialRecovery = 12<br />
}}<br />
Possible as a second or last hit of Chipp's rekka series.<br />
<br />
Hits overhead and launches on normal hit, which can be followed up into a combo. While it's rewarding to land, it has very slow and reactable startup and it's punishable on block. When blocked, Chipp is in crouching counterhit recovery, allowing most opponents to start their most damaging combos. Use sparingly or only with 50 tension to make it safe.<br />
}}<br />
<br />
===<big>Shinkirou</big>===<br />
{{InputBadge|{{clr|4|623H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=623H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 16<br />
|active = 12<br />
|recovery = 16<br />
}}<br />
Can be used Stand-alone or during Chipp's Rekka series (but not after {{clr|2|236K}})<br />
<br />
Has relatively little use outside of {{tt|combos|{{clr|5|2D}} > {{clr|3|236S}} > {{clr|H|623H}}}} or as a risky frametrap after Rokusai (can be punished by airthrow on block). Little reward on grounded hit, knocks back the opponent on counter hit, but does wall stick the opponent in the corner if they are hit airborne.<br />
<br />
On whiff or block, Chipp has access to full air options and movement.<br />
}}<br />
<br />
===<big>Shuriken</big>===<br />
{{InputBadge|{{clr|1|j.214P}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=j.214P Slow,j.214P Fast|versioned=input<br />
|description=<br />
Chip throws a shuriken in a 45 degree angle towards the ground. Alternates between a slow and a fast version, with the slow version coming first.<br />
<br />
Mostly used for pressure and to cover your approach. Especially useful against characters that have a hard time avoiding it, such as Potemkin.<br />
<br />
;Fast Version<br />
Has quick startup for a projectile.<br />
<br />
Does not alter Chipp's momentum, making fast Shuriken more suited for ascending jumps to make it travel further. Can be used as a pressure reset option from an instant air dash.<br />
----<br />
;Slow Version<br />
Completely halts Chipp's air momentum during the throw and has very long recovery. Can stop opponents from approaching due to covering a good angle for a good duration, however it has rather slow startup at 23 frames.<br />
<br />
An interesting setup for the slow version is to use it after a low altitude {{clr|5|j.D}} combo ender for okizeme. Cancel the {{clr|5|j.D}} into slow shuriken, land, and continue pressure on a waking up opponent, who now has to block the meaty shuriken.<br />
}}<br />
<br />
===<big>Wall Cling</big>===<br />
{{InputBadge|Near Wall > 64}}<br />
{{GGXRD-R2 Move Card<br />
|input=Wall Cling > 8,Wall Cling > 6,Wall Cling > 4|versioned=name<br />
|description=<br />
Many special moves that leave chipp airborne can be cancelled into the wall cling, such as Genrouzan ({{clr|3|63214S}}), air Alpha Blade ({{clr|1|j.236P}}) or 22{{clr|3|S}}/{{clr|H|H}} teleports. Wall cling does have a minimum height requirement. TK {{clr|1|j.236P}} will not allow Chipp to wall cling afterward, but when used in air extensions it will.<br />
<br />
The wall cling generally is used for corner Okizeme as well as runaway tactics. When used on its own from a regular jump Chipp retains all prior air options (double/triple jump, airdash), but when used from 22{{clr|3|S}}/{{clr|H|H}} the teleports must be jump installed prior in order to retain air options.<br />
<br />
;9 Jump<br />
* Chipp jumps up off the wall. Can be used as a corner escape but is rather committal on defense due to needing time or space to jump out<br />
----<br />
;6 jump<br />
* Chipps traditional walldive. A low, steep angle makes this difficult to use defensively, and is therefore usually used in his okizeme game<br />
----<br />
;4<br />
* Chipp detaches from the wall and will fall down provided no additional actions are inputted. The core of Chipp's corner okizeme game that, when combined with his {{MMC|input=j.H|label=j.H}} gives Chipp access to unreactable left/right and high/low mixups<br />
----<br />
;8/2<br />
* Moves Chipp higher or lower on the wall. Largely used to reposition or to stall<br />
}}<br />
<br />
==Wall Cling Moves==<br />
==={{clr|1|w.P}}===<br />
{{InputBadge|{{clr|1|P}} during Wall Cling}}<br />
{{GGXRD-R2 Move Card<br />
|input=Wall Cling > P<br />
|description=<br />
Chipp performs Alpha Blade down diagonally away from the wall. When used in the corner will launch opponents in the direction Chipp is facing. Can be used as a knockdown tool from shorter Jump Install combos against non-lightweights. Essential for damage and ending combos in knockdowns but does put them back midscreen (though with ample time to set up okizeme)<br />
}}<br />
<br />
==={{clr|2|w.K}}===<br />
{{InputBadge|{{clr|2|K}} during Wall Cling}}<br />
{{GGXRD-R2 Move Card<br />
|input=Wall Cling > K<br />
|description=<br />
Chipp throws a kunai down diagonally away from the wall.<br />
<br />
The Kunais are a very good keepaway tool while wall clinging, and will force your opponent to either wait or jump at you, which will both give you time to let go off the wall and respond in whatever way is necessary.<br />
}}<br />
<br />
==={{clr|3|w.S}}===<br />
{{InputBadge|{{clr|3|S}} during Wall Cling}}<br />
{{GGXRD-R2 Move Card<br />
|input=Wall Cling > S<br />
|description=<br />
Chipp leaps down from the wall grabbing his opponent on the ground. This move whiffs on airborne opponents<br />
<br />
Situational tool for catching a blocking opponent. Another layer to Chipp's pressure.<br />
*Always reaches the same spot near the corner no matter how high Chipp is on the wall.<br />
}}<br />
<br />
==={{clr|4|w.H}}===<br />
{{InputBadge|{{clr|4|H}} during Wall Cling}}<br />
{{GGXRD-R2 Move Card<br />
|input=Wall Cling > H<br />
|description=<br />
Chipp leaps away from the wall grabbing his opponent in the air. This move whiffs on grounded opponents.<br />
<br />
Can be used to catch opponents trying to tech out of corner combos.<br />
}}<br />
<br />
==Overdrives==<br />
===<big>Zansei Rouga</big>===<br />
{{InputBadge|{{clr|4|632146H}}\{{clr|5|632146D}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=632146H<br />
|description=<br />
A fullscreen invulnerable super.<br />
<br />
Chipp can combo into it from {{clr|4|6H}}, but is generally used as a wakeup reversal or to callout a high recovery whiff or projectile and punish from fullscreen.<br />
<br />
Can be YRCed during startup (before superflash) and it only uses 25% tension. This makes Burst ZR YRC a valid reversal strategy, as the Burst version is full invuln on frame 1, and YRCing it actually allows Chipp to keep his burst. Make sure you don't try to do this against very active attacks however, as Chipp will still get hit. It is also particularly use after {{clr|1|6P}} counter hit > {{clr|4|6H}} to kill if the opponent is low on life since supers cannot be bursted or after a successful blitz shield, since supers cannot be reverse-blitzed.<br />
<br />
While not the most practical, it can be used for a gimmicky crossup on most knockdowns. Arguably more powerful near the corner as the opponent may have a bit less time to react.<br />
}}<br />
<br />
===<big>Banki Mesai</big>===<br />
{{InputBadge|{{clr|2|236236K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236236K<br />
|description=<br />
Chipp rushes forward to deliver a huge series of attacks.<br />
<br />
The most common use for this move is to combo into it to kill your opponent if they still have burst and are low HP, such as after a {{clr|H|5H}} hit or high Wall Alpha Blade combo. It also has minor use as a longer range reversal on wakeup in situations where Beta Blade would not reach.<br />
<br />
While it builds a huge amount of RISC gauge, it is very unsafe move on block. Additionally, since the opponent can block with faultless defense to make most of your hits whiff it gives them even more time to punish.<br />
*True startup depends on distance as chipp needs to travel to the opponent's location.<br />
*The two Beta Blades at the end will only trigger when the move actually hits.<br />
}}<br />
<br />
===<big>Ryuu Yanagi</big>===<br />
{{InputBadge|{{clr|2|j.214214K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=j.214214K<br />
|description=<br />
Chipp completely halts his air momentum and throws a few volleys of kunai towards the ground in a wide arc.<br />
<br />
Since it travels slowly and Chipp retains all air options after using it, its a potent okizeme option that can offer different 50/50's that are obscured by the kunai sparks. Use with caution as all Kunai will disappear if Chipp is hit.<br />
<br />
On hit, it causes ground bounce and knockdown, depending on how it hits the opponent, which turns it into a good air combo finisher. On the ground, the combo can be followed up with {{clr|S|S}} > {{clr|H|5H}} > {{clr|2|236236K}} for a high damage, high number of hits 100% tension unburstable combo to guts crush a low life opponent at the end of a round. Of course, it's a bad choice if it won't kill since it fills up the opponent's Burst and costs all your tension.<br />
}}<br />
<br />
==Instant Kill==<br />
===<big>Raisetsudan</big>===<br />
{{InputBadge|During IK Mode: {{clr|4|236236H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236236H |type=instantkill<br />
|description=<br />
Uses the animation of his Resshou.<br />
<br />
Chipp's Instant Kill activation has extremely long startup. An instant kill will not be guaranteed even if the opponent is dizzy.<br />
<br />
It can be used when the opponent is in Hellfire state however, during the last possible round thanks to the speed increase and slowdown granted by Gold IK mode.<br />
}}<br />
<br />
==Navigation==<br />
<center>{{Character Label|GGXRD-R2|Chipp Zanuff|42px}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:GGXRD-R2/Navigation}}</div>Sobosswagnerhttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Chipp_Zanuff&diff=365949GGXRD-R2/Chipp Zanuff2023-01-10T04:46:10Z<p>Sobosswagner: /* Shinkirou */ Added frame chart</p>
<hr />
<div>==Overview==<br />
{{Overview/navigation|okizeme=true}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4|height=1<br />
|header=Overview<br />
|content= Guilty Gear's dedicated pixie character with great mobility and paper-thin defense. Chipp has everything a speedy player could want: fast movement, a triple jump, teleports, and several special moves that let him careen around the stage and climb on the walls. His normals are also much faster for their range than most other characters, and he has a few powerhouses like {{clr|1|6P}}, {{clr|4|5H}}, and {{clr|5|j.D}} to supplement his raw speed.<br />
<br />
While he's without a doubt the nimblest character in Xrd, Chipp also has a strong pressure game: {{clr|3|c.S}} is a plus on block throw option select that is faster than many characters' jabs and frame traps into itself. Off of throw or another good knockdown, Chipp can often set up a jump-in mixup using {{clr|3|j.S}}, {{clr|4|j.H}}, or simply landing and going low. His aerial kunai super Ryuu Yanagi ({{MMC|input=j.214214K|label={{clr|2|j.214214K}}}}) makes those mixups even harder to block. Gamma Blade ({{MMC|input=41236H|label={{clr|4|41236H}}}}) is a large grounded projectile that is always plus on block and captures the opponent on hit, giving Chipp a free combo. Chipp also has Beta Blade ({{MMC|input=623S|label={{clr|3|623S}}}}), a two-hit, 4f meterless reversal that lets him challenge mixups and pressure.<br />
<br />
Turning a combo into setplay and mixups is not always feasible, however, and Chipp must often choose between a moderate damage combo and a reset to neutral or a much less damaging combo with continued okizeme. Chipp's many tools give him many options in neutral, but using them to safely control his opponent requires a lot of matchup knowledge and choosing the wrong option can be very punishing: if Chipp eats a single bad counter hit, he's liable to lose half his health bar or more.<br />
<br />
If you want to live fast, die hard, and have every tool in the box at your fingertips, Chipp is the character for you.<br />
}}<br />
{{GGXRD-R2/Infobox<br />
| fastestAttack = [[#5P|5P]](3F) (Whiffs on crouch) <br/> [[#2P|2P]](4F) <br/> [[#c.S|c.S]](4F)<br />
| reversal = [[#Beta Blade|623S]] (5F)<br />
}}<br />
{{ProsAndCons<br />
|intro= has every tool you could ever want and enough mobility options to treat the screen like a jungle gym - but he hurts more than anyone else when he makes a mistake.<br />
|pros=<br />
*'''Speedster''': Between a triple jump, the fastest runspeed in the game, teleports, and the ability to cling to walls and dash off them, Chipp is easily the most mobile character in the game. He can utilize his extreme speed to both whiff punish and escape scary situations better than many other characters in the cast.<br />
*'''Powerful Mixups''': Chipp has tons of ways to open people up, including {{MiniMoveCard|input=63214S|label= a command grab}} and a standing, unthrowable overhead with his {{MMC|input=6K|label={{clr|2|6K}}}}. In the corner, {{MiniMoveCard|input=Wall > 64 |label= Wall Cling}} setups and FDC {{clr|2|j.2K}} give Chipp incredible mixup options from knockdown.<br />
*'''Excellent Buttons:''' Fast startups paired with great hitboxes and recovery on many normals ({{MMC|input=6P|label={{clr|1|6P}}}}, {{MMC|input=5K|label={{clr|2|5K}}}},{{MMC|input=c.S|label={{clr|3|c.S}}}}, {{MMC|input=2S|label={{clr|3|2S}}}}, {{MMC|input=j.D|label={{clr|5|j.D}}}}) can make Chipp difficult to challenge as characters with weaker neutral or slower buttons.<br />
*'''Adaptable Toolbox:''' Chipp's speed and wide movelist allow him to approach situations however he pleases. He can play very defensively and offensively, as well as switch between the two as necessary. <br />
|cons=<br />
*'''High-Risk:''' Chipp takes the most damage out of any character by far, and has rather strict execution demands in order to be properly played. As such, making errors in execution isn't uncommon and the punishment for them is astronomical.<br />
*'''Lack of Easy Knockdowns:''' Scoring a knockdown usually needs combos with specific conditions such as being close to the opponent or hitting them crouching, or a short combo with low damage such as basic gatlings into {{MMC|input=2D|label=2D}}. Chipp often has to choose between doing good damage or earning a knockdown. <br />
*'''Okizeme Woes:''' Chipp's backdash is not well-fit for escaping okizeme, and he has the longest possible knockdown timer in the game.<br />
*'''Meter-hungry:''' Chipp's strongest options require meter investment, but his meter income is limited by the tension penalty inflicted by {{MMC|input=j.2K|label={{clr|K|j.2K FDC}}}}, his main mixup tool.<br />
}}<br />
</div><br />
===Unique Mechanics===<br />
{{card|width=4<br />
|header=Jump Installing<br />
|content=<br />
Normally, Chipp cannot jump or airdash after his {{clr|3|S}}/{{clr|4|H}} teleports, but this can be changed with a technique called jump installing.<br />
<br />
Jump installing is a long-standing <strike>bug</strike> feature of the Guilty Gear series that allows characters to fool the game into giving them air actions when they would not normally have them. Many moves in GGXrd will automatically jump install, but Chipp is notable both for having a move that does not auto-jump intall ({{clr|3|S}}/{{clr|4|H}} teleport) and relying on that move for combos quite a lot. '''Jump installing is NOT unique to Chipp - he just does it more than anyone else.'''<br />
<br />
For more information on jump installing, see [[GGXRD-R2/Movement#Jump_Install|this page]].<br />
}}<br />
{{FrameChartKey}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 1<br />
|recovery = 8<br />
}}<br />
A high and very fast standing jab.<br />
<br />
Chipp's fastest normal and one of the fastest jabs in the game. Mostly used in juggle combos after {{clr|5|2D}} > {{clr|3|236S}}. Whiffs against crouching opponents except for Potemkin, Bedman and Haehyun. Also sees use as an emergency anti-air because of its upwards angle and quick startup, but is very bad when it trades<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 5<br />
|recovery = 8<br />
}}<br />
A fast standing kick with great range for its speed.<br />
<br />
An all around essential move for Chipp thanks to its versatility. Its great hitbox that is disjointed on startup allows it to beat many otherwise problematic normals that would outrange Chipp. Its wide variety of gatling options makes it a strong pressure starter as well. On hit, it can easily hit confirm due to being able to gatling into itself.<br />
*Gatlings into 2P, 6P, 2K are delayed.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=c.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 2<br />
|recovery = 10<br />
}}<br />
Extremely fast for a {{clr|3|c.S}} and offers frame advantage on block while being rewarding on hit, making it useful for starting pressure, confirming hits and creating burst safe points in combos<br />
<br />
Very useful for frame traps; it's plus frames on block and incredible startup speed allow {{clr|3|c.S}}>{{clr|3|c.S}} to be a frametrap sequence. On normal hit, it can link into {{clr|1|5P}} against standing opponents and {{clr|S|c.S}} on crouching opponents to make hit confirming out of stagger pressure possible. On counter hit, it's possible for chip to link another {{clr|3|c.S}} to confirm into combos. Thanks to its versatile gatling tree, it's also essential for knockdown combos via {{clr|P|6P}} and {{clr|D|2D}}. It is also Chipp's only normal that can gatling into {{clr|2|6K}} for overhead mixups. <br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=f.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 2<br />
|recovery = 18<br />
}}<br />
Chipp quickly takes a large step forward, giving {{clr|S|f.S}} much further reach than the hitbox suggests.<br />
<br />
Thanks to its excellent range and speed, {{clr|S|f.S}} is very good for footsies and after dash-ins. Is essentially the higher recovery, higher-hitting brother of {{clr|S|2S}}. <br />
<br />
While it can be great in neutral and for approaching, it's not without fault - its high hitbox loses or completely whiffs against low profiles, such as Sol's {{clr|5|2D}}. It also has no way to gatling into {{clr|5|2D}}, so committing to an {{clr|3|f.S}} usually means forfeiting knockdown.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 7<br />
|recovery = 16<br />
}}<br />
Mostly a combo-tool and blockstring ender (canceled into {{MMC|input=236S|label=rekka}}, teleport or jump/{{keyword|IAD}} Fast Shuriken)<br />
<br />
Not very useful as a poke due to its long startup relative to Chipp's other normals. While it is not disjointed at all, it can be used as a makeshift anti-air in very specific situations, such as against Venom's Mad Struggle, since a trade will be greatly in Chipp's favor. <br />
<br />
On counter hit however, the move's potency opens up - it can link into {{clr|D|2D}}, or go into a combo via {{clr|D|5D}}. On air counter hit, Chipp can dash and get a full air combo. These properties make {{clr|H|5H}} a strong haymaker on read or against predictable opponents.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|5|5D}}<br />
}}<br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 27<br />
|active = 4<br />
|recovery = 9<br />
}}<br />
Agonizingly slow startup for a Chipp move.<br />
<br />
Chipp's {{clr|5|5D}} is one of the longest reaching in the game, but he might need some creativity to follow up midscreen from far away with the air homing jump combo (airdash during homing jump etc.). On homing dash however, the combo combo gives nearly full corner carry (sometimes can give full) with a solid knockdown to boot. His {{clr|5|5D}} is also one of the few which is plus on block thanks to its low recovery.<br />
<br />
While it's highly rewarding on hit, the slow startup makes it fairly difficult to land against opponents that are paying attention to Chipp's pressure. {{clr|K|6K}}, Command grab, or teleport mixups are generally preferrable to open opponents up.<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 3<br />
|recovery = 25<br />
}}<br />
One of the most invulnerable 6Ps in the game and an essential part of Chipp's toolkit in many matchups.<br />
<br />
Used as an antiair, a counterpoke against many mid-hitting moves, combo filler, and pressure vs characters who like to {{keyword|abare}} with mid to high hitting moves. Upper body invuln starts at frame 1, making it great on reaction against moves that it can beat. While it is very unsafe on block by itself, it can safely gatling into a wide variety of other normals to continue pressure. <br />
<br />
Where the risk of using {{clr|P|6P}} lies is that it is horribly unsafe on whiff due to its extremely long total duration of 36 frames. It can be safer to attempt to anti air with {{clr|H|2H}} if you suspect the opponent is trying to bait {{clr|P|6P}}.<br />
*Combos into {{clr|H|6H}} on counter hit<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|6K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 19<br />
|active = 5<br />
|recovery = 5<br />
|specialRecovery = 3<br />
}}<br />
Chipp's other standing overhead normal.<br />
<br />
While it is fast, it is rather risky for its reward. As its not special cancellable comboing off of this only works as a meaty and against crouching opponents, or with a Roman Cancel. It should not be used point blank, as opponents can easily ground throw you after the hit or on block. In addition to the risk of being thrown on hit, should the opponent choose to contest it by mashing, they can score a highly damaging counter hit juggle combo.<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 6<br />
|recovery = 15<br />
}}<br />
Huge button with great reach thanks to a large hitbox and big forward step.<br />
<br />
Mostly used as a frametrap to catch delay or fuzzy jumps, and as a tech trap in certain okizeme situations. it can also be used as a haymaker in neutral. High damage starter and great in juggles since it offers a combo afterwards (run up {{clr|3|c.S}} or {{clr|1|5P}} into air combo. Against Standing opponents, {{clr|H|6H}} combos into grounded Alpha Blade, and depending on the range, into a {{keyword|TK}} Alpha Blade. On air hit in the corner, it leads into Blitz Attack loops.<br />
*Causes stagger on ground hit.<br />
*Causes ground bounce on air hit.<br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 2<br />
|recovery = 7<br />
}}<br />
A very fast crouching jab that is plus on block. <br />
<br />
Great for stagger pressure and tick throws due to its low blockstun from being attack level 0. Its speed also makes it good {{keyword|abare}} option in scramble situations. Is also relatively burst safe for combos: {{clr|1|2P}} > {{clr|1|2P}} > {{clr|3|c.S}}...<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 7<br />
}}<br />
Chipp's fastest low attack. A common starter for strings and great for mixups.<br />
<br />
Its self-gatling option for consecutive lows is useful to keep opponents crouching or catch them while they attempt to fuzzy jump. 2K Gatling into 6H is also useful to punish fuzzy (delay) jumpers and one way to punish excessive use of FD.<br />
<br />
Unfortunately, it has very poor range, making it somewhat hard to use for okizeme. It has a high risk of getting thrown, can't catch backdashes, and has short active frames.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 4<br />
|recovery = 11<br />
}}<br />
An essential button to use when approaching or to stuff the opponent's moves.<br />
<br />
Like {{clr|S|f.S}}, the range is greater than the hitbox implies due to the large forward step Chipp takes. Will connect against the opponent's low profile options where {{clr|S|f.S}} would whiff, and with significantly less recovery, but will whiff against some airborne opponents that {{clr|S|f.S}} would hit. Staggers on counter-hit, making it a good option as a dash-in attack and for frame traps.<br />
*Chipp's hurtbox is extended forward before the attack becomes active.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 9<br />
|recovery = 18<br />
}}<br />
Great anti-air with tall reach and high reward,<br />
<br />
Works well as an anti-air because of the high vertical range (hits them early) and the added reliability in trades (high attack level and good counter hit property), less so because of its actual hit box, which is rather poor. Followup combos are generally only possible on counter hit or by cancelling into {{clr|3|22S}} teleport<br />
<br />
When it is used at the end of a block-string or stand-alone, it should be cancelled into {{clr|1|22P}} or delay cancelled into {{clr|5|2D}} to make it safe.<br />
*Floats opponent on normal hit.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|2|6K}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 2<br />
|recovery = 17<br />
}}<br />
A Fast sweep with very long range.<br />
<br />
An extremely important tool for Chipp's ground game as it's his primary way of scoring knockdowns for okizeme. It is also an excellent combo tool via {{clr|3|236S}}, which also serves as a very useful block string. In neutral, 2D is great at stuffing the opponent's dashes. It can also evade some other lows that have thin, close to the ground hitboxes (Ky {{clr|D|2D}} and {{clr|K|2K}} for example) since Chipp's hurtbox pulls upward slightly during the active frames.<br />
*{{clr|5|2D}} > {{clr|1|22P}} > link {{clr|5|2D}} can be useful against people expecting {{clr|5|2D}} > {{clr|3|236S}}<br />
*{{clr|5|2D}} > {{clr|3|236S}} > {{clr|4|623H}} is a very strong combo starter in the corner leading to good damage and knockdown, making {{clr|5|2D}} as a poking tool even more important<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 4<br />
}}<br />
A very fast air jab, mostly used as combo filler or as a low commitment and burst-safe air-to-air button.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 8<br />
|recovery = 8<br />
}}<br />
A two-hitting air normal.<br />
<br />
The first hit has a great upwards-angle and is very useful as an air-to-air, while the second hit pulls the enemy downwards, which is used mostly in specific knockdown combos. Chipp can cancel {{clr|K|j.K}}(1) into itself several times to avoid activating the second hit, which is mostly used for guts crushing low health opponents in air combos.<br />
<br />
Be careful - should the first hit of {{clr|2|j.K}} whiff, the second hit will activate regardless, which means that if you fail your air-to-air attempt, you might not be able to act for a while due to the long total duration of the move.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.2K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.2K<br />
|description=<br />
A downward air kick that alters Chipp's flight path, slowing down his horizontal acceleration.<br />
<br />
Mostly used for Chipp's FDC ({{tt|faultless defense cancel|j.1[{{clr|2|K}}]~[{{clr|3|S}}]}}), input. Multi-hit and attack level 0 make this a decent but risky okizeme tool; For example in the corner, you can use it low enough to have only one hit connect, then immediately link a {{clr|2|2K}}, which is a hard to block setup, especially when the opponent usually expects a 2-hit {{clr|4|j.H}}. This setup is risky however because it can easily be backdashed out of.<br />
<br />
{{clr|2|j.2K}} is also weak against Faultless defense: if the first two hits make contact with the opponent's FD, you will be pushed back so much that the last hit of {{clr|2|j.K}} might whiff, which means your opponent will recover before you and will throw you.<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 10<br />
|recovery = 18<br />
}}<br />
An air normal that alters Chipp's momentum and has a very wide hitbox.<br />
<br />
Slightly bounces Chipp upwards when used, which can be both a {{tt|blessing|It can bounce you our of the range of an opponent's move and allow you to punish}} and a {{tt|curse|The momentum shift can cause the move to whiff completely}}. While almost exclusively as combo filler, it has some {{tt|applications in blockstrings|iad {{clr|2|j.K}}(1),{{clr|2|j.K}}(1),{{clr|3|j.S}},{{clr|H|j.H}}(2), land...}} and Okizeme, such as an {{keyword|IAD}} high/low mixup after air alpha blade, after {{clr|H|H}} teleport, or in the corner. <br />
<br />
While the width of the hitbox makes it great as a crossup, it is hard to use it for that purpose against grounded opponents due to the air bounce property.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|4|j.H}}<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 12<br />
|recovery = 29<br />
}}<br />
A highly evasive air normal with great hitboxes.<br />
<br />
Chipp's jump-in of choice. Hits overhead twice, dodges and beats a lot of antiair attempts while active due to the way Chipp's hitbox moves around, all while being disjointed. Additionally, it's an excellent crossup button for Chipp's various jump and teleport mixups.<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 8<br />
|recovery = 19<br />
|specialRecovery = 5<br />
}}<br />
Very fast and extremely disjointed jumping kick. All around essential move in many matchups.<br />
<br />
Useful for punishing air throw attempts or as an anti-anti air while also frequently beating other air to air attempts. Just as useful in combos, since it causes plummet / knockdown midscreen and wall bounce in the corner.<br />
<br />
Since it has some extra landing recovery, be careful when using it from too high up in the air - if the opponent instant blocks, you can get thrown when you land.<br />
*Long floor slide on ground counter hit, very short floor slide on air counter hit<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Ground Throw<br />
|description=<br />
Chipp has a shorter throw range than many other characters. On successful throw, he can OTG combo with fast moves that hit low to the ground such as {{clr|2|2K}}<br />
<br />
Causes a moderate knockdown to the opponent, giving you enough time for okizeme such as jump forward, FDC, {{clr|4|j.H}}(crossup), continue pressure or combo. Unfortunately does not reliably lead into strong mixups without meter, but with meter, allows you to do {{keyword|TK}} {{MMC|input=j.214214K|label=Ryu Yanagi}} setups<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Air Throw<br />
|description=<br />
Causes very long knockdown, giving you a lot of time for either [{{MMC|input=214K|label=invisibility}} > meaty {{clr|2|2K}}] or simply FDC okizeme.<br />
<br />
Can also be Roman Cancelled and followed up with a {{clr|4|6H}} > dash {{clr|1|5P}} > air combo for good damage.<br />
}}<br />
<br />
===<big>Dead Angle Attack</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=DAA<br />
|description=<br />
Long invuln time dead angle. Uses the same animation as {{clr|H|5H}}, giving it pretty good horizontal reach.<br />
*Causes wall bounce on counter hit<br />
}}<br />
<br />
===<big>Blitz Attack</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Blitz,[Blitz]|versioned=name<br />
|description=<br />
Standard Blitz attack that does not strike as far as the animation suggests.<br />
<br />
Offensively, Chipp can use his blitz attack in the corner to perform {{clr|4|6H}} > Blitz attack loops anytime he can combo into air hit {{clr|4|6H}} by jump cancelling the recovery of {{clr|4|6H}} and cancelling the jump startup with blitz.<br />
<br />
The input is {{clr|4|6H}} > 8~[5{{clr|S|S}}+{{clr|H|H}}]. Such combos do very high, meter-efficient damage and drain burst gauge, making them indispensable for serious Chipp players. If timed very carefully with a slight delay , it can even be made a burst safe point (the blitz shield would reject a burst activated during {{clr|4|6H}} hitstop) while still being a true combo. <br />
}}<br />
<br />
==Special Moves==<br />
===<big>Alpha Blade</big>===<br />
{{InputBadge|{{clr|1|236P}} (Air OK)}}<br />
{{GGXRD-R2 Move Card<br />
|input=236P,j.236P,236P > H|versioned=input<br />
|description=<br />
Alpha Blade is a strong move that has myriad uses on defense, as it is a long-range, low-profile slide. It is an excellent choice to escape the corner from many different elements of pressure.<br />
<br />
Chipp's collision box is removed during the travel distance, allowing Chipp to move through the opponent and crossup with the move's active frames.<br />
<br />
;Grounded version ({{clr|P|236P}})<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 15<br />
|recovery = 32<br />
}}<br />
Being that the low profile is one of the main attributes, it can also be used to go under most projectiles or ranged pokes. During parts of the move, Chipp is actually considered airborne and can go over some moves that have thin, low to the ground hitboxes such as {{MMC|input=236S|chara=Potemkin|label=Slidehead|hitboxMode=true|imageNumber=2}}. While it is excellent for escaping pressure, it carries some risks: it is very minus on block, so characters that can move quickly or have long reaching moves can reliably punish Chipp unless he cancels into Alpha Plus, which can have its own issues.<br />
<br />
On normal hit, Alpha Blade launches the opponent, but Chipp generally cannot follow up into any additional damage without spending meter. On counter hit, he can cancel into Alpha Plus or burn meter for a strong combo.<br />
<br />
In combos, ground Alpha Blade will generally only combo out of {{clr|4|6H}} or {{clr|4|5H}}. It can also conditionally combo from {{clr|4|5H}} if Chipp are relatively close to the opponent or if you hit them while they are crouching. {{clr|5|2D}} > Ground Alpha Blade works against lightweights, but is rarely used for anything useful.<br />
----<br />
;Air version ({{clr|P|j.236P}})<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 14<br />
|specialRecovery = 18<br />
}}<br />
Air alpha blade is similar to the grounded version but it is faster, safer, and has a larger hitbox. Unlike the grounded version, using an Air Alpha Blade very close to the ground will allow for {{tt|meterless combos|Example: corner S > S > HS > {{clr|1|2369P}} (lowest possible height), land, S...}}, especially in the corner. <br />
<br />
In the corner, air Alpha Blade can also be cancelled into {{MMC|input=Wall > 64|label=Wall Cling}}. However, if you do not perform any other actions after the wall cling, there will be a special, relatively long landing animation when you land.<br />
*Listed Frame Advantage for Air Alpha Blade is on lowest height<br />
----<br />
;Alpha Plus ({{clr|P|236P}} > {{clr|H|H}})<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 12<br />
|recovery = 18<br />
}}<br />
On normal block, there is a minimum 6F gap between Alpha Blade and Alpha Plus , making this move risky on block at any range in any matchup. On top of that, Alpha Plus itself is punishable on block, so it's generally only used to hit confirm a raw Alpha Blade.<br />
}}<br />
<br />
===<big>Beta Blade</big>===<br />
{{InputBadge|{{clr|3|623S}} (Air OK)}}<br />
{{GGXRD-R2 Move Card<br />
|input=623S,j.623S|versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 22<br />
|recovery = 16<br />
|specialRecovery = 10<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 18<br />
|specialRecovery = 5<br />
}}<br />
An incredibly fast {{keyword|DP}}. <br />
<br />
Mostly only used as a reversal option or as an ender for air combos. If the first hit is Roman Cancelled, Chipp will remain standing on the ground, which will either allow him to followup up the hit with a {{clr|4|6H}}, or to start pressure in case Beta Blade is blocked.<br />
*The first hit of the ground version gives a hard knockdown (which rarely matters since the second hit will allow the opponent to tech)<br />
*Chipp loses Throw invulnerability as soon as he becomes airborne.<br />
}}<br />
<br />
===<big>Gamma Blade</big>===<br />
{{InputBadge|{{clr|4|41236H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=41236H<br />
|description=<br />
A grounded projectile that traps the opponent in place on hit. Unlike most special moves, Gamma Blade can '''NOT''' be cancelled into from normals.<br />
<br />
A very important move for many of Chipp's matchups. While it has slow startup, it is plus on block and highly rewarding on hit as it places the opponent in an airborne state where they cannot burst while trapped, allowing for damaging juggle combos. Gamma Blade also has one of the highest projectile clash levels in the game - it will erase most projectiles it comes into contact with and continue traveling forward, making it an excellent tool for calling out careless zoning attempts.<br />
<br />
Although it is potent and rewarding both on hit and block, its slow startup and very long total duration make it a very risky move to throw out in neutral without YRC available.<br />
*Always +5 on block, no matter how late it hits, since Chipp has a set recovery if it makes contact with the opponent<br />
*Deals full damage as an OTG hit and still causes the trap effect (although all followup hits will suffer from OTG damage reduction).<br />
}}<br />
<br />
===<big>Tsuyoshishiki Meisei</big>===<br />
{{InputBadge|{{clr|2|214K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=214K<br />
|description=<br />
A cheeky "install" type move that will make Chipp flash from invisible to visible for approximately 8 seconds.<br />
<br />
Mostly used to create extra ambiguity's for Chipp's various mixup options as it's much harder to see what he's doing thanks to the "smoky" effect and flashing from visible to invisible. Entering invisiblity is generally only safe to do after knockdowns (especially during a high wall Alpha Blade knockdown as it will allow him to also still be able to meaty) or during corner dust combos as it has significant recovery. The effect will end prematurely if Chipp blocks an attack or gets hit.<br />
<br />
*Unlike most specials, can '''NOT''' be cancelled into from normals.<br />
*Chipp changes visibility about every second<br />
}}<br />
<br />
===<big>Tsuyoshishiki Ten'i</big>===<br />
{{InputBadge|22{{clr|1|P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=22P,22K,22S/H|versioned=input<br />
|description=<br />
Chipp teleports at various locations on the screen based on the input. Each teleport has minor strike invulnerability and is a core tool of Chipp's neutral and mixup game.<br />
<br />
;{{clr|P|22P}} (In Place)<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 21<br />
}}<br />
Very good when used either in neutral and blockstrings as a bait to fake out {{clr|2|22K}} or {{clr|4|22H}} teleports, keeping your opponent on edge.<br />
----<br />
;{{clr|2|22K}} (Forward)<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 30<br />
}}<br />
The highest recovery of Chipp's teleports. It is a strong strategy to cancel the recovery of {{clr|2|22K}} teleport with YRC, circumventing the long recovery flaw while rapidly closing distance. Additionally, the added slowdown should give you enough time to start a combo, apply pressure, or go for an a throw.<br />
----<br />
;{{clr|3|22S}}/{{clr|4|22H}} (Airborne, in Front/Behind opponent)<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 20<br />
}}<br />
Both versions are a great combo tool after a {{clr|4|2H}} hit. {{clr|S|S}} version Will maintain dash momentum; for this reason, it has some use as a jump in, particularly for certain mixups options.<br />
<br />
Both the airborne teleports are useful approach tools; they cause Chipp to fall a set distance towards the side opposite the one Chipp appears on (thus towards the opponent), the only exception being if {{clr|4|22H}} is used in reach of wallcling ({{clr|4|22H}} teleport can be cancelled into wall cling, manually or by holding {{clr|H|H}}). In this instance, Chipp falls straight downward. <br />
<br />
Because Chipp falls slightly forward, this means when {{clr|4|22H}} teleport is used at a long range, Chipp will fall onto to the other side of the opponent from where he appears, rather than behind as usual, enabling crossups. This affects certain corner oki setups, but the forward momentum can be stopped using a delayed FDC or just raw {{clr|K|j.2K}}.<br />
*If used predictably, all teleport options can be heavily punished due to their long recoveries<br />
*Can install an airdash (super jump install) to air versions in neutral with a fast 228 input<br />
*If landing recovery from a jump is cancelled into an air teleport, Chipp can use whatever air options he would have had left.<br />
}}<br />
<br />
===<big>Genrouzan</big>===<br />
{{InputBadge|{{clr|3|63214S}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=63214S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 27<br />
|active = 11<br />
|recovery = 12<br />
}}<br />
A slow but highly rewarding command grab.<br />
<br />
Useful to open up opponents who have been conditioned to block various frametraps or stagger pressure. Causes a very long knockdown midscreen, giving Chipp enough time to set up {{MMC|chara=Chipp Zanuff|input=214K|label=invisibility}} and go into a meaty or a 3-way mixup. In the corner, Chipp can cancel into Wall Cling after the hit to go into highly damaging meterless combos that maintain a knockdown for further okizeme and pressure.<br />
<br />
While the initial startup is strike invuln, Chipp is airborne for 16 frames before it becomes active, allowing opponents that are looking out for it to score an Air Throw on Chipp or just plain anti-air combo him.<br />
*As a throw, the opponent can't burst on hit.<br />
}}<br />
<br />
===<big>Resshou</big>===<br />
{{InputBadge|{{clr|3|236S}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 5<br />
|recovery = 10<br />
}}<br />
The starter of Chipp's rekka series.<br />
<br />
Very useful as a blockstring ender since it only leaves Chipp at -1, which is a non-issue if your opponent doesn't instant block. Even while he's minus, Chipp's pokes (such as {{clr|3|2S}} or {{clr|K|5K}}) will generally be faster than what the opponent has to offer at the distance he is left at after using the rekka, and you can use {{clr|P|6P}} to counterpoke certain abare options. You can alternatively follow up with {{MMC|input=236S > 236S|label=Rokusai}} for a risky frametrap that is high reward on counter hit.<br />
*Has special hitstun that makes it +2 on standing hit, +3 on crouching hit. <br />
*Combos into {{clr|2|5K}} on counter hit<br />
*links into {{clr|1|5P}} or even {{clr|3|c.S}} on airborne hit (for example after {{clr|5|2D}})<br />
}}<br />
<br />
===<big>Rokusai</big>===<br />
{{InputBadge|Resshou > {{clr|3|236S}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236S > 236S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 1<br />
|recovery = 25<br />
}}<br />
Second hit of Chipp's Rekka Series <br />
<br />
Hits low. Very useful if used slightly delayed after the first rekka as a frame trap. Slightly unsafe on block and punishable at most spacings, it's better when followed up by a Roman Cancel for combos or to continue pressure. Chipp can get away with it on block after conditioning opponents to respect followups however.<br />
*Special hitstun makes it only -3 on hit<br />
*Staggers on counter hit<br />
}}<br />
<br />
===<big>Senshuu</big>===<br />
{{InputBadge|Resshou > {{clr|2|236K}}\Rokusai > {{clr|2|236K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236S > 236K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 25<br />
|active = 6<br />
|recovery = 10<br />
|specialRecovery = 12<br />
}}<br />
Possible as a second or last hit of Chipp's rekka series.<br />
<br />
Hits overhead and launches on normal hit, which can be followed up into a combo. While it's rewarding to land, it has very slow and reactable startup and it's punishable on block. When blocked, Chipp is in crouching counterhit recovery, allowing most opponents to start their most damaging combos. Use sparingly or only with 50 tension to make it safe.<br />
}}<br />
<br />
===<big>Shinkirou</big>===<br />
{{InputBadge|{{clr|4|623H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=623H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 16<br />
|active = 12<br />
|recovery = 16<br />
}}<br />
Can be used Stand-alone or during Chipp's Rekka series (but not after {{clr|2|236K}})<br />
<br />
Has relatively little use outside of {{tt|combos|{{clr|5|2D}} > {{clr|3|236S}} > {{clr|H|623H}}}} or as a risky frametrap after Rokusai (can be punished by airthrow on block). Little reward on grounded hit, knocks back the opponent on counter hit, but does wall stick the opponent in the corner if they are hit airborne.<br />
<br />
On whiff or block, Chipp has access to full air options and movement.<br />
}}<br />
<br />
===<big>Shuriken</big>===<br />
{{InputBadge|{{clr|1|j.214P}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=j.214P Slow,j.214P Fast|versioned=input<br />
|description=<br />
Chip throws a shuriken in a 45 degree angle towards the ground. Alternates between a slow and a fast version, with the slow version coming first.<br />
<br />
Mostly used for pressure and to cover your approach. Especially useful against characters that have a hard time avoiding it, such as Potemkin.<br />
<br />
;Fast Version<br />
Has quick startup for a projectile.<br />
<br />
Does not alter Chipp's momentum, making fast Shuriken more suited for ascending jumps to make it travel further. Can be used as a pressure reset option from an instant air dash.<br />
----<br />
;Slow Version<br />
Completely halts Chipp's air momentum during the throw and has very long recovery. Can stop opponents from approaching due to covering a good angle for a good duration, however it has rather slow startup at 23 frames.<br />
<br />
An interesting setup for the slow version is to use it after a low altitude {{clr|5|j.D}} combo ender for okizeme. Cancel the {{clr|5|j.D}} into slow shuriken, land, and continue pressure on a waking up opponent, who now has to block the meaty shuriken.<br />
}}<br />
<br />
===<big>Wall Cling</big>===<br />
{{InputBadge|Near Wall > 64}}<br />
{{GGXRD-R2 Move Card<br />
|input=Wall Cling > 8,Wall Cling > 6,Wall Cling > 4|versioned=name<br />
|description=<br />
Many special moves that leave chipp airborne can be cancelled into the wall cling, such as Genrouzan ({{clr|3|63214S}}), air Alpha Blade ({{clr|1|j.236P}}) or 22{{clr|3|S}}/{{clr|H|H}} teleports. Wall cling does have a minimum height requirement. TK {{clr|1|j.236P}} will not allow Chipp to wall cling afterward, but when used in air extensions it will.<br />
<br />
The wall cling generally is used for corner Okizeme as well as runaway tactics. When used on its own from a regular jump Chipp retains all prior air options (double/triple jump, airdash), but when used from 22{{clr|3|S}}/{{clr|H|H}} the teleports must be jump installed prior in order to retain air options.<br />
<br />
;9 Jump<br />
* Chipp jumps up off the wall. Can be used as a corner escape but is rather committal on defense due to needing time or space to jump out<br />
----<br />
;6 jump<br />
* Chipps traditional walldive. A low, steep angle makes this difficult to use defensively, and is therefore usually used in his okizeme game<br />
----<br />
;4<br />
* Chipp detaches from the wall and will fall down provided no additional actions are inputted. The core of Chipp's corner okizeme game that, when combined with his {{MMC|input=j.H|label=j.H}} gives Chipp access to unreactable left/right and high/low mixups<br />
----<br />
;8/2<br />
* Moves Chipp higher or lower on the wall. Largely used to reposition or to stall<br />
}}<br />
<br />
==Wall Cling Moves==<br />
==={{clr|1|w.P}}===<br />
{{InputBadge|{{clr|1|P}} during Wall Cling}}<br />
{{GGXRD-R2 Move Card<br />
|input=Wall Cling > P<br />
|description=<br />
Chipp performs Alpha Blade down diagonally away from the wall. When used in the corner will launch opponents in the direction Chipp is facing. Can be used as a knockdown tool from shorter Jump Install combos against non-lightweights. Essential for damage and ending combos in knockdowns but does put them back midscreen (though with ample time to set up okizeme)<br />
}}<br />
<br />
==={{clr|2|w.K}}===<br />
{{InputBadge|{{clr|2|K}} during Wall Cling}}<br />
{{GGXRD-R2 Move Card<br />
|input=Wall Cling > K<br />
|description=<br />
Chipp throws a kunai down diagonally away from the wall.<br />
<br />
The Kunais are a very good keepaway tool while wall clinging, and will force your opponent to either wait or jump at you, which will both give you time to let go off the wall and respond in whatever way is necessary.<br />
}}<br />
<br />
==={{clr|3|w.S}}===<br />
{{InputBadge|{{clr|3|S}} during Wall Cling}}<br />
{{GGXRD-R2 Move Card<br />
|input=Wall Cling > S<br />
|description=<br />
Chipp leaps down from the wall grabbing his opponent on the ground. This move whiffs on airborne opponents<br />
<br />
Situational tool for catching a blocking opponent. Another layer to Chipp's pressure.<br />
*Always reaches the same spot near the corner no matter how high Chipp is on the wall.<br />
}}<br />
<br />
==={{clr|4|w.H}}===<br />
{{InputBadge|{{clr|4|H}} during Wall Cling}}<br />
{{GGXRD-R2 Move Card<br />
|input=Wall Cling > H<br />
|description=<br />
Chipp leaps away from the wall grabbing his opponent in the air. This move whiffs on grounded opponents.<br />
<br />
Can be used to catch opponents trying to tech out of corner combos.<br />
}}<br />
<br />
==Overdrives==<br />
===<big>Zansei Rouga</big>===<br />
{{InputBadge|{{clr|4|632146H}}\{{clr|5|632146D}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=632146H<br />
|description=<br />
A fullscreen invulnerable super.<br />
<br />
Chipp can combo into it from {{clr|4|6H}}, but is generally used as a wakeup reversal or to callout a high recovery whiff or projectile and punish from fullscreen.<br />
<br />
Can be YRCed during startup (before superflash) and it only uses 25% tension. This makes Burst ZR YRC a valid reversal strategy, as the Burst version is full invuln on frame 1, and YRCing it actually allows Chipp to keep his burst. Make sure you don't try to do this against very active attacks however, as Chipp will still get hit. It is also particularly use after {{clr|1|6P}} counter hit > {{clr|4|6H}} to kill if the opponent is low on life since supers cannot be bursted or after a successful blitz shield, since supers cannot be reverse-blitzed.<br />
<br />
While not the most practical, it can be used for a gimmicky crossup on most knockdowns. Arguably more powerful near the corner as the opponent may have a bit less time to react.<br />
}}<br />
<br />
===<big>Banki Mesai</big>===<br />
{{InputBadge|{{clr|2|236236K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236236K<br />
|description=<br />
Chipp rushes forward to deliver a huge series of attacks.<br />
<br />
The most common use for this move is to combo into it to kill your opponent if they still have burst and are low HP, such as after a {{clr|H|5H}} hit or high Wall Alpha Blade combo. It also has minor use as a longer range reversal on wakeup in situations where Beta Blade would not reach.<br />
<br />
While it builds a huge amount of RISC gauge, it is very unsafe move on block. Additionally, since the opponent can block with faultless defense to make most of your hits whiff it gives them even more time to punish.<br />
*True startup depends on distance as chipp needs to travel to the opponent's location.<br />
*The two Beta Blades at the end will only trigger when the move actually hits.<br />
}}<br />
<br />
===<big>Ryuu Yanagi</big>===<br />
{{InputBadge|{{clr|2|j.214214K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=j.214214K<br />
|description=<br />
Chipp completely halts his air momentum and throws a few volleys of kunai towards the ground in a wide arc.<br />
<br />
Since it travels slowly and Chipp retains all air options after using it, its a potent okizeme option that can offer different 50/50's that are obscured by the kunai sparks. Use with caution as all Kunai will disappear if Chipp is hit.<br />
<br />
On hit, it causes ground bounce and knockdown, depending on how it hits the opponent, which turns it into a good air combo finisher. On the ground, the combo can be followed up with {{clr|S|S}} > {{clr|H|5H}} > {{clr|2|236236K}} for a high damage, high number of hits 100% tension unburstable combo to guts crush a low life opponent at the end of a round. Of course, it's a bad choice if it won't kill since it fills up the opponent's Burst and costs all your tension.<br />
}}<br />
<br />
==Instant Kill==<br />
===<big>Raisetsudan</big>===<br />
{{InputBadge|During IK Mode: {{clr|4|236236H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236236H |type=instantkill<br />
|description=<br />
Uses the animation of his Resshou.<br />
<br />
Chipp's Instant Kill activation has extremely long startup. An instant kill will not be guaranteed even if the opponent is dizzy.<br />
<br />
It can be used when the opponent is in Hellfire state however, during the last possible round thanks to the speed increase and slowdown granted by Gold IK mode.<br />
}}<br />
<br />
==Navigation==<br />
<center>{{Character Label|GGXRD-R2|Chipp Zanuff|42px}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:GGXRD-R2/Navigation}}</div>Sobosswagnerhttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Chipp_Zanuff&diff=365947GGXRD-R2/Chipp Zanuff2023-01-10T04:45:09Z<p>Sobosswagner: /* Senshuu */ Added frame chart</p>
<hr />
<div>==Overview==<br />
{{Overview/navigation|okizeme=true}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4|height=1<br />
|header=Overview<br />
|content= Guilty Gear's dedicated pixie character with great mobility and paper-thin defense. Chipp has everything a speedy player could want: fast movement, a triple jump, teleports, and several special moves that let him careen around the stage and climb on the walls. His normals are also much faster for their range than most other characters, and he has a few powerhouses like {{clr|1|6P}}, {{clr|4|5H}}, and {{clr|5|j.D}} to supplement his raw speed.<br />
<br />
While he's without a doubt the nimblest character in Xrd, Chipp also has a strong pressure game: {{clr|3|c.S}} is a plus on block throw option select that is faster than many characters' jabs and frame traps into itself. Off of throw or another good knockdown, Chipp can often set up a jump-in mixup using {{clr|3|j.S}}, {{clr|4|j.H}}, or simply landing and going low. His aerial kunai super Ryuu Yanagi ({{MMC|input=j.214214K|label={{clr|2|j.214214K}}}}) makes those mixups even harder to block. Gamma Blade ({{MMC|input=41236H|label={{clr|4|41236H}}}}) is a large grounded projectile that is always plus on block and captures the opponent on hit, giving Chipp a free combo. Chipp also has Beta Blade ({{MMC|input=623S|label={{clr|3|623S}}}}), a two-hit, 4f meterless reversal that lets him challenge mixups and pressure.<br />
<br />
Turning a combo into setplay and mixups is not always feasible, however, and Chipp must often choose between a moderate damage combo and a reset to neutral or a much less damaging combo with continued okizeme. Chipp's many tools give him many options in neutral, but using them to safely control his opponent requires a lot of matchup knowledge and choosing the wrong option can be very punishing: if Chipp eats a single bad counter hit, he's liable to lose half his health bar or more.<br />
<br />
If you want to live fast, die hard, and have every tool in the box at your fingertips, Chipp is the character for you.<br />
}}<br />
{{GGXRD-R2/Infobox<br />
| fastestAttack = [[#5P|5P]](3F) (Whiffs on crouch) <br/> [[#2P|2P]](4F) <br/> [[#c.S|c.S]](4F)<br />
| reversal = [[#Beta Blade|623S]] (5F)<br />
}}<br />
{{ProsAndCons<br />
|intro= has every tool you could ever want and enough mobility options to treat the screen like a jungle gym - but he hurts more than anyone else when he makes a mistake.<br />
|pros=<br />
*'''Speedster''': Between a triple jump, the fastest runspeed in the game, teleports, and the ability to cling to walls and dash off them, Chipp is easily the most mobile character in the game. He can utilize his extreme speed to both whiff punish and escape scary situations better than many other characters in the cast.<br />
*'''Powerful Mixups''': Chipp has tons of ways to open people up, including {{MiniMoveCard|input=63214S|label= a command grab}} and a standing, unthrowable overhead with his {{MMC|input=6K|label={{clr|2|6K}}}}. In the corner, {{MiniMoveCard|input=Wall > 64 |label= Wall Cling}} setups and FDC {{clr|2|j.2K}} give Chipp incredible mixup options from knockdown.<br />
*'''Excellent Buttons:''' Fast startups paired with great hitboxes and recovery on many normals ({{MMC|input=6P|label={{clr|1|6P}}}}, {{MMC|input=5K|label={{clr|2|5K}}}},{{MMC|input=c.S|label={{clr|3|c.S}}}}, {{MMC|input=2S|label={{clr|3|2S}}}}, {{MMC|input=j.D|label={{clr|5|j.D}}}}) can make Chipp difficult to challenge as characters with weaker neutral or slower buttons.<br />
*'''Adaptable Toolbox:''' Chipp's speed and wide movelist allow him to approach situations however he pleases. He can play very defensively and offensively, as well as switch between the two as necessary. <br />
|cons=<br />
*'''High-Risk:''' Chipp takes the most damage out of any character by far, and has rather strict execution demands in order to be properly played. As such, making errors in execution isn't uncommon and the punishment for them is astronomical.<br />
*'''Lack of Easy Knockdowns:''' Scoring a knockdown usually needs combos with specific conditions such as being close to the opponent or hitting them crouching, or a short combo with low damage such as basic gatlings into {{MMC|input=2D|label=2D}}. Chipp often has to choose between doing good damage or earning a knockdown. <br />
*'''Okizeme Woes:''' Chipp's backdash is not well-fit for escaping okizeme, and he has the longest possible knockdown timer in the game.<br />
*'''Meter-hungry:''' Chipp's strongest options require meter investment, but his meter income is limited by the tension penalty inflicted by {{MMC|input=j.2K|label={{clr|K|j.2K FDC}}}}, his main mixup tool.<br />
}}<br />
</div><br />
===Unique Mechanics===<br />
{{card|width=4<br />
|header=Jump Installing<br />
|content=<br />
Normally, Chipp cannot jump or airdash after his {{clr|3|S}}/{{clr|4|H}} teleports, but this can be changed with a technique called jump installing.<br />
<br />
Jump installing is a long-standing <strike>bug</strike> feature of the Guilty Gear series that allows characters to fool the game into giving them air actions when they would not normally have them. Many moves in GGXrd will automatically jump install, but Chipp is notable both for having a move that does not auto-jump intall ({{clr|3|S}}/{{clr|4|H}} teleport) and relying on that move for combos quite a lot. '''Jump installing is NOT unique to Chipp - he just does it more than anyone else.'''<br />
<br />
For more information on jump installing, see [[GGXRD-R2/Movement#Jump_Install|this page]].<br />
}}<br />
{{FrameChartKey}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 1<br />
|recovery = 8<br />
}}<br />
A high and very fast standing jab.<br />
<br />
Chipp's fastest normal and one of the fastest jabs in the game. Mostly used in juggle combos after {{clr|5|2D}} > {{clr|3|236S}}. Whiffs against crouching opponents except for Potemkin, Bedman and Haehyun. Also sees use as an emergency anti-air because of its upwards angle and quick startup, but is very bad when it trades<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 5<br />
|recovery = 8<br />
}}<br />
A fast standing kick with great range for its speed.<br />
<br />
An all around essential move for Chipp thanks to its versatility. Its great hitbox that is disjointed on startup allows it to beat many otherwise problematic normals that would outrange Chipp. Its wide variety of gatling options makes it a strong pressure starter as well. On hit, it can easily hit confirm due to being able to gatling into itself.<br />
*Gatlings into 2P, 6P, 2K are delayed.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=c.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 2<br />
|recovery = 10<br />
}}<br />
Extremely fast for a {{clr|3|c.S}} and offers frame advantage on block while being rewarding on hit, making it useful for starting pressure, confirming hits and creating burst safe points in combos<br />
<br />
Very useful for frame traps; it's plus frames on block and incredible startup speed allow {{clr|3|c.S}}>{{clr|3|c.S}} to be a frametrap sequence. On normal hit, it can link into {{clr|1|5P}} against standing opponents and {{clr|S|c.S}} on crouching opponents to make hit confirming out of stagger pressure possible. On counter hit, it's possible for chip to link another {{clr|3|c.S}} to confirm into combos. Thanks to its versatile gatling tree, it's also essential for knockdown combos via {{clr|P|6P}} and {{clr|D|2D}}. It is also Chipp's only normal that can gatling into {{clr|2|6K}} for overhead mixups. <br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=f.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 2<br />
|recovery = 18<br />
}}<br />
Chipp quickly takes a large step forward, giving {{clr|S|f.S}} much further reach than the hitbox suggests.<br />
<br />
Thanks to its excellent range and speed, {{clr|S|f.S}} is very good for footsies and after dash-ins. Is essentially the higher recovery, higher-hitting brother of {{clr|S|2S}}. <br />
<br />
While it can be great in neutral and for approaching, it's not without fault - its high hitbox loses or completely whiffs against low profiles, such as Sol's {{clr|5|2D}}. It also has no way to gatling into {{clr|5|2D}}, so committing to an {{clr|3|f.S}} usually means forfeiting knockdown.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 7<br />
|recovery = 16<br />
}}<br />
Mostly a combo-tool and blockstring ender (canceled into {{MMC|input=236S|label=rekka}}, teleport or jump/{{keyword|IAD}} Fast Shuriken)<br />
<br />
Not very useful as a poke due to its long startup relative to Chipp's other normals. While it is not disjointed at all, it can be used as a makeshift anti-air in very specific situations, such as against Venom's Mad Struggle, since a trade will be greatly in Chipp's favor. <br />
<br />
On counter hit however, the move's potency opens up - it can link into {{clr|D|2D}}, or go into a combo via {{clr|D|5D}}. On air counter hit, Chipp can dash and get a full air combo. These properties make {{clr|H|5H}} a strong haymaker on read or against predictable opponents.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|5|5D}}<br />
}}<br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 27<br />
|active = 4<br />
|recovery = 9<br />
}}<br />
Agonizingly slow startup for a Chipp move.<br />
<br />
Chipp's {{clr|5|5D}} is one of the longest reaching in the game, but he might need some creativity to follow up midscreen from far away with the air homing jump combo (airdash during homing jump etc.). On homing dash however, the combo combo gives nearly full corner carry (sometimes can give full) with a solid knockdown to boot. His {{clr|5|5D}} is also one of the few which is plus on block thanks to its low recovery.<br />
<br />
While it's highly rewarding on hit, the slow startup makes it fairly difficult to land against opponents that are paying attention to Chipp's pressure. {{clr|K|6K}}, Command grab, or teleport mixups are generally preferrable to open opponents up.<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 3<br />
|recovery = 25<br />
}}<br />
One of the most invulnerable 6Ps in the game and an essential part of Chipp's toolkit in many matchups.<br />
<br />
Used as an antiair, a counterpoke against many mid-hitting moves, combo filler, and pressure vs characters who like to {{keyword|abare}} with mid to high hitting moves. Upper body invuln starts at frame 1, making it great on reaction against moves that it can beat. While it is very unsafe on block by itself, it can safely gatling into a wide variety of other normals to continue pressure. <br />
<br />
Where the risk of using {{clr|P|6P}} lies is that it is horribly unsafe on whiff due to its extremely long total duration of 36 frames. It can be safer to attempt to anti air with {{clr|H|2H}} if you suspect the opponent is trying to bait {{clr|P|6P}}.<br />
*Combos into {{clr|H|6H}} on counter hit<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|6K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 19<br />
|active = 5<br />
|recovery = 5<br />
|specialRecovery = 3<br />
}}<br />
Chipp's other standing overhead normal.<br />
<br />
While it is fast, it is rather risky for its reward. As its not special cancellable comboing off of this only works as a meaty and against crouching opponents, or with a Roman Cancel. It should not be used point blank, as opponents can easily ground throw you after the hit or on block. In addition to the risk of being thrown on hit, should the opponent choose to contest it by mashing, they can score a highly damaging counter hit juggle combo.<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 6<br />
|recovery = 15<br />
}}<br />
Huge button with great reach thanks to a large hitbox and big forward step.<br />
<br />
Mostly used as a frametrap to catch delay or fuzzy jumps, and as a tech trap in certain okizeme situations. it can also be used as a haymaker in neutral. High damage starter and great in juggles since it offers a combo afterwards (run up {{clr|3|c.S}} or {{clr|1|5P}} into air combo. Against Standing opponents, {{clr|H|6H}} combos into grounded Alpha Blade, and depending on the range, into a {{keyword|TK}} Alpha Blade. On air hit in the corner, it leads into Blitz Attack loops.<br />
*Causes stagger on ground hit.<br />
*Causes ground bounce on air hit.<br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 2<br />
|recovery = 7<br />
}}<br />
A very fast crouching jab that is plus on block. <br />
<br />
Great for stagger pressure and tick throws due to its low blockstun from being attack level 0. Its speed also makes it good {{keyword|abare}} option in scramble situations. Is also relatively burst safe for combos: {{clr|1|2P}} > {{clr|1|2P}} > {{clr|3|c.S}}...<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 7<br />
}}<br />
Chipp's fastest low attack. A common starter for strings and great for mixups.<br />
<br />
Its self-gatling option for consecutive lows is useful to keep opponents crouching or catch them while they attempt to fuzzy jump. 2K Gatling into 6H is also useful to punish fuzzy (delay) jumpers and one way to punish excessive use of FD.<br />
<br />
Unfortunately, it has very poor range, making it somewhat hard to use for okizeme. It has a high risk of getting thrown, can't catch backdashes, and has short active frames.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 4<br />
|recovery = 11<br />
}}<br />
An essential button to use when approaching or to stuff the opponent's moves.<br />
<br />
Like {{clr|S|f.S}}, the range is greater than the hitbox implies due to the large forward step Chipp takes. Will connect against the opponent's low profile options where {{clr|S|f.S}} would whiff, and with significantly less recovery, but will whiff against some airborne opponents that {{clr|S|f.S}} would hit. Staggers on counter-hit, making it a good option as a dash-in attack and for frame traps.<br />
*Chipp's hurtbox is extended forward before the attack becomes active.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 9<br />
|recovery = 18<br />
}}<br />
Great anti-air with tall reach and high reward,<br />
<br />
Works well as an anti-air because of the high vertical range (hits them early) and the added reliability in trades (high attack level and good counter hit property), less so because of its actual hit box, which is rather poor. Followup combos are generally only possible on counter hit or by cancelling into {{clr|3|22S}} teleport<br />
<br />
When it is used at the end of a block-string or stand-alone, it should be cancelled into {{clr|1|22P}} or delay cancelled into {{clr|5|2D}} to make it safe.<br />
*Floats opponent on normal hit.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|2|6K}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 2<br />
|recovery = 17<br />
}}<br />
A Fast sweep with very long range.<br />
<br />
An extremely important tool for Chipp's ground game as it's his primary way of scoring knockdowns for okizeme. It is also an excellent combo tool via {{clr|3|236S}}, which also serves as a very useful block string. In neutral, 2D is great at stuffing the opponent's dashes. It can also evade some other lows that have thin, close to the ground hitboxes (Ky {{clr|D|2D}} and {{clr|K|2K}} for example) since Chipp's hurtbox pulls upward slightly during the active frames.<br />
*{{clr|5|2D}} > {{clr|1|22P}} > link {{clr|5|2D}} can be useful against people expecting {{clr|5|2D}} > {{clr|3|236S}}<br />
*{{clr|5|2D}} > {{clr|3|236S}} > {{clr|4|623H}} is a very strong combo starter in the corner leading to good damage and knockdown, making {{clr|5|2D}} as a poking tool even more important<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 4<br />
}}<br />
A very fast air jab, mostly used as combo filler or as a low commitment and burst-safe air-to-air button.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 8<br />
|recovery = 8<br />
}}<br />
A two-hitting air normal.<br />
<br />
The first hit has a great upwards-angle and is very useful as an air-to-air, while the second hit pulls the enemy downwards, which is used mostly in specific knockdown combos. Chipp can cancel {{clr|K|j.K}}(1) into itself several times to avoid activating the second hit, which is mostly used for guts crushing low health opponents in air combos.<br />
<br />
Be careful - should the first hit of {{clr|2|j.K}} whiff, the second hit will activate regardless, which means that if you fail your air-to-air attempt, you might not be able to act for a while due to the long total duration of the move.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.2K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.2K<br />
|description=<br />
A downward air kick that alters Chipp's flight path, slowing down his horizontal acceleration.<br />
<br />
Mostly used for Chipp's FDC ({{tt|faultless defense cancel|j.1[{{clr|2|K}}]~[{{clr|3|S}}]}}), input. Multi-hit and attack level 0 make this a decent but risky okizeme tool; For example in the corner, you can use it low enough to have only one hit connect, then immediately link a {{clr|2|2K}}, which is a hard to block setup, especially when the opponent usually expects a 2-hit {{clr|4|j.H}}. This setup is risky however because it can easily be backdashed out of.<br />
<br />
{{clr|2|j.2K}} is also weak against Faultless defense: if the first two hits make contact with the opponent's FD, you will be pushed back so much that the last hit of {{clr|2|j.K}} might whiff, which means your opponent will recover before you and will throw you.<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 10<br />
|recovery = 18<br />
}}<br />
An air normal that alters Chipp's momentum and has a very wide hitbox.<br />
<br />
Slightly bounces Chipp upwards when used, which can be both a {{tt|blessing|It can bounce you our of the range of an opponent's move and allow you to punish}} and a {{tt|curse|The momentum shift can cause the move to whiff completely}}. While almost exclusively as combo filler, it has some {{tt|applications in blockstrings|iad {{clr|2|j.K}}(1),{{clr|2|j.K}}(1),{{clr|3|j.S}},{{clr|H|j.H}}(2), land...}} and Okizeme, such as an {{keyword|IAD}} high/low mixup after air alpha blade, after {{clr|H|H}} teleport, or in the corner. <br />
<br />
While the width of the hitbox makes it great as a crossup, it is hard to use it for that purpose against grounded opponents due to the air bounce property.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|4|j.H}}<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 12<br />
|recovery = 29<br />
}}<br />
A highly evasive air normal with great hitboxes.<br />
<br />
Chipp's jump-in of choice. Hits overhead twice, dodges and beats a lot of antiair attempts while active due to the way Chipp's hitbox moves around, all while being disjointed. Additionally, it's an excellent crossup button for Chipp's various jump and teleport mixups.<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 8<br />
|recovery = 19<br />
|specialRecovery = 5<br />
}}<br />
Very fast and extremely disjointed jumping kick. All around essential move in many matchups.<br />
<br />
Useful for punishing air throw attempts or as an anti-anti air while also frequently beating other air to air attempts. Just as useful in combos, since it causes plummet / knockdown midscreen and wall bounce in the corner.<br />
<br />
Since it has some extra landing recovery, be careful when using it from too high up in the air - if the opponent instant blocks, you can get thrown when you land.<br />
*Long floor slide on ground counter hit, very short floor slide on air counter hit<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Ground Throw<br />
|description=<br />
Chipp has a shorter throw range than many other characters. On successful throw, he can OTG combo with fast moves that hit low to the ground such as {{clr|2|2K}}<br />
<br />
Causes a moderate knockdown to the opponent, giving you enough time for okizeme such as jump forward, FDC, {{clr|4|j.H}}(crossup), continue pressure or combo. Unfortunately does not reliably lead into strong mixups without meter, but with meter, allows you to do {{keyword|TK}} {{MMC|input=j.214214K|label=Ryu Yanagi}} setups<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Air Throw<br />
|description=<br />
Causes very long knockdown, giving you a lot of time for either [{{MMC|input=214K|label=invisibility}} > meaty {{clr|2|2K}}] or simply FDC okizeme.<br />
<br />
Can also be Roman Cancelled and followed up with a {{clr|4|6H}} > dash {{clr|1|5P}} > air combo for good damage.<br />
}}<br />
<br />
===<big>Dead Angle Attack</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=DAA<br />
|description=<br />
Long invuln time dead angle. Uses the same animation as {{clr|H|5H}}, giving it pretty good horizontal reach.<br />
*Causes wall bounce on counter hit<br />
}}<br />
<br />
===<big>Blitz Attack</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Blitz,[Blitz]|versioned=name<br />
|description=<br />
Standard Blitz attack that does not strike as far as the animation suggests.<br />
<br />
Offensively, Chipp can use his blitz attack in the corner to perform {{clr|4|6H}} > Blitz attack loops anytime he can combo into air hit {{clr|4|6H}} by jump cancelling the recovery of {{clr|4|6H}} and cancelling the jump startup with blitz.<br />
<br />
The input is {{clr|4|6H}} > 8~[5{{clr|S|S}}+{{clr|H|H}}]. Such combos do very high, meter-efficient damage and drain burst gauge, making them indispensable for serious Chipp players. If timed very carefully with a slight delay , it can even be made a burst safe point (the blitz shield would reject a burst activated during {{clr|4|6H}} hitstop) while still being a true combo. <br />
}}<br />
<br />
==Special Moves==<br />
===<big>Alpha Blade</big>===<br />
{{InputBadge|{{clr|1|236P}} (Air OK)}}<br />
{{GGXRD-R2 Move Card<br />
|input=236P,j.236P,236P > H|versioned=input<br />
|description=<br />
Alpha Blade is a strong move that has myriad uses on defense, as it is a long-range, low-profile slide. It is an excellent choice to escape the corner from many different elements of pressure.<br />
<br />
Chipp's collision box is removed during the travel distance, allowing Chipp to move through the opponent and crossup with the move's active frames.<br />
<br />
;Grounded version ({{clr|P|236P}})<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 15<br />
|recovery = 32<br />
}}<br />
Being that the low profile is one of the main attributes, it can also be used to go under most projectiles or ranged pokes. During parts of the move, Chipp is actually considered airborne and can go over some moves that have thin, low to the ground hitboxes such as {{MMC|input=236S|chara=Potemkin|label=Slidehead|hitboxMode=true|imageNumber=2}}. While it is excellent for escaping pressure, it carries some risks: it is very minus on block, so characters that can move quickly or have long reaching moves can reliably punish Chipp unless he cancels into Alpha Plus, which can have its own issues.<br />
<br />
On normal hit, Alpha Blade launches the opponent, but Chipp generally cannot follow up into any additional damage without spending meter. On counter hit, he can cancel into Alpha Plus or burn meter for a strong combo.<br />
<br />
In combos, ground Alpha Blade will generally only combo out of {{clr|4|6H}} or {{clr|4|5H}}. It can also conditionally combo from {{clr|4|5H}} if Chipp are relatively close to the opponent or if you hit them while they are crouching. {{clr|5|2D}} > Ground Alpha Blade works against lightweights, but is rarely used for anything useful.<br />
----<br />
;Air version ({{clr|P|j.236P}})<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 14<br />
|specialRecovery = 18<br />
}}<br />
Air alpha blade is similar to the grounded version but it is faster, safer, and has a larger hitbox. Unlike the grounded version, using an Air Alpha Blade very close to the ground will allow for {{tt|meterless combos|Example: corner S > S > HS > {{clr|1|2369P}} (lowest possible height), land, S...}}, especially in the corner. <br />
<br />
In the corner, air Alpha Blade can also be cancelled into {{MMC|input=Wall > 64|label=Wall Cling}}. However, if you do not perform any other actions after the wall cling, there will be a special, relatively long landing animation when you land.<br />
*Listed Frame Advantage for Air Alpha Blade is on lowest height<br />
----<br />
;Alpha Plus ({{clr|P|236P}} > {{clr|H|H}})<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 12<br />
|recovery = 18<br />
}}<br />
On normal block, there is a minimum 6F gap between Alpha Blade and Alpha Plus , making this move risky on block at any range in any matchup. On top of that, Alpha Plus itself is punishable on block, so it's generally only used to hit confirm a raw Alpha Blade.<br />
}}<br />
<br />
===<big>Beta Blade</big>===<br />
{{InputBadge|{{clr|3|623S}} (Air OK)}}<br />
{{GGXRD-R2 Move Card<br />
|input=623S,j.623S|versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 22<br />
|recovery = 16<br />
|specialRecovery = 10<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 18<br />
|specialRecovery = 5<br />
}}<br />
An incredibly fast {{keyword|DP}}. <br />
<br />
Mostly only used as a reversal option or as an ender for air combos. If the first hit is Roman Cancelled, Chipp will remain standing on the ground, which will either allow him to followup up the hit with a {{clr|4|6H}}, or to start pressure in case Beta Blade is blocked.<br />
*The first hit of the ground version gives a hard knockdown (which rarely matters since the second hit will allow the opponent to tech)<br />
*Chipp loses Throw invulnerability as soon as he becomes airborne.<br />
}}<br />
<br />
===<big>Gamma Blade</big>===<br />
{{InputBadge|{{clr|4|41236H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=41236H<br />
|description=<br />
A grounded projectile that traps the opponent in place on hit. Unlike most special moves, Gamma Blade can '''NOT''' be cancelled into from normals.<br />
<br />
A very important move for many of Chipp's matchups. While it has slow startup, it is plus on block and highly rewarding on hit as it places the opponent in an airborne state where they cannot burst while trapped, allowing for damaging juggle combos. Gamma Blade also has one of the highest projectile clash levels in the game - it will erase most projectiles it comes into contact with and continue traveling forward, making it an excellent tool for calling out careless zoning attempts.<br />
<br />
Although it is potent and rewarding both on hit and block, its slow startup and very long total duration make it a very risky move to throw out in neutral without YRC available.<br />
*Always +5 on block, no matter how late it hits, since Chipp has a set recovery if it makes contact with the opponent<br />
*Deals full damage as an OTG hit and still causes the trap effect (although all followup hits will suffer from OTG damage reduction).<br />
}}<br />
<br />
===<big>Tsuyoshishiki Meisei</big>===<br />
{{InputBadge|{{clr|2|214K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=214K<br />
|description=<br />
A cheeky "install" type move that will make Chipp flash from invisible to visible for approximately 8 seconds.<br />
<br />
Mostly used to create extra ambiguity's for Chipp's various mixup options as it's much harder to see what he's doing thanks to the "smoky" effect and flashing from visible to invisible. Entering invisiblity is generally only safe to do after knockdowns (especially during a high wall Alpha Blade knockdown as it will allow him to also still be able to meaty) or during corner dust combos as it has significant recovery. The effect will end prematurely if Chipp blocks an attack or gets hit.<br />
<br />
*Unlike most specials, can '''NOT''' be cancelled into from normals.<br />
*Chipp changes visibility about every second<br />
}}<br />
<br />
===<big>Tsuyoshishiki Ten'i</big>===<br />
{{InputBadge|22{{clr|1|P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=22P,22K,22S/H|versioned=input<br />
|description=<br />
Chipp teleports at various locations on the screen based on the input. Each teleport has minor strike invulnerability and is a core tool of Chipp's neutral and mixup game.<br />
<br />
;{{clr|P|22P}} (In Place)<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 21<br />
}}<br />
Very good when used either in neutral and blockstrings as a bait to fake out {{clr|2|22K}} or {{clr|4|22H}} teleports, keeping your opponent on edge.<br />
----<br />
;{{clr|2|22K}} (Forward)<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 30<br />
}}<br />
The highest recovery of Chipp's teleports. It is a strong strategy to cancel the recovery of {{clr|2|22K}} teleport with YRC, circumventing the long recovery flaw while rapidly closing distance. Additionally, the added slowdown should give you enough time to start a combo, apply pressure, or go for an a throw.<br />
----<br />
;{{clr|3|22S}}/{{clr|4|22H}} (Airborne, in Front/Behind opponent)<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 20<br />
}}<br />
Both versions are a great combo tool after a {{clr|4|2H}} hit. {{clr|S|S}} version Will maintain dash momentum; for this reason, it has some use as a jump in, particularly for certain mixups options.<br />
<br />
Both the airborne teleports are useful approach tools; they cause Chipp to fall a set distance towards the side opposite the one Chipp appears on (thus towards the opponent), the only exception being if {{clr|4|22H}} is used in reach of wallcling ({{clr|4|22H}} teleport can be cancelled into wall cling, manually or by holding {{clr|H|H}}). In this instance, Chipp falls straight downward. <br />
<br />
Because Chipp falls slightly forward, this means when {{clr|4|22H}} teleport is used at a long range, Chipp will fall onto to the other side of the opponent from where he appears, rather than behind as usual, enabling crossups. This affects certain corner oki setups, but the forward momentum can be stopped using a delayed FDC or just raw {{clr|K|j.2K}}.<br />
*If used predictably, all teleport options can be heavily punished due to their long recoveries<br />
*Can install an airdash (super jump install) to air versions in neutral with a fast 228 input<br />
*If landing recovery from a jump is cancelled into an air teleport, Chipp can use whatever air options he would have had left.<br />
}}<br />
<br />
===<big>Genrouzan</big>===<br />
{{InputBadge|{{clr|3|63214S}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=63214S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 27<br />
|active = 11<br />
|recovery = 12<br />
}}<br />
A slow but highly rewarding command grab.<br />
<br />
Useful to open up opponents who have been conditioned to block various frametraps or stagger pressure. Causes a very long knockdown midscreen, giving Chipp enough time to set up {{MMC|chara=Chipp Zanuff|input=214K|label=invisibility}} and go into a meaty or a 3-way mixup. In the corner, Chipp can cancel into Wall Cling after the hit to go into highly damaging meterless combos that maintain a knockdown for further okizeme and pressure.<br />
<br />
While the initial startup is strike invuln, Chipp is airborne for 16 frames before it becomes active, allowing opponents that are looking out for it to score an Air Throw on Chipp or just plain anti-air combo him.<br />
*As a throw, the opponent can't burst on hit.<br />
}}<br />
<br />
===<big>Resshou</big>===<br />
{{InputBadge|{{clr|3|236S}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 5<br />
|recovery = 10<br />
}}<br />
The starter of Chipp's rekka series.<br />
<br />
Very useful as a blockstring ender since it only leaves Chipp at -1, which is a non-issue if your opponent doesn't instant block. Even while he's minus, Chipp's pokes (such as {{clr|3|2S}} or {{clr|K|5K}}) will generally be faster than what the opponent has to offer at the distance he is left at after using the rekka, and you can use {{clr|P|6P}} to counterpoke certain abare options. You can alternatively follow up with {{MMC|input=236S > 236S|label=Rokusai}} for a risky frametrap that is high reward on counter hit.<br />
*Has special hitstun that makes it +2 on standing hit, +3 on crouching hit. <br />
*Combos into {{clr|2|5K}} on counter hit<br />
*links into {{clr|1|5P}} or even {{clr|3|c.S}} on airborne hit (for example after {{clr|5|2D}})<br />
}}<br />
<br />
===<big>Rokusai</big>===<br />
{{InputBadge|Resshou > {{clr|3|236S}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236S > 236S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 1<br />
|recovery = 25<br />
}}<br />
Second hit of Chipp's Rekka Series <br />
<br />
Hits low. Very useful if used slightly delayed after the first rekka as a frame trap. Slightly unsafe on block and punishable at most spacings, it's better when followed up by a Roman Cancel for combos or to continue pressure. Chipp can get away with it on block after conditioning opponents to respect followups however.<br />
*Special hitstun makes it only -3 on hit<br />
*Staggers on counter hit<br />
}}<br />
<br />
===<big>Senshuu</big>===<br />
{{InputBadge|Resshou > {{clr|2|236K}}\Rokusai > {{clr|2|236K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236S > 236K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 25<br />
|active = 6<br />
|recovery = 10<br />
|specialRecovery = 12<br />
}}<br />
Possible as a second or last hit of Chipp's rekka series.<br />
<br />
Hits overhead and launches on normal hit, which can be followed up into a combo. While it's rewarding to land, it has very slow and reactable startup and it's punishable on block. When blocked, Chipp is in crouching counterhit recovery, allowing most opponents to start their most damaging combos. Use sparingly or only with 50 tension to make it safe.<br />
}}<br />
<br />
===<big>Shinkirou</big>===<br />
{{InputBadge|{{clr|4|623H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=623H<br />
|description=<br />
Can be used Stand-alone or during Chipp's Rekka series (but not after {{clr|2|236K}})<br />
<br />
Has relatively little use outside of {{tt|combos|{{clr|5|2D}} > {{clr|3|236S}} > {{clr|H|623H}}}} or as a risky frametrap after Rokusai (can be punished by airthrow on block). Little reward on grounded hit, knocks back the opponent on counter hit, but does wall stick the opponent in the corner if they are hit airborne.<br />
<br />
On whiff or block, Chipp has access to full air options and movement.<br />
}}<br />
<br />
===<big>Shuriken</big>===<br />
{{InputBadge|{{clr|1|j.214P}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=j.214P Slow,j.214P Fast|versioned=input<br />
|description=<br />
Chip throws a shuriken in a 45 degree angle towards the ground. Alternates between a slow and a fast version, with the slow version coming first.<br />
<br />
Mostly used for pressure and to cover your approach. Especially useful against characters that have a hard time avoiding it, such as Potemkin.<br />
<br />
;Fast Version<br />
Has quick startup for a projectile.<br />
<br />
Does not alter Chipp's momentum, making fast Shuriken more suited for ascending jumps to make it travel further. Can be used as a pressure reset option from an instant air dash.<br />
----<br />
;Slow Version<br />
Completely halts Chipp's air momentum during the throw and has very long recovery. Can stop opponents from approaching due to covering a good angle for a good duration, however it has rather slow startup at 23 frames.<br />
<br />
An interesting setup for the slow version is to use it after a low altitude {{clr|5|j.D}} combo ender for okizeme. Cancel the {{clr|5|j.D}} into slow shuriken, land, and continue pressure on a waking up opponent, who now has to block the meaty shuriken.<br />
}}<br />
<br />
===<big>Wall Cling</big>===<br />
{{InputBadge|Near Wall > 64}}<br />
{{GGXRD-R2 Move Card<br />
|input=Wall Cling > 8,Wall Cling > 6,Wall Cling > 4|versioned=name<br />
|description=<br />
Many special moves that leave chipp airborne can be cancelled into the wall cling, such as Genrouzan ({{clr|3|63214S}}), air Alpha Blade ({{clr|1|j.236P}}) or 22{{clr|3|S}}/{{clr|H|H}} teleports. Wall cling does have a minimum height requirement. TK {{clr|1|j.236P}} will not allow Chipp to wall cling afterward, but when used in air extensions it will.<br />
<br />
The wall cling generally is used for corner Okizeme as well as runaway tactics. When used on its own from a regular jump Chipp retains all prior air options (double/triple jump, airdash), but when used from 22{{clr|3|S}}/{{clr|H|H}} the teleports must be jump installed prior in order to retain air options.<br />
<br />
;9 Jump<br />
* Chipp jumps up off the wall. Can be used as a corner escape but is rather committal on defense due to needing time or space to jump out<br />
----<br />
;6 jump<br />
* Chipps traditional walldive. A low, steep angle makes this difficult to use defensively, and is therefore usually used in his okizeme game<br />
----<br />
;4<br />
* Chipp detaches from the wall and will fall down provided no additional actions are inputted. The core of Chipp's corner okizeme game that, when combined with his {{MMC|input=j.H|label=j.H}} gives Chipp access to unreactable left/right and high/low mixups<br />
----<br />
;8/2<br />
* Moves Chipp higher or lower on the wall. Largely used to reposition or to stall<br />
}}<br />
<br />
==Wall Cling Moves==<br />
==={{clr|1|w.P}}===<br />
{{InputBadge|{{clr|1|P}} during Wall Cling}}<br />
{{GGXRD-R2 Move Card<br />
|input=Wall Cling > P<br />
|description=<br />
Chipp performs Alpha Blade down diagonally away from the wall. When used in the corner will launch opponents in the direction Chipp is facing. Can be used as a knockdown tool from shorter Jump Install combos against non-lightweights. Essential for damage and ending combos in knockdowns but does put them back midscreen (though with ample time to set up okizeme)<br />
}}<br />
<br />
==={{clr|2|w.K}}===<br />
{{InputBadge|{{clr|2|K}} during Wall Cling}}<br />
{{GGXRD-R2 Move Card<br />
|input=Wall Cling > K<br />
|description=<br />
Chipp throws a kunai down diagonally away from the wall.<br />
<br />
The Kunais are a very good keepaway tool while wall clinging, and will force your opponent to either wait or jump at you, which will both give you time to let go off the wall and respond in whatever way is necessary.<br />
}}<br />
<br />
==={{clr|3|w.S}}===<br />
{{InputBadge|{{clr|3|S}} during Wall Cling}}<br />
{{GGXRD-R2 Move Card<br />
|input=Wall Cling > S<br />
|description=<br />
Chipp leaps down from the wall grabbing his opponent on the ground. This move whiffs on airborne opponents<br />
<br />
Situational tool for catching a blocking opponent. Another layer to Chipp's pressure.<br />
*Always reaches the same spot near the corner no matter how high Chipp is on the wall.<br />
}}<br />
<br />
==={{clr|4|w.H}}===<br />
{{InputBadge|{{clr|4|H}} during Wall Cling}}<br />
{{GGXRD-R2 Move Card<br />
|input=Wall Cling > H<br />
|description=<br />
Chipp leaps away from the wall grabbing his opponent in the air. This move whiffs on grounded opponents.<br />
<br />
Can be used to catch opponents trying to tech out of corner combos.<br />
}}<br />
<br />
==Overdrives==<br />
===<big>Zansei Rouga</big>===<br />
{{InputBadge|{{clr|4|632146H}}\{{clr|5|632146D}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=632146H<br />
|description=<br />
A fullscreen invulnerable super.<br />
<br />
Chipp can combo into it from {{clr|4|6H}}, but is generally used as a wakeup reversal or to callout a high recovery whiff or projectile and punish from fullscreen.<br />
<br />
Can be YRCed during startup (before superflash) and it only uses 25% tension. This makes Burst ZR YRC a valid reversal strategy, as the Burst version is full invuln on frame 1, and YRCing it actually allows Chipp to keep his burst. Make sure you don't try to do this against very active attacks however, as Chipp will still get hit. It is also particularly use after {{clr|1|6P}} counter hit > {{clr|4|6H}} to kill if the opponent is low on life since supers cannot be bursted or after a successful blitz shield, since supers cannot be reverse-blitzed.<br />
<br />
While not the most practical, it can be used for a gimmicky crossup on most knockdowns. Arguably more powerful near the corner as the opponent may have a bit less time to react.<br />
}}<br />
<br />
===<big>Banki Mesai</big>===<br />
{{InputBadge|{{clr|2|236236K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236236K<br />
|description=<br />
Chipp rushes forward to deliver a huge series of attacks.<br />
<br />
The most common use for this move is to combo into it to kill your opponent if they still have burst and are low HP, such as after a {{clr|H|5H}} hit or high Wall Alpha Blade combo. It also has minor use as a longer range reversal on wakeup in situations where Beta Blade would not reach.<br />
<br />
While it builds a huge amount of RISC gauge, it is very unsafe move on block. Additionally, since the opponent can block with faultless defense to make most of your hits whiff it gives them even more time to punish.<br />
*True startup depends on distance as chipp needs to travel to the opponent's location.<br />
*The two Beta Blades at the end will only trigger when the move actually hits.<br />
}}<br />
<br />
===<big>Ryuu Yanagi</big>===<br />
{{InputBadge|{{clr|2|j.214214K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=j.214214K<br />
|description=<br />
Chipp completely halts his air momentum and throws a few volleys of kunai towards the ground in a wide arc.<br />
<br />
Since it travels slowly and Chipp retains all air options after using it, its a potent okizeme option that can offer different 50/50's that are obscured by the kunai sparks. Use with caution as all Kunai will disappear if Chipp is hit.<br />
<br />
On hit, it causes ground bounce and knockdown, depending on how it hits the opponent, which turns it into a good air combo finisher. On the ground, the combo can be followed up with {{clr|S|S}} > {{clr|H|5H}} > {{clr|2|236236K}} for a high damage, high number of hits 100% tension unburstable combo to guts crush a low life opponent at the end of a round. Of course, it's a bad choice if it won't kill since it fills up the opponent's Burst and costs all your tension.<br />
}}<br />
<br />
==Instant Kill==<br />
===<big>Raisetsudan</big>===<br />
{{InputBadge|During IK Mode: {{clr|4|236236H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236236H |type=instantkill<br />
|description=<br />
Uses the animation of his Resshou.<br />
<br />
Chipp's Instant Kill activation has extremely long startup. An instant kill will not be guaranteed even if the opponent is dizzy.<br />
<br />
It can be used when the opponent is in Hellfire state however, during the last possible round thanks to the speed increase and slowdown granted by Gold IK mode.<br />
}}<br />
<br />
==Navigation==<br />
<center>{{Character Label|GGXRD-R2|Chipp Zanuff|42px}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:GGXRD-R2/Navigation}}</div>Sobosswagnerhttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Chipp_Zanuff&diff=365941GGXRD-R2/Chipp Zanuff2023-01-10T04:42:57Z<p>Sobosswagner: /* Rokusai */ Added frame chart</p>
<hr />
<div>==Overview==<br />
{{Overview/navigation|okizeme=true}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4|height=1<br />
|header=Overview<br />
|content= Guilty Gear's dedicated pixie character with great mobility and paper-thin defense. Chipp has everything a speedy player could want: fast movement, a triple jump, teleports, and several special moves that let him careen around the stage and climb on the walls. His normals are also much faster for their range than most other characters, and he has a few powerhouses like {{clr|1|6P}}, {{clr|4|5H}}, and {{clr|5|j.D}} to supplement his raw speed.<br />
<br />
While he's without a doubt the nimblest character in Xrd, Chipp also has a strong pressure game: {{clr|3|c.S}} is a plus on block throw option select that is faster than many characters' jabs and frame traps into itself. Off of throw or another good knockdown, Chipp can often set up a jump-in mixup using {{clr|3|j.S}}, {{clr|4|j.H}}, or simply landing and going low. His aerial kunai super Ryuu Yanagi ({{MMC|input=j.214214K|label={{clr|2|j.214214K}}}}) makes those mixups even harder to block. Gamma Blade ({{MMC|input=41236H|label={{clr|4|41236H}}}}) is a large grounded projectile that is always plus on block and captures the opponent on hit, giving Chipp a free combo. Chipp also has Beta Blade ({{MMC|input=623S|label={{clr|3|623S}}}}), a two-hit, 4f meterless reversal that lets him challenge mixups and pressure.<br />
<br />
Turning a combo into setplay and mixups is not always feasible, however, and Chipp must often choose between a moderate damage combo and a reset to neutral or a much less damaging combo with continued okizeme. Chipp's many tools give him many options in neutral, but using them to safely control his opponent requires a lot of matchup knowledge and choosing the wrong option can be very punishing: if Chipp eats a single bad counter hit, he's liable to lose half his health bar or more.<br />
<br />
If you want to live fast, die hard, and have every tool in the box at your fingertips, Chipp is the character for you.<br />
}}<br />
{{GGXRD-R2/Infobox<br />
| fastestAttack = [[#5P|5P]](3F) (Whiffs on crouch) <br/> [[#2P|2P]](4F) <br/> [[#c.S|c.S]](4F)<br />
| reversal = [[#Beta Blade|623S]] (5F)<br />
}}<br />
{{ProsAndCons<br />
|intro= has every tool you could ever want and enough mobility options to treat the screen like a jungle gym - but he hurts more than anyone else when he makes a mistake.<br />
|pros=<br />
*'''Speedster''': Between a triple jump, the fastest runspeed in the game, teleports, and the ability to cling to walls and dash off them, Chipp is easily the most mobile character in the game. He can utilize his extreme speed to both whiff punish and escape scary situations better than many other characters in the cast.<br />
*'''Powerful Mixups''': Chipp has tons of ways to open people up, including {{MiniMoveCard|input=63214S|label= a command grab}} and a standing, unthrowable overhead with his {{MMC|input=6K|label={{clr|2|6K}}}}. In the corner, {{MiniMoveCard|input=Wall > 64 |label= Wall Cling}} setups and FDC {{clr|2|j.2K}} give Chipp incredible mixup options from knockdown.<br />
*'''Excellent Buttons:''' Fast startups paired with great hitboxes and recovery on many normals ({{MMC|input=6P|label={{clr|1|6P}}}}, {{MMC|input=5K|label={{clr|2|5K}}}},{{MMC|input=c.S|label={{clr|3|c.S}}}}, {{MMC|input=2S|label={{clr|3|2S}}}}, {{MMC|input=j.D|label={{clr|5|j.D}}}}) can make Chipp difficult to challenge as characters with weaker neutral or slower buttons.<br />
*'''Adaptable Toolbox:''' Chipp's speed and wide movelist allow him to approach situations however he pleases. He can play very defensively and offensively, as well as switch between the two as necessary. <br />
|cons=<br />
*'''High-Risk:''' Chipp takes the most damage out of any character by far, and has rather strict execution demands in order to be properly played. As such, making errors in execution isn't uncommon and the punishment for them is astronomical.<br />
*'''Lack of Easy Knockdowns:''' Scoring a knockdown usually needs combos with specific conditions such as being close to the opponent or hitting them crouching, or a short combo with low damage such as basic gatlings into {{MMC|input=2D|label=2D}}. Chipp often has to choose between doing good damage or earning a knockdown. <br />
*'''Okizeme Woes:''' Chipp's backdash is not well-fit for escaping okizeme, and he has the longest possible knockdown timer in the game.<br />
*'''Meter-hungry:''' Chipp's strongest options require meter investment, but his meter income is limited by the tension penalty inflicted by {{MMC|input=j.2K|label={{clr|K|j.2K FDC}}}}, his main mixup tool.<br />
}}<br />
</div><br />
===Unique Mechanics===<br />
{{card|width=4<br />
|header=Jump Installing<br />
|content=<br />
Normally, Chipp cannot jump or airdash after his {{clr|3|S}}/{{clr|4|H}} teleports, but this can be changed with a technique called jump installing.<br />
<br />
Jump installing is a long-standing <strike>bug</strike> feature of the Guilty Gear series that allows characters to fool the game into giving them air actions when they would not normally have them. Many moves in GGXrd will automatically jump install, but Chipp is notable both for having a move that does not auto-jump intall ({{clr|3|S}}/{{clr|4|H}} teleport) and relying on that move for combos quite a lot. '''Jump installing is NOT unique to Chipp - he just does it more than anyone else.'''<br />
<br />
For more information on jump installing, see [[GGXRD-R2/Movement#Jump_Install|this page]].<br />
}}<br />
{{FrameChartKey}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 1<br />
|recovery = 8<br />
}}<br />
A high and very fast standing jab.<br />
<br />
Chipp's fastest normal and one of the fastest jabs in the game. Mostly used in juggle combos after {{clr|5|2D}} > {{clr|3|236S}}. Whiffs against crouching opponents except for Potemkin, Bedman and Haehyun. Also sees use as an emergency anti-air because of its upwards angle and quick startup, but is very bad when it trades<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 5<br />
|recovery = 8<br />
}}<br />
A fast standing kick with great range for its speed.<br />
<br />
An all around essential move for Chipp thanks to its versatility. Its great hitbox that is disjointed on startup allows it to beat many otherwise problematic normals that would outrange Chipp. Its wide variety of gatling options makes it a strong pressure starter as well. On hit, it can easily hit confirm due to being able to gatling into itself.<br />
*Gatlings into 2P, 6P, 2K are delayed.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=c.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 2<br />
|recovery = 10<br />
}}<br />
Extremely fast for a {{clr|3|c.S}} and offers frame advantage on block while being rewarding on hit, making it useful for starting pressure, confirming hits and creating burst safe points in combos<br />
<br />
Very useful for frame traps; it's plus frames on block and incredible startup speed allow {{clr|3|c.S}}>{{clr|3|c.S}} to be a frametrap sequence. On normal hit, it can link into {{clr|1|5P}} against standing opponents and {{clr|S|c.S}} on crouching opponents to make hit confirming out of stagger pressure possible. On counter hit, it's possible for chip to link another {{clr|3|c.S}} to confirm into combos. Thanks to its versatile gatling tree, it's also essential for knockdown combos via {{clr|P|6P}} and {{clr|D|2D}}. It is also Chipp's only normal that can gatling into {{clr|2|6K}} for overhead mixups. <br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=f.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 2<br />
|recovery = 18<br />
}}<br />
Chipp quickly takes a large step forward, giving {{clr|S|f.S}} much further reach than the hitbox suggests.<br />
<br />
Thanks to its excellent range and speed, {{clr|S|f.S}} is very good for footsies and after dash-ins. Is essentially the higher recovery, higher-hitting brother of {{clr|S|2S}}. <br />
<br />
While it can be great in neutral and for approaching, it's not without fault - its high hitbox loses or completely whiffs against low profiles, such as Sol's {{clr|5|2D}}. It also has no way to gatling into {{clr|5|2D}}, so committing to an {{clr|3|f.S}} usually means forfeiting knockdown.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 7<br />
|recovery = 16<br />
}}<br />
Mostly a combo-tool and blockstring ender (canceled into {{MMC|input=236S|label=rekka}}, teleport or jump/{{keyword|IAD}} Fast Shuriken)<br />
<br />
Not very useful as a poke due to its long startup relative to Chipp's other normals. While it is not disjointed at all, it can be used as a makeshift anti-air in very specific situations, such as against Venom's Mad Struggle, since a trade will be greatly in Chipp's favor. <br />
<br />
On counter hit however, the move's potency opens up - it can link into {{clr|D|2D}}, or go into a combo via {{clr|D|5D}}. On air counter hit, Chipp can dash and get a full air combo. These properties make {{clr|H|5H}} a strong haymaker on read or against predictable opponents.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|5|5D}}<br />
}}<br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 27<br />
|active = 4<br />
|recovery = 9<br />
}}<br />
Agonizingly slow startup for a Chipp move.<br />
<br />
Chipp's {{clr|5|5D}} is one of the longest reaching in the game, but he might need some creativity to follow up midscreen from far away with the air homing jump combo (airdash during homing jump etc.). On homing dash however, the combo combo gives nearly full corner carry (sometimes can give full) with a solid knockdown to boot. His {{clr|5|5D}} is also one of the few which is plus on block thanks to its low recovery.<br />
<br />
While it's highly rewarding on hit, the slow startup makes it fairly difficult to land against opponents that are paying attention to Chipp's pressure. {{clr|K|6K}}, Command grab, or teleport mixups are generally preferrable to open opponents up.<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 3<br />
|recovery = 25<br />
}}<br />
One of the most invulnerable 6Ps in the game and an essential part of Chipp's toolkit in many matchups.<br />
<br />
Used as an antiair, a counterpoke against many mid-hitting moves, combo filler, and pressure vs characters who like to {{keyword|abare}} with mid to high hitting moves. Upper body invuln starts at frame 1, making it great on reaction against moves that it can beat. While it is very unsafe on block by itself, it can safely gatling into a wide variety of other normals to continue pressure. <br />
<br />
Where the risk of using {{clr|P|6P}} lies is that it is horribly unsafe on whiff due to its extremely long total duration of 36 frames. It can be safer to attempt to anti air with {{clr|H|2H}} if you suspect the opponent is trying to bait {{clr|P|6P}}.<br />
*Combos into {{clr|H|6H}} on counter hit<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|6K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 19<br />
|active = 5<br />
|recovery = 5<br />
|specialRecovery = 3<br />
}}<br />
Chipp's other standing overhead normal.<br />
<br />
While it is fast, it is rather risky for its reward. As its not special cancellable comboing off of this only works as a meaty and against crouching opponents, or with a Roman Cancel. It should not be used point blank, as opponents can easily ground throw you after the hit or on block. In addition to the risk of being thrown on hit, should the opponent choose to contest it by mashing, they can score a highly damaging counter hit juggle combo.<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 6<br />
|recovery = 15<br />
}}<br />
Huge button with great reach thanks to a large hitbox and big forward step.<br />
<br />
Mostly used as a frametrap to catch delay or fuzzy jumps, and as a tech trap in certain okizeme situations. it can also be used as a haymaker in neutral. High damage starter and great in juggles since it offers a combo afterwards (run up {{clr|3|c.S}} or {{clr|1|5P}} into air combo. Against Standing opponents, {{clr|H|6H}} combos into grounded Alpha Blade, and depending on the range, into a {{keyword|TK}} Alpha Blade. On air hit in the corner, it leads into Blitz Attack loops.<br />
*Causes stagger on ground hit.<br />
*Causes ground bounce on air hit.<br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 2<br />
|recovery = 7<br />
}}<br />
A very fast crouching jab that is plus on block. <br />
<br />
Great for stagger pressure and tick throws due to its low blockstun from being attack level 0. Its speed also makes it good {{keyword|abare}} option in scramble situations. Is also relatively burst safe for combos: {{clr|1|2P}} > {{clr|1|2P}} > {{clr|3|c.S}}...<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 7<br />
}}<br />
Chipp's fastest low attack. A common starter for strings and great for mixups.<br />
<br />
Its self-gatling option for consecutive lows is useful to keep opponents crouching or catch them while they attempt to fuzzy jump. 2K Gatling into 6H is also useful to punish fuzzy (delay) jumpers and one way to punish excessive use of FD.<br />
<br />
Unfortunately, it has very poor range, making it somewhat hard to use for okizeme. It has a high risk of getting thrown, can't catch backdashes, and has short active frames.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 4<br />
|recovery = 11<br />
}}<br />
An essential button to use when approaching or to stuff the opponent's moves.<br />
<br />
Like {{clr|S|f.S}}, the range is greater than the hitbox implies due to the large forward step Chipp takes. Will connect against the opponent's low profile options where {{clr|S|f.S}} would whiff, and with significantly less recovery, but will whiff against some airborne opponents that {{clr|S|f.S}} would hit. Staggers on counter-hit, making it a good option as a dash-in attack and for frame traps.<br />
*Chipp's hurtbox is extended forward before the attack becomes active.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 9<br />
|recovery = 18<br />
}}<br />
Great anti-air with tall reach and high reward,<br />
<br />
Works well as an anti-air because of the high vertical range (hits them early) and the added reliability in trades (high attack level and good counter hit property), less so because of its actual hit box, which is rather poor. Followup combos are generally only possible on counter hit or by cancelling into {{clr|3|22S}} teleport<br />
<br />
When it is used at the end of a block-string or stand-alone, it should be cancelled into {{clr|1|22P}} or delay cancelled into {{clr|5|2D}} to make it safe.<br />
*Floats opponent on normal hit.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|2|6K}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 2<br />
|recovery = 17<br />
}}<br />
A Fast sweep with very long range.<br />
<br />
An extremely important tool for Chipp's ground game as it's his primary way of scoring knockdowns for okizeme. It is also an excellent combo tool via {{clr|3|236S}}, which also serves as a very useful block string. In neutral, 2D is great at stuffing the opponent's dashes. It can also evade some other lows that have thin, close to the ground hitboxes (Ky {{clr|D|2D}} and {{clr|K|2K}} for example) since Chipp's hurtbox pulls upward slightly during the active frames.<br />
*{{clr|5|2D}} > {{clr|1|22P}} > link {{clr|5|2D}} can be useful against people expecting {{clr|5|2D}} > {{clr|3|236S}}<br />
*{{clr|5|2D}} > {{clr|3|236S}} > {{clr|4|623H}} is a very strong combo starter in the corner leading to good damage and knockdown, making {{clr|5|2D}} as a poking tool even more important<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 4<br />
}}<br />
A very fast air jab, mostly used as combo filler or as a low commitment and burst-safe air-to-air button.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 8<br />
|recovery = 8<br />
}}<br />
A two-hitting air normal.<br />
<br />
The first hit has a great upwards-angle and is very useful as an air-to-air, while the second hit pulls the enemy downwards, which is used mostly in specific knockdown combos. Chipp can cancel {{clr|K|j.K}}(1) into itself several times to avoid activating the second hit, which is mostly used for guts crushing low health opponents in air combos.<br />
<br />
Be careful - should the first hit of {{clr|2|j.K}} whiff, the second hit will activate regardless, which means that if you fail your air-to-air attempt, you might not be able to act for a while due to the long total duration of the move.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.2K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.2K<br />
|description=<br />
A downward air kick that alters Chipp's flight path, slowing down his horizontal acceleration.<br />
<br />
Mostly used for Chipp's FDC ({{tt|faultless defense cancel|j.1[{{clr|2|K}}]~[{{clr|3|S}}]}}), input. Multi-hit and attack level 0 make this a decent but risky okizeme tool; For example in the corner, you can use it low enough to have only one hit connect, then immediately link a {{clr|2|2K}}, which is a hard to block setup, especially when the opponent usually expects a 2-hit {{clr|4|j.H}}. This setup is risky however because it can easily be backdashed out of.<br />
<br />
{{clr|2|j.2K}} is also weak against Faultless defense: if the first two hits make contact with the opponent's FD, you will be pushed back so much that the last hit of {{clr|2|j.K}} might whiff, which means your opponent will recover before you and will throw you.<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 10<br />
|recovery = 18<br />
}}<br />
An air normal that alters Chipp's momentum and has a very wide hitbox.<br />
<br />
Slightly bounces Chipp upwards when used, which can be both a {{tt|blessing|It can bounce you our of the range of an opponent's move and allow you to punish}} and a {{tt|curse|The momentum shift can cause the move to whiff completely}}. While almost exclusively as combo filler, it has some {{tt|applications in blockstrings|iad {{clr|2|j.K}}(1),{{clr|2|j.K}}(1),{{clr|3|j.S}},{{clr|H|j.H}}(2), land...}} and Okizeme, such as an {{keyword|IAD}} high/low mixup after air alpha blade, after {{clr|H|H}} teleport, or in the corner. <br />
<br />
While the width of the hitbox makes it great as a crossup, it is hard to use it for that purpose against grounded opponents due to the air bounce property.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|4|j.H}}<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 12<br />
|recovery = 29<br />
}}<br />
A highly evasive air normal with great hitboxes.<br />
<br />
Chipp's jump-in of choice. Hits overhead twice, dodges and beats a lot of antiair attempts while active due to the way Chipp's hitbox moves around, all while being disjointed. Additionally, it's an excellent crossup button for Chipp's various jump and teleport mixups.<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 8<br />
|recovery = 19<br />
|specialRecovery = 5<br />
}}<br />
Very fast and extremely disjointed jumping kick. All around essential move in many matchups.<br />
<br />
Useful for punishing air throw attempts or as an anti-anti air while also frequently beating other air to air attempts. Just as useful in combos, since it causes plummet / knockdown midscreen and wall bounce in the corner.<br />
<br />
Since it has some extra landing recovery, be careful when using it from too high up in the air - if the opponent instant blocks, you can get thrown when you land.<br />
*Long floor slide on ground counter hit, very short floor slide on air counter hit<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Ground Throw<br />
|description=<br />
Chipp has a shorter throw range than many other characters. On successful throw, he can OTG combo with fast moves that hit low to the ground such as {{clr|2|2K}}<br />
<br />
Causes a moderate knockdown to the opponent, giving you enough time for okizeme such as jump forward, FDC, {{clr|4|j.H}}(crossup), continue pressure or combo. Unfortunately does not reliably lead into strong mixups without meter, but with meter, allows you to do {{keyword|TK}} {{MMC|input=j.214214K|label=Ryu Yanagi}} setups<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Air Throw<br />
|description=<br />
Causes very long knockdown, giving you a lot of time for either [{{MMC|input=214K|label=invisibility}} > meaty {{clr|2|2K}}] or simply FDC okizeme.<br />
<br />
Can also be Roman Cancelled and followed up with a {{clr|4|6H}} > dash {{clr|1|5P}} > air combo for good damage.<br />
}}<br />
<br />
===<big>Dead Angle Attack</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=DAA<br />
|description=<br />
Long invuln time dead angle. Uses the same animation as {{clr|H|5H}}, giving it pretty good horizontal reach.<br />
*Causes wall bounce on counter hit<br />
}}<br />
<br />
===<big>Blitz Attack</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Blitz,[Blitz]|versioned=name<br />
|description=<br />
Standard Blitz attack that does not strike as far as the animation suggests.<br />
<br />
Offensively, Chipp can use his blitz attack in the corner to perform {{clr|4|6H}} > Blitz attack loops anytime he can combo into air hit {{clr|4|6H}} by jump cancelling the recovery of {{clr|4|6H}} and cancelling the jump startup with blitz.<br />
<br />
The input is {{clr|4|6H}} > 8~[5{{clr|S|S}}+{{clr|H|H}}]. Such combos do very high, meter-efficient damage and drain burst gauge, making them indispensable for serious Chipp players. If timed very carefully with a slight delay , it can even be made a burst safe point (the blitz shield would reject a burst activated during {{clr|4|6H}} hitstop) while still being a true combo. <br />
}}<br />
<br />
==Special Moves==<br />
===<big>Alpha Blade</big>===<br />
{{InputBadge|{{clr|1|236P}} (Air OK)}}<br />
{{GGXRD-R2 Move Card<br />
|input=236P,j.236P,236P > H|versioned=input<br />
|description=<br />
Alpha Blade is a strong move that has myriad uses on defense, as it is a long-range, low-profile slide. It is an excellent choice to escape the corner from many different elements of pressure.<br />
<br />
Chipp's collision box is removed during the travel distance, allowing Chipp to move through the opponent and crossup with the move's active frames.<br />
<br />
;Grounded version ({{clr|P|236P}})<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 15<br />
|recovery = 32<br />
}}<br />
Being that the low profile is one of the main attributes, it can also be used to go under most projectiles or ranged pokes. During parts of the move, Chipp is actually considered airborne and can go over some moves that have thin, low to the ground hitboxes such as {{MMC|input=236S|chara=Potemkin|label=Slidehead|hitboxMode=true|imageNumber=2}}. While it is excellent for escaping pressure, it carries some risks: it is very minus on block, so characters that can move quickly or have long reaching moves can reliably punish Chipp unless he cancels into Alpha Plus, which can have its own issues.<br />
<br />
On normal hit, Alpha Blade launches the opponent, but Chipp generally cannot follow up into any additional damage without spending meter. On counter hit, he can cancel into Alpha Plus or burn meter for a strong combo.<br />
<br />
In combos, ground Alpha Blade will generally only combo out of {{clr|4|6H}} or {{clr|4|5H}}. It can also conditionally combo from {{clr|4|5H}} if Chipp are relatively close to the opponent or if you hit them while they are crouching. {{clr|5|2D}} > Ground Alpha Blade works against lightweights, but is rarely used for anything useful.<br />
----<br />
;Air version ({{clr|P|j.236P}})<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 14<br />
|specialRecovery = 18<br />
}}<br />
Air alpha blade is similar to the grounded version but it is faster, safer, and has a larger hitbox. Unlike the grounded version, using an Air Alpha Blade very close to the ground will allow for {{tt|meterless combos|Example: corner S > S > HS > {{clr|1|2369P}} (lowest possible height), land, S...}}, especially in the corner. <br />
<br />
In the corner, air Alpha Blade can also be cancelled into {{MMC|input=Wall > 64|label=Wall Cling}}. However, if you do not perform any other actions after the wall cling, there will be a special, relatively long landing animation when you land.<br />
*Listed Frame Advantage for Air Alpha Blade is on lowest height<br />
----<br />
;Alpha Plus ({{clr|P|236P}} > {{clr|H|H}})<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 12<br />
|recovery = 18<br />
}}<br />
On normal block, there is a minimum 6F gap between Alpha Blade and Alpha Plus , making this move risky on block at any range in any matchup. On top of that, Alpha Plus itself is punishable on block, so it's generally only used to hit confirm a raw Alpha Blade.<br />
}}<br />
<br />
===<big>Beta Blade</big>===<br />
{{InputBadge|{{clr|3|623S}} (Air OK)}}<br />
{{GGXRD-R2 Move Card<br />
|input=623S,j.623S|versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 22<br />
|recovery = 16<br />
|specialRecovery = 10<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 18<br />
|specialRecovery = 5<br />
}}<br />
An incredibly fast {{keyword|DP}}. <br />
<br />
Mostly only used as a reversal option or as an ender for air combos. If the first hit is Roman Cancelled, Chipp will remain standing on the ground, which will either allow him to followup up the hit with a {{clr|4|6H}}, or to start pressure in case Beta Blade is blocked.<br />
*The first hit of the ground version gives a hard knockdown (which rarely matters since the second hit will allow the opponent to tech)<br />
*Chipp loses Throw invulnerability as soon as he becomes airborne.<br />
}}<br />
<br />
===<big>Gamma Blade</big>===<br />
{{InputBadge|{{clr|4|41236H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=41236H<br />
|description=<br />
A grounded projectile that traps the opponent in place on hit. Unlike most special moves, Gamma Blade can '''NOT''' be cancelled into from normals.<br />
<br />
A very important move for many of Chipp's matchups. While it has slow startup, it is plus on block and highly rewarding on hit as it places the opponent in an airborne state where they cannot burst while trapped, allowing for damaging juggle combos. Gamma Blade also has one of the highest projectile clash levels in the game - it will erase most projectiles it comes into contact with and continue traveling forward, making it an excellent tool for calling out careless zoning attempts.<br />
<br />
Although it is potent and rewarding both on hit and block, its slow startup and very long total duration make it a very risky move to throw out in neutral without YRC available.<br />
*Always +5 on block, no matter how late it hits, since Chipp has a set recovery if it makes contact with the opponent<br />
*Deals full damage as an OTG hit and still causes the trap effect (although all followup hits will suffer from OTG damage reduction).<br />
}}<br />
<br />
===<big>Tsuyoshishiki Meisei</big>===<br />
{{InputBadge|{{clr|2|214K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=214K<br />
|description=<br />
A cheeky "install" type move that will make Chipp flash from invisible to visible for approximately 8 seconds.<br />
<br />
Mostly used to create extra ambiguity's for Chipp's various mixup options as it's much harder to see what he's doing thanks to the "smoky" effect and flashing from visible to invisible. Entering invisiblity is generally only safe to do after knockdowns (especially during a high wall Alpha Blade knockdown as it will allow him to also still be able to meaty) or during corner dust combos as it has significant recovery. The effect will end prematurely if Chipp blocks an attack or gets hit.<br />
<br />
*Unlike most specials, can '''NOT''' be cancelled into from normals.<br />
*Chipp changes visibility about every second<br />
}}<br />
<br />
===<big>Tsuyoshishiki Ten'i</big>===<br />
{{InputBadge|22{{clr|1|P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=22P,22K,22S/H|versioned=input<br />
|description=<br />
Chipp teleports at various locations on the screen based on the input. Each teleport has minor strike invulnerability and is a core tool of Chipp's neutral and mixup game.<br />
<br />
;{{clr|P|22P}} (In Place)<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 21<br />
}}<br />
Very good when used either in neutral and blockstrings as a bait to fake out {{clr|2|22K}} or {{clr|4|22H}} teleports, keeping your opponent on edge.<br />
----<br />
;{{clr|2|22K}} (Forward)<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 30<br />
}}<br />
The highest recovery of Chipp's teleports. It is a strong strategy to cancel the recovery of {{clr|2|22K}} teleport with YRC, circumventing the long recovery flaw while rapidly closing distance. Additionally, the added slowdown should give you enough time to start a combo, apply pressure, or go for an a throw.<br />
----<br />
;{{clr|3|22S}}/{{clr|4|22H}} (Airborne, in Front/Behind opponent)<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 20<br />
}}<br />
Both versions are a great combo tool after a {{clr|4|2H}} hit. {{clr|S|S}} version Will maintain dash momentum; for this reason, it has some use as a jump in, particularly for certain mixups options.<br />
<br />
Both the airborne teleports are useful approach tools; they cause Chipp to fall a set distance towards the side opposite the one Chipp appears on (thus towards the opponent), the only exception being if {{clr|4|22H}} is used in reach of wallcling ({{clr|4|22H}} teleport can be cancelled into wall cling, manually or by holding {{clr|H|H}}). In this instance, Chipp falls straight downward. <br />
<br />
Because Chipp falls slightly forward, this means when {{clr|4|22H}} teleport is used at a long range, Chipp will fall onto to the other side of the opponent from where he appears, rather than behind as usual, enabling crossups. This affects certain corner oki setups, but the forward momentum can be stopped using a delayed FDC or just raw {{clr|K|j.2K}}.<br />
*If used predictably, all teleport options can be heavily punished due to their long recoveries<br />
*Can install an airdash (super jump install) to air versions in neutral with a fast 228 input<br />
*If landing recovery from a jump is cancelled into an air teleport, Chipp can use whatever air options he would have had left.<br />
}}<br />
<br />
===<big>Genrouzan</big>===<br />
{{InputBadge|{{clr|3|63214S}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=63214S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 27<br />
|active = 11<br />
|recovery = 12<br />
}}<br />
A slow but highly rewarding command grab.<br />
<br />
Useful to open up opponents who have been conditioned to block various frametraps or stagger pressure. Causes a very long knockdown midscreen, giving Chipp enough time to set up {{MMC|chara=Chipp Zanuff|input=214K|label=invisibility}} and go into a meaty or a 3-way mixup. In the corner, Chipp can cancel into Wall Cling after the hit to go into highly damaging meterless combos that maintain a knockdown for further okizeme and pressure.<br />
<br />
While the initial startup is strike invuln, Chipp is airborne for 16 frames before it becomes active, allowing opponents that are looking out for it to score an Air Throw on Chipp or just plain anti-air combo him.<br />
*As a throw, the opponent can't burst on hit.<br />
}}<br />
<br />
===<big>Resshou</big>===<br />
{{InputBadge|{{clr|3|236S}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 5<br />
|recovery = 10<br />
}}<br />
The starter of Chipp's rekka series.<br />
<br />
Very useful as a blockstring ender since it only leaves Chipp at -1, which is a non-issue if your opponent doesn't instant block. Even while he's minus, Chipp's pokes (such as {{clr|3|2S}} or {{clr|K|5K}}) will generally be faster than what the opponent has to offer at the distance he is left at after using the rekka, and you can use {{clr|P|6P}} to counterpoke certain abare options. You can alternatively follow up with {{MMC|input=236S > 236S|label=Rokusai}} for a risky frametrap that is high reward on counter hit.<br />
*Has special hitstun that makes it +2 on standing hit, +3 on crouching hit. <br />
*Combos into {{clr|2|5K}} on counter hit<br />
*links into {{clr|1|5P}} or even {{clr|3|c.S}} on airborne hit (for example after {{clr|5|2D}})<br />
}}<br />
<br />
===<big>Rokusai</big>===<br />
{{InputBadge|Resshou > {{clr|3|236S}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236S > 236S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 1<br />
|recovery = 25<br />
}}<br />
Second hit of Chipp's Rekka Series <br />
<br />
Hits low. Very useful if used slightly delayed after the first rekka as a frame trap. Slightly unsafe on block and punishable at most spacings, it's better when followed up by a Roman Cancel for combos or to continue pressure. Chipp can get away with it on block after conditioning opponents to respect followups however.<br />
*Special hitstun makes it only -3 on hit<br />
*Staggers on counter hit<br />
}}<br />
<br />
===<big>Senshuu</big>===<br />
{{InputBadge|Resshou > {{clr|2|236K}}\Rokusai > {{clr|2|236K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236S > 236K<br />
|description=<br />
Possible as a second or last hit of Chipp's rekka series.<br />
<br />
Hits overhead and launches on normal hit, which can be followed up into a combo. While it's rewarding to land, it has very slow and reactable startup and it's punishable on block. When blocked, Chipp is in crouching counterhit recovery, allowing most opponents to start their most damaging combos. Use sparingly or only with 50 tension to make it safe.<br />
}}<br />
<br />
===<big>Shinkirou</big>===<br />
{{InputBadge|{{clr|4|623H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=623H<br />
|description=<br />
Can be used Stand-alone or during Chipp's Rekka series (but not after {{clr|2|236K}})<br />
<br />
Has relatively little use outside of {{tt|combos|{{clr|5|2D}} > {{clr|3|236S}} > {{clr|H|623H}}}} or as a risky frametrap after Rokusai (can be punished by airthrow on block). Little reward on grounded hit, knocks back the opponent on counter hit, but does wall stick the opponent in the corner if they are hit airborne.<br />
<br />
On whiff or block, Chipp has access to full air options and movement.<br />
}}<br />
<br />
===<big>Shuriken</big>===<br />
{{InputBadge|{{clr|1|j.214P}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=j.214P Slow,j.214P Fast|versioned=input<br />
|description=<br />
Chip throws a shuriken in a 45 degree angle towards the ground. Alternates between a slow and a fast version, with the slow version coming first.<br />
<br />
Mostly used for pressure and to cover your approach. Especially useful against characters that have a hard time avoiding it, such as Potemkin.<br />
<br />
;Fast Version<br />
Has quick startup for a projectile.<br />
<br />
Does not alter Chipp's momentum, making fast Shuriken more suited for ascending jumps to make it travel further. Can be used as a pressure reset option from an instant air dash.<br />
----<br />
;Slow Version<br />
Completely halts Chipp's air momentum during the throw and has very long recovery. Can stop opponents from approaching due to covering a good angle for a good duration, however it has rather slow startup at 23 frames.<br />
<br />
An interesting setup for the slow version is to use it after a low altitude {{clr|5|j.D}} combo ender for okizeme. Cancel the {{clr|5|j.D}} into slow shuriken, land, and continue pressure on a waking up opponent, who now has to block the meaty shuriken.<br />
}}<br />
<br />
===<big>Wall Cling</big>===<br />
{{InputBadge|Near Wall > 64}}<br />
{{GGXRD-R2 Move Card<br />
|input=Wall Cling > 8,Wall Cling > 6,Wall Cling > 4|versioned=name<br />
|description=<br />
Many special moves that leave chipp airborne can be cancelled into the wall cling, such as Genrouzan ({{clr|3|63214S}}), air Alpha Blade ({{clr|1|j.236P}}) or 22{{clr|3|S}}/{{clr|H|H}} teleports. Wall cling does have a minimum height requirement. TK {{clr|1|j.236P}} will not allow Chipp to wall cling afterward, but when used in air extensions it will.<br />
<br />
The wall cling generally is used for corner Okizeme as well as runaway tactics. When used on its own from a regular jump Chipp retains all prior air options (double/triple jump, airdash), but when used from 22{{clr|3|S}}/{{clr|H|H}} the teleports must be jump installed prior in order to retain air options.<br />
<br />
;9 Jump<br />
* Chipp jumps up off the wall. Can be used as a corner escape but is rather committal on defense due to needing time or space to jump out<br />
----<br />
;6 jump<br />
* Chipps traditional walldive. A low, steep angle makes this difficult to use defensively, and is therefore usually used in his okizeme game<br />
----<br />
;4<br />
* Chipp detaches from the wall and will fall down provided no additional actions are inputted. The core of Chipp's corner okizeme game that, when combined with his {{MMC|input=j.H|label=j.H}} gives Chipp access to unreactable left/right and high/low mixups<br />
----<br />
;8/2<br />
* Moves Chipp higher or lower on the wall. Largely used to reposition or to stall<br />
}}<br />
<br />
==Wall Cling Moves==<br />
==={{clr|1|w.P}}===<br />
{{InputBadge|{{clr|1|P}} during Wall Cling}}<br />
{{GGXRD-R2 Move Card<br />
|input=Wall Cling > P<br />
|description=<br />
Chipp performs Alpha Blade down diagonally away from the wall. When used in the corner will launch opponents in the direction Chipp is facing. Can be used as a knockdown tool from shorter Jump Install combos against non-lightweights. Essential for damage and ending combos in knockdowns but does put them back midscreen (though with ample time to set up okizeme)<br />
}}<br />
<br />
==={{clr|2|w.K}}===<br />
{{InputBadge|{{clr|2|K}} during Wall Cling}}<br />
{{GGXRD-R2 Move Card<br />
|input=Wall Cling > K<br />
|description=<br />
Chipp throws a kunai down diagonally away from the wall.<br />
<br />
The Kunais are a very good keepaway tool while wall clinging, and will force your opponent to either wait or jump at you, which will both give you time to let go off the wall and respond in whatever way is necessary.<br />
}}<br />
<br />
==={{clr|3|w.S}}===<br />
{{InputBadge|{{clr|3|S}} during Wall Cling}}<br />
{{GGXRD-R2 Move Card<br />
|input=Wall Cling > S<br />
|description=<br />
Chipp leaps down from the wall grabbing his opponent on the ground. This move whiffs on airborne opponents<br />
<br />
Situational tool for catching a blocking opponent. Another layer to Chipp's pressure.<br />
*Always reaches the same spot near the corner no matter how high Chipp is on the wall.<br />
}}<br />
<br />
==={{clr|4|w.H}}===<br />
{{InputBadge|{{clr|4|H}} during Wall Cling}}<br />
{{GGXRD-R2 Move Card<br />
|input=Wall Cling > H<br />
|description=<br />
Chipp leaps away from the wall grabbing his opponent in the air. This move whiffs on grounded opponents.<br />
<br />
Can be used to catch opponents trying to tech out of corner combos.<br />
}}<br />
<br />
==Overdrives==<br />
===<big>Zansei Rouga</big>===<br />
{{InputBadge|{{clr|4|632146H}}\{{clr|5|632146D}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=632146H<br />
|description=<br />
A fullscreen invulnerable super.<br />
<br />
Chipp can combo into it from {{clr|4|6H}}, but is generally used as a wakeup reversal or to callout a high recovery whiff or projectile and punish from fullscreen.<br />
<br />
Can be YRCed during startup (before superflash) and it only uses 25% tension. This makes Burst ZR YRC a valid reversal strategy, as the Burst version is full invuln on frame 1, and YRCing it actually allows Chipp to keep his burst. Make sure you don't try to do this against very active attacks however, as Chipp will still get hit. It is also particularly use after {{clr|1|6P}} counter hit > {{clr|4|6H}} to kill if the opponent is low on life since supers cannot be bursted or after a successful blitz shield, since supers cannot be reverse-blitzed.<br />
<br />
While not the most practical, it can be used for a gimmicky crossup on most knockdowns. Arguably more powerful near the corner as the opponent may have a bit less time to react.<br />
}}<br />
<br />
===<big>Banki Mesai</big>===<br />
{{InputBadge|{{clr|2|236236K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236236K<br />
|description=<br />
Chipp rushes forward to deliver a huge series of attacks.<br />
<br />
The most common use for this move is to combo into it to kill your opponent if they still have burst and are low HP, such as after a {{clr|H|5H}} hit or high Wall Alpha Blade combo. It also has minor use as a longer range reversal on wakeup in situations where Beta Blade would not reach.<br />
<br />
While it builds a huge amount of RISC gauge, it is very unsafe move on block. Additionally, since the opponent can block with faultless defense to make most of your hits whiff it gives them even more time to punish.<br />
*True startup depends on distance as chipp needs to travel to the opponent's location.<br />
*The two Beta Blades at the end will only trigger when the move actually hits.<br />
}}<br />
<br />
===<big>Ryuu Yanagi</big>===<br />
{{InputBadge|{{clr|2|j.214214K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=j.214214K<br />
|description=<br />
Chipp completely halts his air momentum and throws a few volleys of kunai towards the ground in a wide arc.<br />
<br />
Since it travels slowly and Chipp retains all air options after using it, its a potent okizeme option that can offer different 50/50's that are obscured by the kunai sparks. Use with caution as all Kunai will disappear if Chipp is hit.<br />
<br />
On hit, it causes ground bounce and knockdown, depending on how it hits the opponent, which turns it into a good air combo finisher. On the ground, the combo can be followed up with {{clr|S|S}} > {{clr|H|5H}} > {{clr|2|236236K}} for a high damage, high number of hits 100% tension unburstable combo to guts crush a low life opponent at the end of a round. Of course, it's a bad choice if it won't kill since it fills up the opponent's Burst and costs all your tension.<br />
}}<br />
<br />
==Instant Kill==<br />
===<big>Raisetsudan</big>===<br />
{{InputBadge|During IK Mode: {{clr|4|236236H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236236H |type=instantkill<br />
|description=<br />
Uses the animation of his Resshou.<br />
<br />
Chipp's Instant Kill activation has extremely long startup. An instant kill will not be guaranteed even if the opponent is dizzy.<br />
<br />
It can be used when the opponent is in Hellfire state however, during the last possible round thanks to the speed increase and slowdown granted by Gold IK mode.<br />
}}<br />
<br />
==Navigation==<br />
<center>{{Character Label|GGXRD-R2|Chipp Zanuff|42px}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:GGXRD-R2/Navigation}}</div>Sobosswagnerhttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Chipp_Zanuff&diff=365938GGXRD-R2/Chipp Zanuff2023-01-10T04:42:28Z<p>Sobosswagner: /* Resshou */ Added frame chart</p>
<hr />
<div>==Overview==<br />
{{Overview/navigation|okizeme=true}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4|height=1<br />
|header=Overview<br />
|content= Guilty Gear's dedicated pixie character with great mobility and paper-thin defense. Chipp has everything a speedy player could want: fast movement, a triple jump, teleports, and several special moves that let him careen around the stage and climb on the walls. His normals are also much faster for their range than most other characters, and he has a few powerhouses like {{clr|1|6P}}, {{clr|4|5H}}, and {{clr|5|j.D}} to supplement his raw speed.<br />
<br />
While he's without a doubt the nimblest character in Xrd, Chipp also has a strong pressure game: {{clr|3|c.S}} is a plus on block throw option select that is faster than many characters' jabs and frame traps into itself. Off of throw or another good knockdown, Chipp can often set up a jump-in mixup using {{clr|3|j.S}}, {{clr|4|j.H}}, or simply landing and going low. His aerial kunai super Ryuu Yanagi ({{MMC|input=j.214214K|label={{clr|2|j.214214K}}}}) makes those mixups even harder to block. Gamma Blade ({{MMC|input=41236H|label={{clr|4|41236H}}}}) is a large grounded projectile that is always plus on block and captures the opponent on hit, giving Chipp a free combo. Chipp also has Beta Blade ({{MMC|input=623S|label={{clr|3|623S}}}}), a two-hit, 4f meterless reversal that lets him challenge mixups and pressure.<br />
<br />
Turning a combo into setplay and mixups is not always feasible, however, and Chipp must often choose between a moderate damage combo and a reset to neutral or a much less damaging combo with continued okizeme. Chipp's many tools give him many options in neutral, but using them to safely control his opponent requires a lot of matchup knowledge and choosing the wrong option can be very punishing: if Chipp eats a single bad counter hit, he's liable to lose half his health bar or more.<br />
<br />
If you want to live fast, die hard, and have every tool in the box at your fingertips, Chipp is the character for you.<br />
}}<br />
{{GGXRD-R2/Infobox<br />
| fastestAttack = [[#5P|5P]](3F) (Whiffs on crouch) <br/> [[#2P|2P]](4F) <br/> [[#c.S|c.S]](4F)<br />
| reversal = [[#Beta Blade|623S]] (5F)<br />
}}<br />
{{ProsAndCons<br />
|intro= has every tool you could ever want and enough mobility options to treat the screen like a jungle gym - but he hurts more than anyone else when he makes a mistake.<br />
|pros=<br />
*'''Speedster''': Between a triple jump, the fastest runspeed in the game, teleports, and the ability to cling to walls and dash off them, Chipp is easily the most mobile character in the game. He can utilize his extreme speed to both whiff punish and escape scary situations better than many other characters in the cast.<br />
*'''Powerful Mixups''': Chipp has tons of ways to open people up, including {{MiniMoveCard|input=63214S|label= a command grab}} and a standing, unthrowable overhead with his {{MMC|input=6K|label={{clr|2|6K}}}}. In the corner, {{MiniMoveCard|input=Wall > 64 |label= Wall Cling}} setups and FDC {{clr|2|j.2K}} give Chipp incredible mixup options from knockdown.<br />
*'''Excellent Buttons:''' Fast startups paired with great hitboxes and recovery on many normals ({{MMC|input=6P|label={{clr|1|6P}}}}, {{MMC|input=5K|label={{clr|2|5K}}}},{{MMC|input=c.S|label={{clr|3|c.S}}}}, {{MMC|input=2S|label={{clr|3|2S}}}}, {{MMC|input=j.D|label={{clr|5|j.D}}}}) can make Chipp difficult to challenge as characters with weaker neutral or slower buttons.<br />
*'''Adaptable Toolbox:''' Chipp's speed and wide movelist allow him to approach situations however he pleases. He can play very defensively and offensively, as well as switch between the two as necessary. <br />
|cons=<br />
*'''High-Risk:''' Chipp takes the most damage out of any character by far, and has rather strict execution demands in order to be properly played. As such, making errors in execution isn't uncommon and the punishment for them is astronomical.<br />
*'''Lack of Easy Knockdowns:''' Scoring a knockdown usually needs combos with specific conditions such as being close to the opponent or hitting them crouching, or a short combo with low damage such as basic gatlings into {{MMC|input=2D|label=2D}}. Chipp often has to choose between doing good damage or earning a knockdown. <br />
*'''Okizeme Woes:''' Chipp's backdash is not well-fit for escaping okizeme, and he has the longest possible knockdown timer in the game.<br />
*'''Meter-hungry:''' Chipp's strongest options require meter investment, but his meter income is limited by the tension penalty inflicted by {{MMC|input=j.2K|label={{clr|K|j.2K FDC}}}}, his main mixup tool.<br />
}}<br />
</div><br />
===Unique Mechanics===<br />
{{card|width=4<br />
|header=Jump Installing<br />
|content=<br />
Normally, Chipp cannot jump or airdash after his {{clr|3|S}}/{{clr|4|H}} teleports, but this can be changed with a technique called jump installing.<br />
<br />
Jump installing is a long-standing <strike>bug</strike> feature of the Guilty Gear series that allows characters to fool the game into giving them air actions when they would not normally have them. Many moves in GGXrd will automatically jump install, but Chipp is notable both for having a move that does not auto-jump intall ({{clr|3|S}}/{{clr|4|H}} teleport) and relying on that move for combos quite a lot. '''Jump installing is NOT unique to Chipp - he just does it more than anyone else.'''<br />
<br />
For more information on jump installing, see [[GGXRD-R2/Movement#Jump_Install|this page]].<br />
}}<br />
{{FrameChartKey}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 1<br />
|recovery = 8<br />
}}<br />
A high and very fast standing jab.<br />
<br />
Chipp's fastest normal and one of the fastest jabs in the game. Mostly used in juggle combos after {{clr|5|2D}} > {{clr|3|236S}}. Whiffs against crouching opponents except for Potemkin, Bedman and Haehyun. Also sees use as an emergency anti-air because of its upwards angle and quick startup, but is very bad when it trades<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 5<br />
|recovery = 8<br />
}}<br />
A fast standing kick with great range for its speed.<br />
<br />
An all around essential move for Chipp thanks to its versatility. Its great hitbox that is disjointed on startup allows it to beat many otherwise problematic normals that would outrange Chipp. Its wide variety of gatling options makes it a strong pressure starter as well. On hit, it can easily hit confirm due to being able to gatling into itself.<br />
*Gatlings into 2P, 6P, 2K are delayed.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=c.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 2<br />
|recovery = 10<br />
}}<br />
Extremely fast for a {{clr|3|c.S}} and offers frame advantage on block while being rewarding on hit, making it useful for starting pressure, confirming hits and creating burst safe points in combos<br />
<br />
Very useful for frame traps; it's plus frames on block and incredible startup speed allow {{clr|3|c.S}}>{{clr|3|c.S}} to be a frametrap sequence. On normal hit, it can link into {{clr|1|5P}} against standing opponents and {{clr|S|c.S}} on crouching opponents to make hit confirming out of stagger pressure possible. On counter hit, it's possible for chip to link another {{clr|3|c.S}} to confirm into combos. Thanks to its versatile gatling tree, it's also essential for knockdown combos via {{clr|P|6P}} and {{clr|D|2D}}. It is also Chipp's only normal that can gatling into {{clr|2|6K}} for overhead mixups. <br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=f.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 2<br />
|recovery = 18<br />
}}<br />
Chipp quickly takes a large step forward, giving {{clr|S|f.S}} much further reach than the hitbox suggests.<br />
<br />
Thanks to its excellent range and speed, {{clr|S|f.S}} is very good for footsies and after dash-ins. Is essentially the higher recovery, higher-hitting brother of {{clr|S|2S}}. <br />
<br />
While it can be great in neutral and for approaching, it's not without fault - its high hitbox loses or completely whiffs against low profiles, such as Sol's {{clr|5|2D}}. It also has no way to gatling into {{clr|5|2D}}, so committing to an {{clr|3|f.S}} usually means forfeiting knockdown.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 7<br />
|recovery = 16<br />
}}<br />
Mostly a combo-tool and blockstring ender (canceled into {{MMC|input=236S|label=rekka}}, teleport or jump/{{keyword|IAD}} Fast Shuriken)<br />
<br />
Not very useful as a poke due to its long startup relative to Chipp's other normals. While it is not disjointed at all, it can be used as a makeshift anti-air in very specific situations, such as against Venom's Mad Struggle, since a trade will be greatly in Chipp's favor. <br />
<br />
On counter hit however, the move's potency opens up - it can link into {{clr|D|2D}}, or go into a combo via {{clr|D|5D}}. On air counter hit, Chipp can dash and get a full air combo. These properties make {{clr|H|5H}} a strong haymaker on read or against predictable opponents.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|5|5D}}<br />
}}<br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 27<br />
|active = 4<br />
|recovery = 9<br />
}}<br />
Agonizingly slow startup for a Chipp move.<br />
<br />
Chipp's {{clr|5|5D}} is one of the longest reaching in the game, but he might need some creativity to follow up midscreen from far away with the air homing jump combo (airdash during homing jump etc.). On homing dash however, the combo combo gives nearly full corner carry (sometimes can give full) with a solid knockdown to boot. His {{clr|5|5D}} is also one of the few which is plus on block thanks to its low recovery.<br />
<br />
While it's highly rewarding on hit, the slow startup makes it fairly difficult to land against opponents that are paying attention to Chipp's pressure. {{clr|K|6K}}, Command grab, or teleport mixups are generally preferrable to open opponents up.<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 3<br />
|recovery = 25<br />
}}<br />
One of the most invulnerable 6Ps in the game and an essential part of Chipp's toolkit in many matchups.<br />
<br />
Used as an antiair, a counterpoke against many mid-hitting moves, combo filler, and pressure vs characters who like to {{keyword|abare}} with mid to high hitting moves. Upper body invuln starts at frame 1, making it great on reaction against moves that it can beat. While it is very unsafe on block by itself, it can safely gatling into a wide variety of other normals to continue pressure. <br />
<br />
Where the risk of using {{clr|P|6P}} lies is that it is horribly unsafe on whiff due to its extremely long total duration of 36 frames. It can be safer to attempt to anti air with {{clr|H|2H}} if you suspect the opponent is trying to bait {{clr|P|6P}}.<br />
*Combos into {{clr|H|6H}} on counter hit<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|6K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 19<br />
|active = 5<br />
|recovery = 5<br />
|specialRecovery = 3<br />
}}<br />
Chipp's other standing overhead normal.<br />
<br />
While it is fast, it is rather risky for its reward. As its not special cancellable comboing off of this only works as a meaty and against crouching opponents, or with a Roman Cancel. It should not be used point blank, as opponents can easily ground throw you after the hit or on block. In addition to the risk of being thrown on hit, should the opponent choose to contest it by mashing, they can score a highly damaging counter hit juggle combo.<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 6<br />
|recovery = 15<br />
}}<br />
Huge button with great reach thanks to a large hitbox and big forward step.<br />
<br />
Mostly used as a frametrap to catch delay or fuzzy jumps, and as a tech trap in certain okizeme situations. it can also be used as a haymaker in neutral. High damage starter and great in juggles since it offers a combo afterwards (run up {{clr|3|c.S}} or {{clr|1|5P}} into air combo. Against Standing opponents, {{clr|H|6H}} combos into grounded Alpha Blade, and depending on the range, into a {{keyword|TK}} Alpha Blade. On air hit in the corner, it leads into Blitz Attack loops.<br />
*Causes stagger on ground hit.<br />
*Causes ground bounce on air hit.<br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 2<br />
|recovery = 7<br />
}}<br />
A very fast crouching jab that is plus on block. <br />
<br />
Great for stagger pressure and tick throws due to its low blockstun from being attack level 0. Its speed also makes it good {{keyword|abare}} option in scramble situations. Is also relatively burst safe for combos: {{clr|1|2P}} > {{clr|1|2P}} > {{clr|3|c.S}}...<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 7<br />
}}<br />
Chipp's fastest low attack. A common starter for strings and great for mixups.<br />
<br />
Its self-gatling option for consecutive lows is useful to keep opponents crouching or catch them while they attempt to fuzzy jump. 2K Gatling into 6H is also useful to punish fuzzy (delay) jumpers and one way to punish excessive use of FD.<br />
<br />
Unfortunately, it has very poor range, making it somewhat hard to use for okizeme. It has a high risk of getting thrown, can't catch backdashes, and has short active frames.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 4<br />
|recovery = 11<br />
}}<br />
An essential button to use when approaching or to stuff the opponent's moves.<br />
<br />
Like {{clr|S|f.S}}, the range is greater than the hitbox implies due to the large forward step Chipp takes. Will connect against the opponent's low profile options where {{clr|S|f.S}} would whiff, and with significantly less recovery, but will whiff against some airborne opponents that {{clr|S|f.S}} would hit. Staggers on counter-hit, making it a good option as a dash-in attack and for frame traps.<br />
*Chipp's hurtbox is extended forward before the attack becomes active.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 9<br />
|recovery = 18<br />
}}<br />
Great anti-air with tall reach and high reward,<br />
<br />
Works well as an anti-air because of the high vertical range (hits them early) and the added reliability in trades (high attack level and good counter hit property), less so because of its actual hit box, which is rather poor. Followup combos are generally only possible on counter hit or by cancelling into {{clr|3|22S}} teleport<br />
<br />
When it is used at the end of a block-string or stand-alone, it should be cancelled into {{clr|1|22P}} or delay cancelled into {{clr|5|2D}} to make it safe.<br />
*Floats opponent on normal hit.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|2|6K}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 2<br />
|recovery = 17<br />
}}<br />
A Fast sweep with very long range.<br />
<br />
An extremely important tool for Chipp's ground game as it's his primary way of scoring knockdowns for okizeme. It is also an excellent combo tool via {{clr|3|236S}}, which also serves as a very useful block string. In neutral, 2D is great at stuffing the opponent's dashes. It can also evade some other lows that have thin, close to the ground hitboxes (Ky {{clr|D|2D}} and {{clr|K|2K}} for example) since Chipp's hurtbox pulls upward slightly during the active frames.<br />
*{{clr|5|2D}} > {{clr|1|22P}} > link {{clr|5|2D}} can be useful against people expecting {{clr|5|2D}} > {{clr|3|236S}}<br />
*{{clr|5|2D}} > {{clr|3|236S}} > {{clr|4|623H}} is a very strong combo starter in the corner leading to good damage and knockdown, making {{clr|5|2D}} as a poking tool even more important<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 4<br />
}}<br />
A very fast air jab, mostly used as combo filler or as a low commitment and burst-safe air-to-air button.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 8<br />
|recovery = 8<br />
}}<br />
A two-hitting air normal.<br />
<br />
The first hit has a great upwards-angle and is very useful as an air-to-air, while the second hit pulls the enemy downwards, which is used mostly in specific knockdown combos. Chipp can cancel {{clr|K|j.K}}(1) into itself several times to avoid activating the second hit, which is mostly used for guts crushing low health opponents in air combos.<br />
<br />
Be careful - should the first hit of {{clr|2|j.K}} whiff, the second hit will activate regardless, which means that if you fail your air-to-air attempt, you might not be able to act for a while due to the long total duration of the move.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.2K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.2K<br />
|description=<br />
A downward air kick that alters Chipp's flight path, slowing down his horizontal acceleration.<br />
<br />
Mostly used for Chipp's FDC ({{tt|faultless defense cancel|j.1[{{clr|2|K}}]~[{{clr|3|S}}]}}), input. Multi-hit and attack level 0 make this a decent but risky okizeme tool; For example in the corner, you can use it low enough to have only one hit connect, then immediately link a {{clr|2|2K}}, which is a hard to block setup, especially when the opponent usually expects a 2-hit {{clr|4|j.H}}. This setup is risky however because it can easily be backdashed out of.<br />
<br />
{{clr|2|j.2K}} is also weak against Faultless defense: if the first two hits make contact with the opponent's FD, you will be pushed back so much that the last hit of {{clr|2|j.K}} might whiff, which means your opponent will recover before you and will throw you.<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 10<br />
|recovery = 18<br />
}}<br />
An air normal that alters Chipp's momentum and has a very wide hitbox.<br />
<br />
Slightly bounces Chipp upwards when used, which can be both a {{tt|blessing|It can bounce you our of the range of an opponent's move and allow you to punish}} and a {{tt|curse|The momentum shift can cause the move to whiff completely}}. While almost exclusively as combo filler, it has some {{tt|applications in blockstrings|iad {{clr|2|j.K}}(1),{{clr|2|j.K}}(1),{{clr|3|j.S}},{{clr|H|j.H}}(2), land...}} and Okizeme, such as an {{keyword|IAD}} high/low mixup after air alpha blade, after {{clr|H|H}} teleport, or in the corner. <br />
<br />
While the width of the hitbox makes it great as a crossup, it is hard to use it for that purpose against grounded opponents due to the air bounce property.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|4|j.H}}<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 12<br />
|recovery = 29<br />
}}<br />
A highly evasive air normal with great hitboxes.<br />
<br />
Chipp's jump-in of choice. Hits overhead twice, dodges and beats a lot of antiair attempts while active due to the way Chipp's hitbox moves around, all while being disjointed. Additionally, it's an excellent crossup button for Chipp's various jump and teleport mixups.<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 8<br />
|recovery = 19<br />
|specialRecovery = 5<br />
}}<br />
Very fast and extremely disjointed jumping kick. All around essential move in many matchups.<br />
<br />
Useful for punishing air throw attempts or as an anti-anti air while also frequently beating other air to air attempts. Just as useful in combos, since it causes plummet / knockdown midscreen and wall bounce in the corner.<br />
<br />
Since it has some extra landing recovery, be careful when using it from too high up in the air - if the opponent instant blocks, you can get thrown when you land.<br />
*Long floor slide on ground counter hit, very short floor slide on air counter hit<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Ground Throw<br />
|description=<br />
Chipp has a shorter throw range than many other characters. On successful throw, he can OTG combo with fast moves that hit low to the ground such as {{clr|2|2K}}<br />
<br />
Causes a moderate knockdown to the opponent, giving you enough time for okizeme such as jump forward, FDC, {{clr|4|j.H}}(crossup), continue pressure or combo. Unfortunately does not reliably lead into strong mixups without meter, but with meter, allows you to do {{keyword|TK}} {{MMC|input=j.214214K|label=Ryu Yanagi}} setups<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Air Throw<br />
|description=<br />
Causes very long knockdown, giving you a lot of time for either [{{MMC|input=214K|label=invisibility}} > meaty {{clr|2|2K}}] or simply FDC okizeme.<br />
<br />
Can also be Roman Cancelled and followed up with a {{clr|4|6H}} > dash {{clr|1|5P}} > air combo for good damage.<br />
}}<br />
<br />
===<big>Dead Angle Attack</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=DAA<br />
|description=<br />
Long invuln time dead angle. Uses the same animation as {{clr|H|5H}}, giving it pretty good horizontal reach.<br />
*Causes wall bounce on counter hit<br />
}}<br />
<br />
===<big>Blitz Attack</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Blitz,[Blitz]|versioned=name<br />
|description=<br />
Standard Blitz attack that does not strike as far as the animation suggests.<br />
<br />
Offensively, Chipp can use his blitz attack in the corner to perform {{clr|4|6H}} > Blitz attack loops anytime he can combo into air hit {{clr|4|6H}} by jump cancelling the recovery of {{clr|4|6H}} and cancelling the jump startup with blitz.<br />
<br />
The input is {{clr|4|6H}} > 8~[5{{clr|S|S}}+{{clr|H|H}}]. Such combos do very high, meter-efficient damage and drain burst gauge, making them indispensable for serious Chipp players. If timed very carefully with a slight delay , it can even be made a burst safe point (the blitz shield would reject a burst activated during {{clr|4|6H}} hitstop) while still being a true combo. <br />
}}<br />
<br />
==Special Moves==<br />
===<big>Alpha Blade</big>===<br />
{{InputBadge|{{clr|1|236P}} (Air OK)}}<br />
{{GGXRD-R2 Move Card<br />
|input=236P,j.236P,236P > H|versioned=input<br />
|description=<br />
Alpha Blade is a strong move that has myriad uses on defense, as it is a long-range, low-profile slide. It is an excellent choice to escape the corner from many different elements of pressure.<br />
<br />
Chipp's collision box is removed during the travel distance, allowing Chipp to move through the opponent and crossup with the move's active frames.<br />
<br />
;Grounded version ({{clr|P|236P}})<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 15<br />
|recovery = 32<br />
}}<br />
Being that the low profile is one of the main attributes, it can also be used to go under most projectiles or ranged pokes. During parts of the move, Chipp is actually considered airborne and can go over some moves that have thin, low to the ground hitboxes such as {{MMC|input=236S|chara=Potemkin|label=Slidehead|hitboxMode=true|imageNumber=2}}. While it is excellent for escaping pressure, it carries some risks: it is very minus on block, so characters that can move quickly or have long reaching moves can reliably punish Chipp unless he cancels into Alpha Plus, which can have its own issues.<br />
<br />
On normal hit, Alpha Blade launches the opponent, but Chipp generally cannot follow up into any additional damage without spending meter. On counter hit, he can cancel into Alpha Plus or burn meter for a strong combo.<br />
<br />
In combos, ground Alpha Blade will generally only combo out of {{clr|4|6H}} or {{clr|4|5H}}. It can also conditionally combo from {{clr|4|5H}} if Chipp are relatively close to the opponent or if you hit them while they are crouching. {{clr|5|2D}} > Ground Alpha Blade works against lightweights, but is rarely used for anything useful.<br />
----<br />
;Air version ({{clr|P|j.236P}})<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 14<br />
|specialRecovery = 18<br />
}}<br />
Air alpha blade is similar to the grounded version but it is faster, safer, and has a larger hitbox. Unlike the grounded version, using an Air Alpha Blade very close to the ground will allow for {{tt|meterless combos|Example: corner S > S > HS > {{clr|1|2369P}} (lowest possible height), land, S...}}, especially in the corner. <br />
<br />
In the corner, air Alpha Blade can also be cancelled into {{MMC|input=Wall > 64|label=Wall Cling}}. However, if you do not perform any other actions after the wall cling, there will be a special, relatively long landing animation when you land.<br />
*Listed Frame Advantage for Air Alpha Blade is on lowest height<br />
----<br />
;Alpha Plus ({{clr|P|236P}} > {{clr|H|H}})<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 12<br />
|recovery = 18<br />
}}<br />
On normal block, there is a minimum 6F gap between Alpha Blade and Alpha Plus , making this move risky on block at any range in any matchup. On top of that, Alpha Plus itself is punishable on block, so it's generally only used to hit confirm a raw Alpha Blade.<br />
}}<br />
<br />
===<big>Beta Blade</big>===<br />
{{InputBadge|{{clr|3|623S}} (Air OK)}}<br />
{{GGXRD-R2 Move Card<br />
|input=623S,j.623S|versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 22<br />
|recovery = 16<br />
|specialRecovery = 10<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 18<br />
|specialRecovery = 5<br />
}}<br />
An incredibly fast {{keyword|DP}}. <br />
<br />
Mostly only used as a reversal option or as an ender for air combos. If the first hit is Roman Cancelled, Chipp will remain standing on the ground, which will either allow him to followup up the hit with a {{clr|4|6H}}, or to start pressure in case Beta Blade is blocked.<br />
*The first hit of the ground version gives a hard knockdown (which rarely matters since the second hit will allow the opponent to tech)<br />
*Chipp loses Throw invulnerability as soon as he becomes airborne.<br />
}}<br />
<br />
===<big>Gamma Blade</big>===<br />
{{InputBadge|{{clr|4|41236H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=41236H<br />
|description=<br />
A grounded projectile that traps the opponent in place on hit. Unlike most special moves, Gamma Blade can '''NOT''' be cancelled into from normals.<br />
<br />
A very important move for many of Chipp's matchups. While it has slow startup, it is plus on block and highly rewarding on hit as it places the opponent in an airborne state where they cannot burst while trapped, allowing for damaging juggle combos. Gamma Blade also has one of the highest projectile clash levels in the game - it will erase most projectiles it comes into contact with and continue traveling forward, making it an excellent tool for calling out careless zoning attempts.<br />
<br />
Although it is potent and rewarding both on hit and block, its slow startup and very long total duration make it a very risky move to throw out in neutral without YRC available.<br />
*Always +5 on block, no matter how late it hits, since Chipp has a set recovery if it makes contact with the opponent<br />
*Deals full damage as an OTG hit and still causes the trap effect (although all followup hits will suffer from OTG damage reduction).<br />
}}<br />
<br />
===<big>Tsuyoshishiki Meisei</big>===<br />
{{InputBadge|{{clr|2|214K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=214K<br />
|description=<br />
A cheeky "install" type move that will make Chipp flash from invisible to visible for approximately 8 seconds.<br />
<br />
Mostly used to create extra ambiguity's for Chipp's various mixup options as it's much harder to see what he's doing thanks to the "smoky" effect and flashing from visible to invisible. Entering invisiblity is generally only safe to do after knockdowns (especially during a high wall Alpha Blade knockdown as it will allow him to also still be able to meaty) or during corner dust combos as it has significant recovery. The effect will end prematurely if Chipp blocks an attack or gets hit.<br />
<br />
*Unlike most specials, can '''NOT''' be cancelled into from normals.<br />
*Chipp changes visibility about every second<br />
}}<br />
<br />
===<big>Tsuyoshishiki Ten'i</big>===<br />
{{InputBadge|22{{clr|1|P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=22P,22K,22S/H|versioned=input<br />
|description=<br />
Chipp teleports at various locations on the screen based on the input. Each teleport has minor strike invulnerability and is a core tool of Chipp's neutral and mixup game.<br />
<br />
;{{clr|P|22P}} (In Place)<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 21<br />
}}<br />
Very good when used either in neutral and blockstrings as a bait to fake out {{clr|2|22K}} or {{clr|4|22H}} teleports, keeping your opponent on edge.<br />
----<br />
;{{clr|2|22K}} (Forward)<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 30<br />
}}<br />
The highest recovery of Chipp's teleports. It is a strong strategy to cancel the recovery of {{clr|2|22K}} teleport with YRC, circumventing the long recovery flaw while rapidly closing distance. Additionally, the added slowdown should give you enough time to start a combo, apply pressure, or go for an a throw.<br />
----<br />
;{{clr|3|22S}}/{{clr|4|22H}} (Airborne, in Front/Behind opponent)<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 20<br />
}}<br />
Both versions are a great combo tool after a {{clr|4|2H}} hit. {{clr|S|S}} version Will maintain dash momentum; for this reason, it has some use as a jump in, particularly for certain mixups options.<br />
<br />
Both the airborne teleports are useful approach tools; they cause Chipp to fall a set distance towards the side opposite the one Chipp appears on (thus towards the opponent), the only exception being if {{clr|4|22H}} is used in reach of wallcling ({{clr|4|22H}} teleport can be cancelled into wall cling, manually or by holding {{clr|H|H}}). In this instance, Chipp falls straight downward. <br />
<br />
Because Chipp falls slightly forward, this means when {{clr|4|22H}} teleport is used at a long range, Chipp will fall onto to the other side of the opponent from where he appears, rather than behind as usual, enabling crossups. This affects certain corner oki setups, but the forward momentum can be stopped using a delayed FDC or just raw {{clr|K|j.2K}}.<br />
*If used predictably, all teleport options can be heavily punished due to their long recoveries<br />
*Can install an airdash (super jump install) to air versions in neutral with a fast 228 input<br />
*If landing recovery from a jump is cancelled into an air teleport, Chipp can use whatever air options he would have had left.<br />
}}<br />
<br />
===<big>Genrouzan</big>===<br />
{{InputBadge|{{clr|3|63214S}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=63214S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 27<br />
|active = 11<br />
|recovery = 12<br />
}}<br />
A slow but highly rewarding command grab.<br />
<br />
Useful to open up opponents who have been conditioned to block various frametraps or stagger pressure. Causes a very long knockdown midscreen, giving Chipp enough time to set up {{MMC|chara=Chipp Zanuff|input=214K|label=invisibility}} and go into a meaty or a 3-way mixup. In the corner, Chipp can cancel into Wall Cling after the hit to go into highly damaging meterless combos that maintain a knockdown for further okizeme and pressure.<br />
<br />
While the initial startup is strike invuln, Chipp is airborne for 16 frames before it becomes active, allowing opponents that are looking out for it to score an Air Throw on Chipp or just plain anti-air combo him.<br />
*As a throw, the opponent can't burst on hit.<br />
}}<br />
<br />
===<big>Resshou</big>===<br />
{{InputBadge|{{clr|3|236S}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 5<br />
|recovery = 10<br />
}}<br />
The starter of Chipp's rekka series.<br />
<br />
Very useful as a blockstring ender since it only leaves Chipp at -1, which is a non-issue if your opponent doesn't instant block. Even while he's minus, Chipp's pokes (such as {{clr|3|2S}} or {{clr|K|5K}}) will generally be faster than what the opponent has to offer at the distance he is left at after using the rekka, and you can use {{clr|P|6P}} to counterpoke certain abare options. You can alternatively follow up with {{MMC|input=236S > 236S|label=Rokusai}} for a risky frametrap that is high reward on counter hit.<br />
*Has special hitstun that makes it +2 on standing hit, +3 on crouching hit. <br />
*Combos into {{clr|2|5K}} on counter hit<br />
*links into {{clr|1|5P}} or even {{clr|3|c.S}} on airborne hit (for example after {{clr|5|2D}})<br />
}}<br />
<br />
===<big>Rokusai</big>===<br />
{{InputBadge|Resshou > {{clr|3|236S}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236S > 236S<br />
|description=<br />
Second hit of Chipp's Rekka Series <br />
<br />
Hits low. Very useful if used slightly delayed after the first rekka as a frame trap. Slightly unsafe on block and punishable at most spacings, it's better when followed up by a Roman Cancel for combos or to continue pressure. Chipp can get away with it on block after conditioning opponents to respect followups however.<br />
*Special hitstun makes it only -3 on hit<br />
*Staggers on counter hit<br />
}}<br />
<br />
===<big>Senshuu</big>===<br />
{{InputBadge|Resshou > {{clr|2|236K}}\Rokusai > {{clr|2|236K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236S > 236K<br />
|description=<br />
Possible as a second or last hit of Chipp's rekka series.<br />
<br />
Hits overhead and launches on normal hit, which can be followed up into a combo. While it's rewarding to land, it has very slow and reactable startup and it's punishable on block. When blocked, Chipp is in crouching counterhit recovery, allowing most opponents to start their most damaging combos. Use sparingly or only with 50 tension to make it safe.<br />
}}<br />
<br />
===<big>Shinkirou</big>===<br />
{{InputBadge|{{clr|4|623H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=623H<br />
|description=<br />
Can be used Stand-alone or during Chipp's Rekka series (but not after {{clr|2|236K}})<br />
<br />
Has relatively little use outside of {{tt|combos|{{clr|5|2D}} > {{clr|3|236S}} > {{clr|H|623H}}}} or as a risky frametrap after Rokusai (can be punished by airthrow on block). Little reward on grounded hit, knocks back the opponent on counter hit, but does wall stick the opponent in the corner if they are hit airborne.<br />
<br />
On whiff or block, Chipp has access to full air options and movement.<br />
}}<br />
<br />
===<big>Shuriken</big>===<br />
{{InputBadge|{{clr|1|j.214P}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=j.214P Slow,j.214P Fast|versioned=input<br />
|description=<br />
Chip throws a shuriken in a 45 degree angle towards the ground. Alternates between a slow and a fast version, with the slow version coming first.<br />
<br />
Mostly used for pressure and to cover your approach. Especially useful against characters that have a hard time avoiding it, such as Potemkin.<br />
<br />
;Fast Version<br />
Has quick startup for a projectile.<br />
<br />
Does not alter Chipp's momentum, making fast Shuriken more suited for ascending jumps to make it travel further. Can be used as a pressure reset option from an instant air dash.<br />
----<br />
;Slow Version<br />
Completely halts Chipp's air momentum during the throw and has very long recovery. Can stop opponents from approaching due to covering a good angle for a good duration, however it has rather slow startup at 23 frames.<br />
<br />
An interesting setup for the slow version is to use it after a low altitude {{clr|5|j.D}} combo ender for okizeme. Cancel the {{clr|5|j.D}} into slow shuriken, land, and continue pressure on a waking up opponent, who now has to block the meaty shuriken.<br />
}}<br />
<br />
===<big>Wall Cling</big>===<br />
{{InputBadge|Near Wall > 64}}<br />
{{GGXRD-R2 Move Card<br />
|input=Wall Cling > 8,Wall Cling > 6,Wall Cling > 4|versioned=name<br />
|description=<br />
Many special moves that leave chipp airborne can be cancelled into the wall cling, such as Genrouzan ({{clr|3|63214S}}), air Alpha Blade ({{clr|1|j.236P}}) or 22{{clr|3|S}}/{{clr|H|H}} teleports. Wall cling does have a minimum height requirement. TK {{clr|1|j.236P}} will not allow Chipp to wall cling afterward, but when used in air extensions it will.<br />
<br />
The wall cling generally is used for corner Okizeme as well as runaway tactics. When used on its own from a regular jump Chipp retains all prior air options (double/triple jump, airdash), but when used from 22{{clr|3|S}}/{{clr|H|H}} the teleports must be jump installed prior in order to retain air options.<br />
<br />
;9 Jump<br />
* Chipp jumps up off the wall. Can be used as a corner escape but is rather committal on defense due to needing time or space to jump out<br />
----<br />
;6 jump<br />
* Chipps traditional walldive. A low, steep angle makes this difficult to use defensively, and is therefore usually used in his okizeme game<br />
----<br />
;4<br />
* Chipp detaches from the wall and will fall down provided no additional actions are inputted. The core of Chipp's corner okizeme game that, when combined with his {{MMC|input=j.H|label=j.H}} gives Chipp access to unreactable left/right and high/low mixups<br />
----<br />
;8/2<br />
* Moves Chipp higher or lower on the wall. Largely used to reposition or to stall<br />
}}<br />
<br />
==Wall Cling Moves==<br />
==={{clr|1|w.P}}===<br />
{{InputBadge|{{clr|1|P}} during Wall Cling}}<br />
{{GGXRD-R2 Move Card<br />
|input=Wall Cling > P<br />
|description=<br />
Chipp performs Alpha Blade down diagonally away from the wall. When used in the corner will launch opponents in the direction Chipp is facing. Can be used as a knockdown tool from shorter Jump Install combos against non-lightweights. Essential for damage and ending combos in knockdowns but does put them back midscreen (though with ample time to set up okizeme)<br />
}}<br />
<br />
==={{clr|2|w.K}}===<br />
{{InputBadge|{{clr|2|K}} during Wall Cling}}<br />
{{GGXRD-R2 Move Card<br />
|input=Wall Cling > K<br />
|description=<br />
Chipp throws a kunai down diagonally away from the wall.<br />
<br />
The Kunais are a very good keepaway tool while wall clinging, and will force your opponent to either wait or jump at you, which will both give you time to let go off the wall and respond in whatever way is necessary.<br />
}}<br />
<br />
==={{clr|3|w.S}}===<br />
{{InputBadge|{{clr|3|S}} during Wall Cling}}<br />
{{GGXRD-R2 Move Card<br />
|input=Wall Cling > S<br />
|description=<br />
Chipp leaps down from the wall grabbing his opponent on the ground. This move whiffs on airborne opponents<br />
<br />
Situational tool for catching a blocking opponent. Another layer to Chipp's pressure.<br />
*Always reaches the same spot near the corner no matter how high Chipp is on the wall.<br />
}}<br />
<br />
==={{clr|4|w.H}}===<br />
{{InputBadge|{{clr|4|H}} during Wall Cling}}<br />
{{GGXRD-R2 Move Card<br />
|input=Wall Cling > H<br />
|description=<br />
Chipp leaps away from the wall grabbing his opponent in the air. This move whiffs on grounded opponents.<br />
<br />
Can be used to catch opponents trying to tech out of corner combos.<br />
}}<br />
<br />
==Overdrives==<br />
===<big>Zansei Rouga</big>===<br />
{{InputBadge|{{clr|4|632146H}}\{{clr|5|632146D}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=632146H<br />
|description=<br />
A fullscreen invulnerable super.<br />
<br />
Chipp can combo into it from {{clr|4|6H}}, but is generally used as a wakeup reversal or to callout a high recovery whiff or projectile and punish from fullscreen.<br />
<br />
Can be YRCed during startup (before superflash) and it only uses 25% tension. This makes Burst ZR YRC a valid reversal strategy, as the Burst version is full invuln on frame 1, and YRCing it actually allows Chipp to keep his burst. Make sure you don't try to do this against very active attacks however, as Chipp will still get hit. It is also particularly use after {{clr|1|6P}} counter hit > {{clr|4|6H}} to kill if the opponent is low on life since supers cannot be bursted or after a successful blitz shield, since supers cannot be reverse-blitzed.<br />
<br />
While not the most practical, it can be used for a gimmicky crossup on most knockdowns. Arguably more powerful near the corner as the opponent may have a bit less time to react.<br />
}}<br />
<br />
===<big>Banki Mesai</big>===<br />
{{InputBadge|{{clr|2|236236K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236236K<br />
|description=<br />
Chipp rushes forward to deliver a huge series of attacks.<br />
<br />
The most common use for this move is to combo into it to kill your opponent if they still have burst and are low HP, such as after a {{clr|H|5H}} hit or high Wall Alpha Blade combo. It also has minor use as a longer range reversal on wakeup in situations where Beta Blade would not reach.<br />
<br />
While it builds a huge amount of RISC gauge, it is very unsafe move on block. Additionally, since the opponent can block with faultless defense to make most of your hits whiff it gives them even more time to punish.<br />
*True startup depends on distance as chipp needs to travel to the opponent's location.<br />
*The two Beta Blades at the end will only trigger when the move actually hits.<br />
}}<br />
<br />
===<big>Ryuu Yanagi</big>===<br />
{{InputBadge|{{clr|2|j.214214K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=j.214214K<br />
|description=<br />
Chipp completely halts his air momentum and throws a few volleys of kunai towards the ground in a wide arc.<br />
<br />
Since it travels slowly and Chipp retains all air options after using it, its a potent okizeme option that can offer different 50/50's that are obscured by the kunai sparks. Use with caution as all Kunai will disappear if Chipp is hit.<br />
<br />
On hit, it causes ground bounce and knockdown, depending on how it hits the opponent, which turns it into a good air combo finisher. On the ground, the combo can be followed up with {{clr|S|S}} > {{clr|H|5H}} > {{clr|2|236236K}} for a high damage, high number of hits 100% tension unburstable combo to guts crush a low life opponent at the end of a round. Of course, it's a bad choice if it won't kill since it fills up the opponent's Burst and costs all your tension.<br />
}}<br />
<br />
==Instant Kill==<br />
===<big>Raisetsudan</big>===<br />
{{InputBadge|During IK Mode: {{clr|4|236236H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236236H |type=instantkill<br />
|description=<br />
Uses the animation of his Resshou.<br />
<br />
Chipp's Instant Kill activation has extremely long startup. An instant kill will not be guaranteed even if the opponent is dizzy.<br />
<br />
It can be used when the opponent is in Hellfire state however, during the last possible round thanks to the speed increase and slowdown granted by Gold IK mode.<br />
}}<br />
<br />
==Navigation==<br />
<center>{{Character Label|GGXRD-R2|Chipp Zanuff|42px}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:GGXRD-R2/Navigation}}</div>Sobosswagnerhttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Chipp_Zanuff&diff=365935GGXRD-R2/Chipp Zanuff2023-01-10T04:41:40Z<p>Sobosswagner: /* Genrouzan */ Added frame chart and fixed MMC for Invisibility</p>
<hr />
<div>==Overview==<br />
{{Overview/navigation|okizeme=true}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4|height=1<br />
|header=Overview<br />
|content= Guilty Gear's dedicated pixie character with great mobility and paper-thin defense. Chipp has everything a speedy player could want: fast movement, a triple jump, teleports, and several special moves that let him careen around the stage and climb on the walls. His normals are also much faster for their range than most other characters, and he has a few powerhouses like {{clr|1|6P}}, {{clr|4|5H}}, and {{clr|5|j.D}} to supplement his raw speed.<br />
<br />
While he's without a doubt the nimblest character in Xrd, Chipp also has a strong pressure game: {{clr|3|c.S}} is a plus on block throw option select that is faster than many characters' jabs and frame traps into itself. Off of throw or another good knockdown, Chipp can often set up a jump-in mixup using {{clr|3|j.S}}, {{clr|4|j.H}}, or simply landing and going low. His aerial kunai super Ryuu Yanagi ({{MMC|input=j.214214K|label={{clr|2|j.214214K}}}}) makes those mixups even harder to block. Gamma Blade ({{MMC|input=41236H|label={{clr|4|41236H}}}}) is a large grounded projectile that is always plus on block and captures the opponent on hit, giving Chipp a free combo. Chipp also has Beta Blade ({{MMC|input=623S|label={{clr|3|623S}}}}), a two-hit, 4f meterless reversal that lets him challenge mixups and pressure.<br />
<br />
Turning a combo into setplay and mixups is not always feasible, however, and Chipp must often choose between a moderate damage combo and a reset to neutral or a much less damaging combo with continued okizeme. Chipp's many tools give him many options in neutral, but using them to safely control his opponent requires a lot of matchup knowledge and choosing the wrong option can be very punishing: if Chipp eats a single bad counter hit, he's liable to lose half his health bar or more.<br />
<br />
If you want to live fast, die hard, and have every tool in the box at your fingertips, Chipp is the character for you.<br />
}}<br />
{{GGXRD-R2/Infobox<br />
| fastestAttack = [[#5P|5P]](3F) (Whiffs on crouch) <br/> [[#2P|2P]](4F) <br/> [[#c.S|c.S]](4F)<br />
| reversal = [[#Beta Blade|623S]] (5F)<br />
}}<br />
{{ProsAndCons<br />
|intro= has every tool you could ever want and enough mobility options to treat the screen like a jungle gym - but he hurts more than anyone else when he makes a mistake.<br />
|pros=<br />
*'''Speedster''': Between a triple jump, the fastest runspeed in the game, teleports, and the ability to cling to walls and dash off them, Chipp is easily the most mobile character in the game. He can utilize his extreme speed to both whiff punish and escape scary situations better than many other characters in the cast.<br />
*'''Powerful Mixups''': Chipp has tons of ways to open people up, including {{MiniMoveCard|input=63214S|label= a command grab}} and a standing, unthrowable overhead with his {{MMC|input=6K|label={{clr|2|6K}}}}. In the corner, {{MiniMoveCard|input=Wall > 64 |label= Wall Cling}} setups and FDC {{clr|2|j.2K}} give Chipp incredible mixup options from knockdown.<br />
*'''Excellent Buttons:''' Fast startups paired with great hitboxes and recovery on many normals ({{MMC|input=6P|label={{clr|1|6P}}}}, {{MMC|input=5K|label={{clr|2|5K}}}},{{MMC|input=c.S|label={{clr|3|c.S}}}}, {{MMC|input=2S|label={{clr|3|2S}}}}, {{MMC|input=j.D|label={{clr|5|j.D}}}}) can make Chipp difficult to challenge as characters with weaker neutral or slower buttons.<br />
*'''Adaptable Toolbox:''' Chipp's speed and wide movelist allow him to approach situations however he pleases. He can play very defensively and offensively, as well as switch between the two as necessary. <br />
|cons=<br />
*'''High-Risk:''' Chipp takes the most damage out of any character by far, and has rather strict execution demands in order to be properly played. As such, making errors in execution isn't uncommon and the punishment for them is astronomical.<br />
*'''Lack of Easy Knockdowns:''' Scoring a knockdown usually needs combos with specific conditions such as being close to the opponent or hitting them crouching, or a short combo with low damage such as basic gatlings into {{MMC|input=2D|label=2D}}. Chipp often has to choose between doing good damage or earning a knockdown. <br />
*'''Okizeme Woes:''' Chipp's backdash is not well-fit for escaping okizeme, and he has the longest possible knockdown timer in the game.<br />
*'''Meter-hungry:''' Chipp's strongest options require meter investment, but his meter income is limited by the tension penalty inflicted by {{MMC|input=j.2K|label={{clr|K|j.2K FDC}}}}, his main mixup tool.<br />
}}<br />
</div><br />
===Unique Mechanics===<br />
{{card|width=4<br />
|header=Jump Installing<br />
|content=<br />
Normally, Chipp cannot jump or airdash after his {{clr|3|S}}/{{clr|4|H}} teleports, but this can be changed with a technique called jump installing.<br />
<br />
Jump installing is a long-standing <strike>bug</strike> feature of the Guilty Gear series that allows characters to fool the game into giving them air actions when they would not normally have them. Many moves in GGXrd will automatically jump install, but Chipp is notable both for having a move that does not auto-jump intall ({{clr|3|S}}/{{clr|4|H}} teleport) and relying on that move for combos quite a lot. '''Jump installing is NOT unique to Chipp - he just does it more than anyone else.'''<br />
<br />
For more information on jump installing, see [[GGXRD-R2/Movement#Jump_Install|this page]].<br />
}}<br />
{{FrameChartKey}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 1<br />
|recovery = 8<br />
}}<br />
A high and very fast standing jab.<br />
<br />
Chipp's fastest normal and one of the fastest jabs in the game. Mostly used in juggle combos after {{clr|5|2D}} > {{clr|3|236S}}. Whiffs against crouching opponents except for Potemkin, Bedman and Haehyun. Also sees use as an emergency anti-air because of its upwards angle and quick startup, but is very bad when it trades<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 5<br />
|recovery = 8<br />
}}<br />
A fast standing kick with great range for its speed.<br />
<br />
An all around essential move for Chipp thanks to its versatility. Its great hitbox that is disjointed on startup allows it to beat many otherwise problematic normals that would outrange Chipp. Its wide variety of gatling options makes it a strong pressure starter as well. On hit, it can easily hit confirm due to being able to gatling into itself.<br />
*Gatlings into 2P, 6P, 2K are delayed.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=c.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 2<br />
|recovery = 10<br />
}}<br />
Extremely fast for a {{clr|3|c.S}} and offers frame advantage on block while being rewarding on hit, making it useful for starting pressure, confirming hits and creating burst safe points in combos<br />
<br />
Very useful for frame traps; it's plus frames on block and incredible startup speed allow {{clr|3|c.S}}>{{clr|3|c.S}} to be a frametrap sequence. On normal hit, it can link into {{clr|1|5P}} against standing opponents and {{clr|S|c.S}} on crouching opponents to make hit confirming out of stagger pressure possible. On counter hit, it's possible for chip to link another {{clr|3|c.S}} to confirm into combos. Thanks to its versatile gatling tree, it's also essential for knockdown combos via {{clr|P|6P}} and {{clr|D|2D}}. It is also Chipp's only normal that can gatling into {{clr|2|6K}} for overhead mixups. <br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=f.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 2<br />
|recovery = 18<br />
}}<br />
Chipp quickly takes a large step forward, giving {{clr|S|f.S}} much further reach than the hitbox suggests.<br />
<br />
Thanks to its excellent range and speed, {{clr|S|f.S}} is very good for footsies and after dash-ins. Is essentially the higher recovery, higher-hitting brother of {{clr|S|2S}}. <br />
<br />
While it can be great in neutral and for approaching, it's not without fault - its high hitbox loses or completely whiffs against low profiles, such as Sol's {{clr|5|2D}}. It also has no way to gatling into {{clr|5|2D}}, so committing to an {{clr|3|f.S}} usually means forfeiting knockdown.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 7<br />
|recovery = 16<br />
}}<br />
Mostly a combo-tool and blockstring ender (canceled into {{MMC|input=236S|label=rekka}}, teleport or jump/{{keyword|IAD}} Fast Shuriken)<br />
<br />
Not very useful as a poke due to its long startup relative to Chipp's other normals. While it is not disjointed at all, it can be used as a makeshift anti-air in very specific situations, such as against Venom's Mad Struggle, since a trade will be greatly in Chipp's favor. <br />
<br />
On counter hit however, the move's potency opens up - it can link into {{clr|D|2D}}, or go into a combo via {{clr|D|5D}}. On air counter hit, Chipp can dash and get a full air combo. These properties make {{clr|H|5H}} a strong haymaker on read or against predictable opponents.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|5|5D}}<br />
}}<br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 27<br />
|active = 4<br />
|recovery = 9<br />
}}<br />
Agonizingly slow startup for a Chipp move.<br />
<br />
Chipp's {{clr|5|5D}} is one of the longest reaching in the game, but he might need some creativity to follow up midscreen from far away with the air homing jump combo (airdash during homing jump etc.). On homing dash however, the combo combo gives nearly full corner carry (sometimes can give full) with a solid knockdown to boot. His {{clr|5|5D}} is also one of the few which is plus on block thanks to its low recovery.<br />
<br />
While it's highly rewarding on hit, the slow startup makes it fairly difficult to land against opponents that are paying attention to Chipp's pressure. {{clr|K|6K}}, Command grab, or teleport mixups are generally preferrable to open opponents up.<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 3<br />
|recovery = 25<br />
}}<br />
One of the most invulnerable 6Ps in the game and an essential part of Chipp's toolkit in many matchups.<br />
<br />
Used as an antiair, a counterpoke against many mid-hitting moves, combo filler, and pressure vs characters who like to {{keyword|abare}} with mid to high hitting moves. Upper body invuln starts at frame 1, making it great on reaction against moves that it can beat. While it is very unsafe on block by itself, it can safely gatling into a wide variety of other normals to continue pressure. <br />
<br />
Where the risk of using {{clr|P|6P}} lies is that it is horribly unsafe on whiff due to its extremely long total duration of 36 frames. It can be safer to attempt to anti air with {{clr|H|2H}} if you suspect the opponent is trying to bait {{clr|P|6P}}.<br />
*Combos into {{clr|H|6H}} on counter hit<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|6K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 19<br />
|active = 5<br />
|recovery = 5<br />
|specialRecovery = 3<br />
}}<br />
Chipp's other standing overhead normal.<br />
<br />
While it is fast, it is rather risky for its reward. As its not special cancellable comboing off of this only works as a meaty and against crouching opponents, or with a Roman Cancel. It should not be used point blank, as opponents can easily ground throw you after the hit or on block. In addition to the risk of being thrown on hit, should the opponent choose to contest it by mashing, they can score a highly damaging counter hit juggle combo.<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 6<br />
|recovery = 15<br />
}}<br />
Huge button with great reach thanks to a large hitbox and big forward step.<br />
<br />
Mostly used as a frametrap to catch delay or fuzzy jumps, and as a tech trap in certain okizeme situations. it can also be used as a haymaker in neutral. High damage starter and great in juggles since it offers a combo afterwards (run up {{clr|3|c.S}} or {{clr|1|5P}} into air combo. Against Standing opponents, {{clr|H|6H}} combos into grounded Alpha Blade, and depending on the range, into a {{keyword|TK}} Alpha Blade. On air hit in the corner, it leads into Blitz Attack loops.<br />
*Causes stagger on ground hit.<br />
*Causes ground bounce on air hit.<br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 2<br />
|recovery = 7<br />
}}<br />
A very fast crouching jab that is plus on block. <br />
<br />
Great for stagger pressure and tick throws due to its low blockstun from being attack level 0. Its speed also makes it good {{keyword|abare}} option in scramble situations. Is also relatively burst safe for combos: {{clr|1|2P}} > {{clr|1|2P}} > {{clr|3|c.S}}...<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 7<br />
}}<br />
Chipp's fastest low attack. A common starter for strings and great for mixups.<br />
<br />
Its self-gatling option for consecutive lows is useful to keep opponents crouching or catch them while they attempt to fuzzy jump. 2K Gatling into 6H is also useful to punish fuzzy (delay) jumpers and one way to punish excessive use of FD.<br />
<br />
Unfortunately, it has very poor range, making it somewhat hard to use for okizeme. It has a high risk of getting thrown, can't catch backdashes, and has short active frames.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 4<br />
|recovery = 11<br />
}}<br />
An essential button to use when approaching or to stuff the opponent's moves.<br />
<br />
Like {{clr|S|f.S}}, the range is greater than the hitbox implies due to the large forward step Chipp takes. Will connect against the opponent's low profile options where {{clr|S|f.S}} would whiff, and with significantly less recovery, but will whiff against some airborne opponents that {{clr|S|f.S}} would hit. Staggers on counter-hit, making it a good option as a dash-in attack and for frame traps.<br />
*Chipp's hurtbox is extended forward before the attack becomes active.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 9<br />
|recovery = 18<br />
}}<br />
Great anti-air with tall reach and high reward,<br />
<br />
Works well as an anti-air because of the high vertical range (hits them early) and the added reliability in trades (high attack level and good counter hit property), less so because of its actual hit box, which is rather poor. Followup combos are generally only possible on counter hit or by cancelling into {{clr|3|22S}} teleport<br />
<br />
When it is used at the end of a block-string or stand-alone, it should be cancelled into {{clr|1|22P}} or delay cancelled into {{clr|5|2D}} to make it safe.<br />
*Floats opponent on normal hit.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|2|6K}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 2<br />
|recovery = 17<br />
}}<br />
A Fast sweep with very long range.<br />
<br />
An extremely important tool for Chipp's ground game as it's his primary way of scoring knockdowns for okizeme. It is also an excellent combo tool via {{clr|3|236S}}, which also serves as a very useful block string. In neutral, 2D is great at stuffing the opponent's dashes. It can also evade some other lows that have thin, close to the ground hitboxes (Ky {{clr|D|2D}} and {{clr|K|2K}} for example) since Chipp's hurtbox pulls upward slightly during the active frames.<br />
*{{clr|5|2D}} > {{clr|1|22P}} > link {{clr|5|2D}} can be useful against people expecting {{clr|5|2D}} > {{clr|3|236S}}<br />
*{{clr|5|2D}} > {{clr|3|236S}} > {{clr|4|623H}} is a very strong combo starter in the corner leading to good damage and knockdown, making {{clr|5|2D}} as a poking tool even more important<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 4<br />
}}<br />
A very fast air jab, mostly used as combo filler or as a low commitment and burst-safe air-to-air button.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 8<br />
|recovery = 8<br />
}}<br />
A two-hitting air normal.<br />
<br />
The first hit has a great upwards-angle and is very useful as an air-to-air, while the second hit pulls the enemy downwards, which is used mostly in specific knockdown combos. Chipp can cancel {{clr|K|j.K}}(1) into itself several times to avoid activating the second hit, which is mostly used for guts crushing low health opponents in air combos.<br />
<br />
Be careful - should the first hit of {{clr|2|j.K}} whiff, the second hit will activate regardless, which means that if you fail your air-to-air attempt, you might not be able to act for a while due to the long total duration of the move.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.2K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.2K<br />
|description=<br />
A downward air kick that alters Chipp's flight path, slowing down his horizontal acceleration.<br />
<br />
Mostly used for Chipp's FDC ({{tt|faultless defense cancel|j.1[{{clr|2|K}}]~[{{clr|3|S}}]}}), input. Multi-hit and attack level 0 make this a decent but risky okizeme tool; For example in the corner, you can use it low enough to have only one hit connect, then immediately link a {{clr|2|2K}}, which is a hard to block setup, especially when the opponent usually expects a 2-hit {{clr|4|j.H}}. This setup is risky however because it can easily be backdashed out of.<br />
<br />
{{clr|2|j.2K}} is also weak against Faultless defense: if the first two hits make contact with the opponent's FD, you will be pushed back so much that the last hit of {{clr|2|j.K}} might whiff, which means your opponent will recover before you and will throw you.<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 10<br />
|recovery = 18<br />
}}<br />
An air normal that alters Chipp's momentum and has a very wide hitbox.<br />
<br />
Slightly bounces Chipp upwards when used, which can be both a {{tt|blessing|It can bounce you our of the range of an opponent's move and allow you to punish}} and a {{tt|curse|The momentum shift can cause the move to whiff completely}}. While almost exclusively as combo filler, it has some {{tt|applications in blockstrings|iad {{clr|2|j.K}}(1),{{clr|2|j.K}}(1),{{clr|3|j.S}},{{clr|H|j.H}}(2), land...}} and Okizeme, such as an {{keyword|IAD}} high/low mixup after air alpha blade, after {{clr|H|H}} teleport, or in the corner. <br />
<br />
While the width of the hitbox makes it great as a crossup, it is hard to use it for that purpose against grounded opponents due to the air bounce property.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|4|j.H}}<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 12<br />
|recovery = 29<br />
}}<br />
A highly evasive air normal with great hitboxes.<br />
<br />
Chipp's jump-in of choice. Hits overhead twice, dodges and beats a lot of antiair attempts while active due to the way Chipp's hitbox moves around, all while being disjointed. Additionally, it's an excellent crossup button for Chipp's various jump and teleport mixups.<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 8<br />
|recovery = 19<br />
|specialRecovery = 5<br />
}}<br />
Very fast and extremely disjointed jumping kick. All around essential move in many matchups.<br />
<br />
Useful for punishing air throw attempts or as an anti-anti air while also frequently beating other air to air attempts. Just as useful in combos, since it causes plummet / knockdown midscreen and wall bounce in the corner.<br />
<br />
Since it has some extra landing recovery, be careful when using it from too high up in the air - if the opponent instant blocks, you can get thrown when you land.<br />
*Long floor slide on ground counter hit, very short floor slide on air counter hit<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Ground Throw<br />
|description=<br />
Chipp has a shorter throw range than many other characters. On successful throw, he can OTG combo with fast moves that hit low to the ground such as {{clr|2|2K}}<br />
<br />
Causes a moderate knockdown to the opponent, giving you enough time for okizeme such as jump forward, FDC, {{clr|4|j.H}}(crossup), continue pressure or combo. Unfortunately does not reliably lead into strong mixups without meter, but with meter, allows you to do {{keyword|TK}} {{MMC|input=j.214214K|label=Ryu Yanagi}} setups<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Air Throw<br />
|description=<br />
Causes very long knockdown, giving you a lot of time for either [{{MMC|input=214K|label=invisibility}} > meaty {{clr|2|2K}}] or simply FDC okizeme.<br />
<br />
Can also be Roman Cancelled and followed up with a {{clr|4|6H}} > dash {{clr|1|5P}} > air combo for good damage.<br />
}}<br />
<br />
===<big>Dead Angle Attack</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=DAA<br />
|description=<br />
Long invuln time dead angle. Uses the same animation as {{clr|H|5H}}, giving it pretty good horizontal reach.<br />
*Causes wall bounce on counter hit<br />
}}<br />
<br />
===<big>Blitz Attack</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Blitz,[Blitz]|versioned=name<br />
|description=<br />
Standard Blitz attack that does not strike as far as the animation suggests.<br />
<br />
Offensively, Chipp can use his blitz attack in the corner to perform {{clr|4|6H}} > Blitz attack loops anytime he can combo into air hit {{clr|4|6H}} by jump cancelling the recovery of {{clr|4|6H}} and cancelling the jump startup with blitz.<br />
<br />
The input is {{clr|4|6H}} > 8~[5{{clr|S|S}}+{{clr|H|H}}]. Such combos do very high, meter-efficient damage and drain burst gauge, making them indispensable for serious Chipp players. If timed very carefully with a slight delay , it can even be made a burst safe point (the blitz shield would reject a burst activated during {{clr|4|6H}} hitstop) while still being a true combo. <br />
}}<br />
<br />
==Special Moves==<br />
===<big>Alpha Blade</big>===<br />
{{InputBadge|{{clr|1|236P}} (Air OK)}}<br />
{{GGXRD-R2 Move Card<br />
|input=236P,j.236P,236P > H|versioned=input<br />
|description=<br />
Alpha Blade is a strong move that has myriad uses on defense, as it is a long-range, low-profile slide. It is an excellent choice to escape the corner from many different elements of pressure.<br />
<br />
Chipp's collision box is removed during the travel distance, allowing Chipp to move through the opponent and crossup with the move's active frames.<br />
<br />
;Grounded version ({{clr|P|236P}})<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 15<br />
|recovery = 32<br />
}}<br />
Being that the low profile is one of the main attributes, it can also be used to go under most projectiles or ranged pokes. During parts of the move, Chipp is actually considered airborne and can go over some moves that have thin, low to the ground hitboxes such as {{MMC|input=236S|chara=Potemkin|label=Slidehead|hitboxMode=true|imageNumber=2}}. While it is excellent for escaping pressure, it carries some risks: it is very minus on block, so characters that can move quickly or have long reaching moves can reliably punish Chipp unless he cancels into Alpha Plus, which can have its own issues.<br />
<br />
On normal hit, Alpha Blade launches the opponent, but Chipp generally cannot follow up into any additional damage without spending meter. On counter hit, he can cancel into Alpha Plus or burn meter for a strong combo.<br />
<br />
In combos, ground Alpha Blade will generally only combo out of {{clr|4|6H}} or {{clr|4|5H}}. It can also conditionally combo from {{clr|4|5H}} if Chipp are relatively close to the opponent or if you hit them while they are crouching. {{clr|5|2D}} > Ground Alpha Blade works against lightweights, but is rarely used for anything useful.<br />
----<br />
;Air version ({{clr|P|j.236P}})<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 14<br />
|specialRecovery = 18<br />
}}<br />
Air alpha blade is similar to the grounded version but it is faster, safer, and has a larger hitbox. Unlike the grounded version, using an Air Alpha Blade very close to the ground will allow for {{tt|meterless combos|Example: corner S > S > HS > {{clr|1|2369P}} (lowest possible height), land, S...}}, especially in the corner. <br />
<br />
In the corner, air Alpha Blade can also be cancelled into {{MMC|input=Wall > 64|label=Wall Cling}}. However, if you do not perform any other actions after the wall cling, there will be a special, relatively long landing animation when you land.<br />
*Listed Frame Advantage for Air Alpha Blade is on lowest height<br />
----<br />
;Alpha Plus ({{clr|P|236P}} > {{clr|H|H}})<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 12<br />
|recovery = 18<br />
}}<br />
On normal block, there is a minimum 6F gap between Alpha Blade and Alpha Plus , making this move risky on block at any range in any matchup. On top of that, Alpha Plus itself is punishable on block, so it's generally only used to hit confirm a raw Alpha Blade.<br />
}}<br />
<br />
===<big>Beta Blade</big>===<br />
{{InputBadge|{{clr|3|623S}} (Air OK)}}<br />
{{GGXRD-R2 Move Card<br />
|input=623S,j.623S|versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 22<br />
|recovery = 16<br />
|specialRecovery = 10<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 18<br />
|specialRecovery = 5<br />
}}<br />
An incredibly fast {{keyword|DP}}. <br />
<br />
Mostly only used as a reversal option or as an ender for air combos. If the first hit is Roman Cancelled, Chipp will remain standing on the ground, which will either allow him to followup up the hit with a {{clr|4|6H}}, or to start pressure in case Beta Blade is blocked.<br />
*The first hit of the ground version gives a hard knockdown (which rarely matters since the second hit will allow the opponent to tech)<br />
*Chipp loses Throw invulnerability as soon as he becomes airborne.<br />
}}<br />
<br />
===<big>Gamma Blade</big>===<br />
{{InputBadge|{{clr|4|41236H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=41236H<br />
|description=<br />
A grounded projectile that traps the opponent in place on hit. Unlike most special moves, Gamma Blade can '''NOT''' be cancelled into from normals.<br />
<br />
A very important move for many of Chipp's matchups. While it has slow startup, it is plus on block and highly rewarding on hit as it places the opponent in an airborne state where they cannot burst while trapped, allowing for damaging juggle combos. Gamma Blade also has one of the highest projectile clash levels in the game - it will erase most projectiles it comes into contact with and continue traveling forward, making it an excellent tool for calling out careless zoning attempts.<br />
<br />
Although it is potent and rewarding both on hit and block, its slow startup and very long total duration make it a very risky move to throw out in neutral without YRC available.<br />
*Always +5 on block, no matter how late it hits, since Chipp has a set recovery if it makes contact with the opponent<br />
*Deals full damage as an OTG hit and still causes the trap effect (although all followup hits will suffer from OTG damage reduction).<br />
}}<br />
<br />
===<big>Tsuyoshishiki Meisei</big>===<br />
{{InputBadge|{{clr|2|214K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=214K<br />
|description=<br />
A cheeky "install" type move that will make Chipp flash from invisible to visible for approximately 8 seconds.<br />
<br />
Mostly used to create extra ambiguity's for Chipp's various mixup options as it's much harder to see what he's doing thanks to the "smoky" effect and flashing from visible to invisible. Entering invisiblity is generally only safe to do after knockdowns (especially during a high wall Alpha Blade knockdown as it will allow him to also still be able to meaty) or during corner dust combos as it has significant recovery. The effect will end prematurely if Chipp blocks an attack or gets hit.<br />
<br />
*Unlike most specials, can '''NOT''' be cancelled into from normals.<br />
*Chipp changes visibility about every second<br />
}}<br />
<br />
===<big>Tsuyoshishiki Ten'i</big>===<br />
{{InputBadge|22{{clr|1|P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=22P,22K,22S/H|versioned=input<br />
|description=<br />
Chipp teleports at various locations on the screen based on the input. Each teleport has minor strike invulnerability and is a core tool of Chipp's neutral and mixup game.<br />
<br />
;{{clr|P|22P}} (In Place)<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 21<br />
}}<br />
Very good when used either in neutral and blockstrings as a bait to fake out {{clr|2|22K}} or {{clr|4|22H}} teleports, keeping your opponent on edge.<br />
----<br />
;{{clr|2|22K}} (Forward)<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 30<br />
}}<br />
The highest recovery of Chipp's teleports. It is a strong strategy to cancel the recovery of {{clr|2|22K}} teleport with YRC, circumventing the long recovery flaw while rapidly closing distance. Additionally, the added slowdown should give you enough time to start a combo, apply pressure, or go for an a throw.<br />
----<br />
;{{clr|3|22S}}/{{clr|4|22H}} (Airborne, in Front/Behind opponent)<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 20<br />
}}<br />
Both versions are a great combo tool after a {{clr|4|2H}} hit. {{clr|S|S}} version Will maintain dash momentum; for this reason, it has some use as a jump in, particularly for certain mixups options.<br />
<br />
Both the airborne teleports are useful approach tools; they cause Chipp to fall a set distance towards the side opposite the one Chipp appears on (thus towards the opponent), the only exception being if {{clr|4|22H}} is used in reach of wallcling ({{clr|4|22H}} teleport can be cancelled into wall cling, manually or by holding {{clr|H|H}}). In this instance, Chipp falls straight downward. <br />
<br />
Because Chipp falls slightly forward, this means when {{clr|4|22H}} teleport is used at a long range, Chipp will fall onto to the other side of the opponent from where he appears, rather than behind as usual, enabling crossups. This affects certain corner oki setups, but the forward momentum can be stopped using a delayed FDC or just raw {{clr|K|j.2K}}.<br />
*If used predictably, all teleport options can be heavily punished due to their long recoveries<br />
*Can install an airdash (super jump install) to air versions in neutral with a fast 228 input<br />
*If landing recovery from a jump is cancelled into an air teleport, Chipp can use whatever air options he would have had left.<br />
}}<br />
<br />
===<big>Genrouzan</big>===<br />
{{InputBadge|{{clr|3|63214S}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=63214S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 27<br />
|active = 11<br />
|recovery = 12<br />
}}<br />
A slow but highly rewarding command grab.<br />
<br />
Useful to open up opponents who have been conditioned to block various frametraps or stagger pressure. Causes a very long knockdown midscreen, giving Chipp enough time to set up {{MMC|chara=Chipp Zanuff|input=214K|label=invisibility}} and go into a meaty or a 3-way mixup. In the corner, Chipp can cancel into Wall Cling after the hit to go into highly damaging meterless combos that maintain a knockdown for further okizeme and pressure.<br />
<br />
While the initial startup is strike invuln, Chipp is airborne for 16 frames before it becomes active, allowing opponents that are looking out for it to score an Air Throw on Chipp or just plain anti-air combo him.<br />
*As a throw, the opponent can't burst on hit.<br />
}}<br />
<br />
===<big>Resshou</big>===<br />
{{InputBadge|{{clr|3|236S}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236S<br />
|description=<br />
The starter of Chipp's rekka series.<br />
<br />
Very useful as a blockstring ender since it only leaves Chipp at -1, which is a non-issue if your opponent doesn't instant block. Even while he's minus, Chipp's pokes (such as {{clr|3|2S}} or {{clr|K|5K}}) will generally be faster than what the opponent has to offer at the distance he is left at after using the rekka, and you can use {{clr|P|6P}} to counterpoke certain abare options. You can alternatively follow up with {{MMC|input=236S > 236S|label=Rokusai}} for a risky frametrap that is high reward on counter hit.<br />
*Has special hitstun that makes it +2 on standing hit, +3 on crouching hit. <br />
*Combos into {{clr|2|5K}} on counter hit<br />
*links into {{clr|1|5P}} or even {{clr|3|c.S}} on airborne hit (for example after {{clr|5|2D}})<br />
}}<br />
<br />
===<big>Rokusai</big>===<br />
{{InputBadge|Resshou > {{clr|3|236S}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236S > 236S<br />
|description=<br />
Second hit of Chipp's Rekka Series <br />
<br />
Hits low. Very useful if used slightly delayed after the first rekka as a frame trap. Slightly unsafe on block and punishable at most spacings, it's better when followed up by a Roman Cancel for combos or to continue pressure. Chipp can get away with it on block after conditioning opponents to respect followups however.<br />
*Special hitstun makes it only -3 on hit<br />
*Staggers on counter hit<br />
}}<br />
<br />
===<big>Senshuu</big>===<br />
{{InputBadge|Resshou > {{clr|2|236K}}\Rokusai > {{clr|2|236K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236S > 236K<br />
|description=<br />
Possible as a second or last hit of Chipp's rekka series.<br />
<br />
Hits overhead and launches on normal hit, which can be followed up into a combo. While it's rewarding to land, it has very slow and reactable startup and it's punishable on block. When blocked, Chipp is in crouching counterhit recovery, allowing most opponents to start their most damaging combos. Use sparingly or only with 50 tension to make it safe.<br />
}}<br />
<br />
===<big>Shinkirou</big>===<br />
{{InputBadge|{{clr|4|623H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=623H<br />
|description=<br />
Can be used Stand-alone or during Chipp's Rekka series (but not after {{clr|2|236K}})<br />
<br />
Has relatively little use outside of {{tt|combos|{{clr|5|2D}} > {{clr|3|236S}} > {{clr|H|623H}}}} or as a risky frametrap after Rokusai (can be punished by airthrow on block). Little reward on grounded hit, knocks back the opponent on counter hit, but does wall stick the opponent in the corner if they are hit airborne.<br />
<br />
On whiff or block, Chipp has access to full air options and movement.<br />
}}<br />
<br />
===<big>Shuriken</big>===<br />
{{InputBadge|{{clr|1|j.214P}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=j.214P Slow,j.214P Fast|versioned=input<br />
|description=<br />
Chip throws a shuriken in a 45 degree angle towards the ground. Alternates between a slow and a fast version, with the slow version coming first.<br />
<br />
Mostly used for pressure and to cover your approach. Especially useful against characters that have a hard time avoiding it, such as Potemkin.<br />
<br />
;Fast Version<br />
Has quick startup for a projectile.<br />
<br />
Does not alter Chipp's momentum, making fast Shuriken more suited for ascending jumps to make it travel further. Can be used as a pressure reset option from an instant air dash.<br />
----<br />
;Slow Version<br />
Completely halts Chipp's air momentum during the throw and has very long recovery. Can stop opponents from approaching due to covering a good angle for a good duration, however it has rather slow startup at 23 frames.<br />
<br />
An interesting setup for the slow version is to use it after a low altitude {{clr|5|j.D}} combo ender for okizeme. Cancel the {{clr|5|j.D}} into slow shuriken, land, and continue pressure on a waking up opponent, who now has to block the meaty shuriken.<br />
}}<br />
<br />
===<big>Wall Cling</big>===<br />
{{InputBadge|Near Wall > 64}}<br />
{{GGXRD-R2 Move Card<br />
|input=Wall Cling > 8,Wall Cling > 6,Wall Cling > 4|versioned=name<br />
|description=<br />
Many special moves that leave chipp airborne can be cancelled into the wall cling, such as Genrouzan ({{clr|3|63214S}}), air Alpha Blade ({{clr|1|j.236P}}) or 22{{clr|3|S}}/{{clr|H|H}} teleports. Wall cling does have a minimum height requirement. TK {{clr|1|j.236P}} will not allow Chipp to wall cling afterward, but when used in air extensions it will.<br />
<br />
The wall cling generally is used for corner Okizeme as well as runaway tactics. When used on its own from a regular jump Chipp retains all prior air options (double/triple jump, airdash), but when used from 22{{clr|3|S}}/{{clr|H|H}} the teleports must be jump installed prior in order to retain air options.<br />
<br />
;9 Jump<br />
* Chipp jumps up off the wall. Can be used as a corner escape but is rather committal on defense due to needing time or space to jump out<br />
----<br />
;6 jump<br />
* Chipps traditional walldive. A low, steep angle makes this difficult to use defensively, and is therefore usually used in his okizeme game<br />
----<br />
;4<br />
* Chipp detaches from the wall and will fall down provided no additional actions are inputted. The core of Chipp's corner okizeme game that, when combined with his {{MMC|input=j.H|label=j.H}} gives Chipp access to unreactable left/right and high/low mixups<br />
----<br />
;8/2<br />
* Moves Chipp higher or lower on the wall. Largely used to reposition or to stall<br />
}}<br />
<br />
==Wall Cling Moves==<br />
==={{clr|1|w.P}}===<br />
{{InputBadge|{{clr|1|P}} during Wall Cling}}<br />
{{GGXRD-R2 Move Card<br />
|input=Wall Cling > P<br />
|description=<br />
Chipp performs Alpha Blade down diagonally away from the wall. When used in the corner will launch opponents in the direction Chipp is facing. Can be used as a knockdown tool from shorter Jump Install combos against non-lightweights. Essential for damage and ending combos in knockdowns but does put them back midscreen (though with ample time to set up okizeme)<br />
}}<br />
<br />
==={{clr|2|w.K}}===<br />
{{InputBadge|{{clr|2|K}} during Wall Cling}}<br />
{{GGXRD-R2 Move Card<br />
|input=Wall Cling > K<br />
|description=<br />
Chipp throws a kunai down diagonally away from the wall.<br />
<br />
The Kunais are a very good keepaway tool while wall clinging, and will force your opponent to either wait or jump at you, which will both give you time to let go off the wall and respond in whatever way is necessary.<br />
}}<br />
<br />
==={{clr|3|w.S}}===<br />
{{InputBadge|{{clr|3|S}} during Wall Cling}}<br />
{{GGXRD-R2 Move Card<br />
|input=Wall Cling > S<br />
|description=<br />
Chipp leaps down from the wall grabbing his opponent on the ground. This move whiffs on airborne opponents<br />
<br />
Situational tool for catching a blocking opponent. Another layer to Chipp's pressure.<br />
*Always reaches the same spot near the corner no matter how high Chipp is on the wall.<br />
}}<br />
<br />
==={{clr|4|w.H}}===<br />
{{InputBadge|{{clr|4|H}} during Wall Cling}}<br />
{{GGXRD-R2 Move Card<br />
|input=Wall Cling > H<br />
|description=<br />
Chipp leaps away from the wall grabbing his opponent in the air. This move whiffs on grounded opponents.<br />
<br />
Can be used to catch opponents trying to tech out of corner combos.<br />
}}<br />
<br />
==Overdrives==<br />
===<big>Zansei Rouga</big>===<br />
{{InputBadge|{{clr|4|632146H}}\{{clr|5|632146D}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=632146H<br />
|description=<br />
A fullscreen invulnerable super.<br />
<br />
Chipp can combo into it from {{clr|4|6H}}, but is generally used as a wakeup reversal or to callout a high recovery whiff or projectile and punish from fullscreen.<br />
<br />
Can be YRCed during startup (before superflash) and it only uses 25% tension. This makes Burst ZR YRC a valid reversal strategy, as the Burst version is full invuln on frame 1, and YRCing it actually allows Chipp to keep his burst. Make sure you don't try to do this against very active attacks however, as Chipp will still get hit. It is also particularly use after {{clr|1|6P}} counter hit > {{clr|4|6H}} to kill if the opponent is low on life since supers cannot be bursted or after a successful blitz shield, since supers cannot be reverse-blitzed.<br />
<br />
While not the most practical, it can be used for a gimmicky crossup on most knockdowns. Arguably more powerful near the corner as the opponent may have a bit less time to react.<br />
}}<br />
<br />
===<big>Banki Mesai</big>===<br />
{{InputBadge|{{clr|2|236236K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236236K<br />
|description=<br />
Chipp rushes forward to deliver a huge series of attacks.<br />
<br />
The most common use for this move is to combo into it to kill your opponent if they still have burst and are low HP, such as after a {{clr|H|5H}} hit or high Wall Alpha Blade combo. It also has minor use as a longer range reversal on wakeup in situations where Beta Blade would not reach.<br />
<br />
While it builds a huge amount of RISC gauge, it is very unsafe move on block. Additionally, since the opponent can block with faultless defense to make most of your hits whiff it gives them even more time to punish.<br />
*True startup depends on distance as chipp needs to travel to the opponent's location.<br />
*The two Beta Blades at the end will only trigger when the move actually hits.<br />
}}<br />
<br />
===<big>Ryuu Yanagi</big>===<br />
{{InputBadge|{{clr|2|j.214214K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=j.214214K<br />
|description=<br />
Chipp completely halts his air momentum and throws a few volleys of kunai towards the ground in a wide arc.<br />
<br />
Since it travels slowly and Chipp retains all air options after using it, its a potent okizeme option that can offer different 50/50's that are obscured by the kunai sparks. Use with caution as all Kunai will disappear if Chipp is hit.<br />
<br />
On hit, it causes ground bounce and knockdown, depending on how it hits the opponent, which turns it into a good air combo finisher. On the ground, the combo can be followed up with {{clr|S|S}} > {{clr|H|5H}} > {{clr|2|236236K}} for a high damage, high number of hits 100% tension unburstable combo to guts crush a low life opponent at the end of a round. Of course, it's a bad choice if it won't kill since it fills up the opponent's Burst and costs all your tension.<br />
}}<br />
<br />
==Instant Kill==<br />
===<big>Raisetsudan</big>===<br />
{{InputBadge|During IK Mode: {{clr|4|236236H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236236H |type=instantkill<br />
|description=<br />
Uses the animation of his Resshou.<br />
<br />
Chipp's Instant Kill activation has extremely long startup. An instant kill will not be guaranteed even if the opponent is dizzy.<br />
<br />
It can be used when the opponent is in Hellfire state however, during the last possible round thanks to the speed increase and slowdown granted by Gold IK mode.<br />
}}<br />
<br />
==Navigation==<br />
<center>{{Character Label|GGXRD-R2|Chipp Zanuff|42px}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:GGXRD-R2/Navigation}}</div>Sobosswagnerhttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Chipp_Zanuff&diff=365930GGXRD-R2/Chipp Zanuff2023-01-10T04:38:52Z<p>Sobosswagner: /* Tsuyoshishiki Ten'i */ Added frame chart</p>
<hr />
<div>==Overview==<br />
{{Overview/navigation|okizeme=true}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4|height=1<br />
|header=Overview<br />
|content= Guilty Gear's dedicated pixie character with great mobility and paper-thin defense. Chipp has everything a speedy player could want: fast movement, a triple jump, teleports, and several special moves that let him careen around the stage and climb on the walls. His normals are also much faster for their range than most other characters, and he has a few powerhouses like {{clr|1|6P}}, {{clr|4|5H}}, and {{clr|5|j.D}} to supplement his raw speed.<br />
<br />
While he's without a doubt the nimblest character in Xrd, Chipp also has a strong pressure game: {{clr|3|c.S}} is a plus on block throw option select that is faster than many characters' jabs and frame traps into itself. Off of throw or another good knockdown, Chipp can often set up a jump-in mixup using {{clr|3|j.S}}, {{clr|4|j.H}}, or simply landing and going low. His aerial kunai super Ryuu Yanagi ({{MMC|input=j.214214K|label={{clr|2|j.214214K}}}}) makes those mixups even harder to block. Gamma Blade ({{MMC|input=41236H|label={{clr|4|41236H}}}}) is a large grounded projectile that is always plus on block and captures the opponent on hit, giving Chipp a free combo. Chipp also has Beta Blade ({{MMC|input=623S|label={{clr|3|623S}}}}), a two-hit, 4f meterless reversal that lets him challenge mixups and pressure.<br />
<br />
Turning a combo into setplay and mixups is not always feasible, however, and Chipp must often choose between a moderate damage combo and a reset to neutral or a much less damaging combo with continued okizeme. Chipp's many tools give him many options in neutral, but using them to safely control his opponent requires a lot of matchup knowledge and choosing the wrong option can be very punishing: if Chipp eats a single bad counter hit, he's liable to lose half his health bar or more.<br />
<br />
If you want to live fast, die hard, and have every tool in the box at your fingertips, Chipp is the character for you.<br />
}}<br />
{{GGXRD-R2/Infobox<br />
| fastestAttack = [[#5P|5P]](3F) (Whiffs on crouch) <br/> [[#2P|2P]](4F) <br/> [[#c.S|c.S]](4F)<br />
| reversal = [[#Beta Blade|623S]] (5F)<br />
}}<br />
{{ProsAndCons<br />
|intro= has every tool you could ever want and enough mobility options to treat the screen like a jungle gym - but he hurts more than anyone else when he makes a mistake.<br />
|pros=<br />
*'''Speedster''': Between a triple jump, the fastest runspeed in the game, teleports, and the ability to cling to walls and dash off them, Chipp is easily the most mobile character in the game. He can utilize his extreme speed to both whiff punish and escape scary situations better than many other characters in the cast.<br />
*'''Powerful Mixups''': Chipp has tons of ways to open people up, including {{MiniMoveCard|input=63214S|label= a command grab}} and a standing, unthrowable overhead with his {{MMC|input=6K|label={{clr|2|6K}}}}. In the corner, {{MiniMoveCard|input=Wall > 64 |label= Wall Cling}} setups and FDC {{clr|2|j.2K}} give Chipp incredible mixup options from knockdown.<br />
*'''Excellent Buttons:''' Fast startups paired with great hitboxes and recovery on many normals ({{MMC|input=6P|label={{clr|1|6P}}}}, {{MMC|input=5K|label={{clr|2|5K}}}},{{MMC|input=c.S|label={{clr|3|c.S}}}}, {{MMC|input=2S|label={{clr|3|2S}}}}, {{MMC|input=j.D|label={{clr|5|j.D}}}}) can make Chipp difficult to challenge as characters with weaker neutral or slower buttons.<br />
*'''Adaptable Toolbox:''' Chipp's speed and wide movelist allow him to approach situations however he pleases. He can play very defensively and offensively, as well as switch between the two as necessary. <br />
|cons=<br />
*'''High-Risk:''' Chipp takes the most damage out of any character by far, and has rather strict execution demands in order to be properly played. As such, making errors in execution isn't uncommon and the punishment for them is astronomical.<br />
*'''Lack of Easy Knockdowns:''' Scoring a knockdown usually needs combos with specific conditions such as being close to the opponent or hitting them crouching, or a short combo with low damage such as basic gatlings into {{MMC|input=2D|label=2D}}. Chipp often has to choose between doing good damage or earning a knockdown. <br />
*'''Okizeme Woes:''' Chipp's backdash is not well-fit for escaping okizeme, and he has the longest possible knockdown timer in the game.<br />
*'''Meter-hungry:''' Chipp's strongest options require meter investment, but his meter income is limited by the tension penalty inflicted by {{MMC|input=j.2K|label={{clr|K|j.2K FDC}}}}, his main mixup tool.<br />
}}<br />
</div><br />
===Unique Mechanics===<br />
{{card|width=4<br />
|header=Jump Installing<br />
|content=<br />
Normally, Chipp cannot jump or airdash after his {{clr|3|S}}/{{clr|4|H}} teleports, but this can be changed with a technique called jump installing.<br />
<br />
Jump installing is a long-standing <strike>bug</strike> feature of the Guilty Gear series that allows characters to fool the game into giving them air actions when they would not normally have them. Many moves in GGXrd will automatically jump install, but Chipp is notable both for having a move that does not auto-jump intall ({{clr|3|S}}/{{clr|4|H}} teleport) and relying on that move for combos quite a lot. '''Jump installing is NOT unique to Chipp - he just does it more than anyone else.'''<br />
<br />
For more information on jump installing, see [[GGXRD-R2/Movement#Jump_Install|this page]].<br />
}}<br />
{{FrameChartKey}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 1<br />
|recovery = 8<br />
}}<br />
A high and very fast standing jab.<br />
<br />
Chipp's fastest normal and one of the fastest jabs in the game. Mostly used in juggle combos after {{clr|5|2D}} > {{clr|3|236S}}. Whiffs against crouching opponents except for Potemkin, Bedman and Haehyun. Also sees use as an emergency anti-air because of its upwards angle and quick startup, but is very bad when it trades<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 5<br />
|recovery = 8<br />
}}<br />
A fast standing kick with great range for its speed.<br />
<br />
An all around essential move for Chipp thanks to its versatility. Its great hitbox that is disjointed on startup allows it to beat many otherwise problematic normals that would outrange Chipp. Its wide variety of gatling options makes it a strong pressure starter as well. On hit, it can easily hit confirm due to being able to gatling into itself.<br />
*Gatlings into 2P, 6P, 2K are delayed.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=c.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 2<br />
|recovery = 10<br />
}}<br />
Extremely fast for a {{clr|3|c.S}} and offers frame advantage on block while being rewarding on hit, making it useful for starting pressure, confirming hits and creating burst safe points in combos<br />
<br />
Very useful for frame traps; it's plus frames on block and incredible startup speed allow {{clr|3|c.S}}>{{clr|3|c.S}} to be a frametrap sequence. On normal hit, it can link into {{clr|1|5P}} against standing opponents and {{clr|S|c.S}} on crouching opponents to make hit confirming out of stagger pressure possible. On counter hit, it's possible for chip to link another {{clr|3|c.S}} to confirm into combos. Thanks to its versatile gatling tree, it's also essential for knockdown combos via {{clr|P|6P}} and {{clr|D|2D}}. It is also Chipp's only normal that can gatling into {{clr|2|6K}} for overhead mixups. <br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=f.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 2<br />
|recovery = 18<br />
}}<br />
Chipp quickly takes a large step forward, giving {{clr|S|f.S}} much further reach than the hitbox suggests.<br />
<br />
Thanks to its excellent range and speed, {{clr|S|f.S}} is very good for footsies and after dash-ins. Is essentially the higher recovery, higher-hitting brother of {{clr|S|2S}}. <br />
<br />
While it can be great in neutral and for approaching, it's not without fault - its high hitbox loses or completely whiffs against low profiles, such as Sol's {{clr|5|2D}}. It also has no way to gatling into {{clr|5|2D}}, so committing to an {{clr|3|f.S}} usually means forfeiting knockdown.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 7<br />
|recovery = 16<br />
}}<br />
Mostly a combo-tool and blockstring ender (canceled into {{MMC|input=236S|label=rekka}}, teleport or jump/{{keyword|IAD}} Fast Shuriken)<br />
<br />
Not very useful as a poke due to its long startup relative to Chipp's other normals. While it is not disjointed at all, it can be used as a makeshift anti-air in very specific situations, such as against Venom's Mad Struggle, since a trade will be greatly in Chipp's favor. <br />
<br />
On counter hit however, the move's potency opens up - it can link into {{clr|D|2D}}, or go into a combo via {{clr|D|5D}}. On air counter hit, Chipp can dash and get a full air combo. These properties make {{clr|H|5H}} a strong haymaker on read or against predictable opponents.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|5|5D}}<br />
}}<br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 27<br />
|active = 4<br />
|recovery = 9<br />
}}<br />
Agonizingly slow startup for a Chipp move.<br />
<br />
Chipp's {{clr|5|5D}} is one of the longest reaching in the game, but he might need some creativity to follow up midscreen from far away with the air homing jump combo (airdash during homing jump etc.). On homing dash however, the combo combo gives nearly full corner carry (sometimes can give full) with a solid knockdown to boot. His {{clr|5|5D}} is also one of the few which is plus on block thanks to its low recovery.<br />
<br />
While it's highly rewarding on hit, the slow startup makes it fairly difficult to land against opponents that are paying attention to Chipp's pressure. {{clr|K|6K}}, Command grab, or teleport mixups are generally preferrable to open opponents up.<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 3<br />
|recovery = 25<br />
}}<br />
One of the most invulnerable 6Ps in the game and an essential part of Chipp's toolkit in many matchups.<br />
<br />
Used as an antiair, a counterpoke against many mid-hitting moves, combo filler, and pressure vs characters who like to {{keyword|abare}} with mid to high hitting moves. Upper body invuln starts at frame 1, making it great on reaction against moves that it can beat. While it is very unsafe on block by itself, it can safely gatling into a wide variety of other normals to continue pressure. <br />
<br />
Where the risk of using {{clr|P|6P}} lies is that it is horribly unsafe on whiff due to its extremely long total duration of 36 frames. It can be safer to attempt to anti air with {{clr|H|2H}} if you suspect the opponent is trying to bait {{clr|P|6P}}.<br />
*Combos into {{clr|H|6H}} on counter hit<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|6K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 19<br />
|active = 5<br />
|recovery = 5<br />
|specialRecovery = 3<br />
}}<br />
Chipp's other standing overhead normal.<br />
<br />
While it is fast, it is rather risky for its reward. As its not special cancellable comboing off of this only works as a meaty and against crouching opponents, or with a Roman Cancel. It should not be used point blank, as opponents can easily ground throw you after the hit or on block. In addition to the risk of being thrown on hit, should the opponent choose to contest it by mashing, they can score a highly damaging counter hit juggle combo.<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 6<br />
|recovery = 15<br />
}}<br />
Huge button with great reach thanks to a large hitbox and big forward step.<br />
<br />
Mostly used as a frametrap to catch delay or fuzzy jumps, and as a tech trap in certain okizeme situations. it can also be used as a haymaker in neutral. High damage starter and great in juggles since it offers a combo afterwards (run up {{clr|3|c.S}} or {{clr|1|5P}} into air combo. Against Standing opponents, {{clr|H|6H}} combos into grounded Alpha Blade, and depending on the range, into a {{keyword|TK}} Alpha Blade. On air hit in the corner, it leads into Blitz Attack loops.<br />
*Causes stagger on ground hit.<br />
*Causes ground bounce on air hit.<br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 2<br />
|recovery = 7<br />
}}<br />
A very fast crouching jab that is plus on block. <br />
<br />
Great for stagger pressure and tick throws due to its low blockstun from being attack level 0. Its speed also makes it good {{keyword|abare}} option in scramble situations. Is also relatively burst safe for combos: {{clr|1|2P}} > {{clr|1|2P}} > {{clr|3|c.S}}...<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 7<br />
}}<br />
Chipp's fastest low attack. A common starter for strings and great for mixups.<br />
<br />
Its self-gatling option for consecutive lows is useful to keep opponents crouching or catch them while they attempt to fuzzy jump. 2K Gatling into 6H is also useful to punish fuzzy (delay) jumpers and one way to punish excessive use of FD.<br />
<br />
Unfortunately, it has very poor range, making it somewhat hard to use for okizeme. It has a high risk of getting thrown, can't catch backdashes, and has short active frames.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 4<br />
|recovery = 11<br />
}}<br />
An essential button to use when approaching or to stuff the opponent's moves.<br />
<br />
Like {{clr|S|f.S}}, the range is greater than the hitbox implies due to the large forward step Chipp takes. Will connect against the opponent's low profile options where {{clr|S|f.S}} would whiff, and with significantly less recovery, but will whiff against some airborne opponents that {{clr|S|f.S}} would hit. Staggers on counter-hit, making it a good option as a dash-in attack and for frame traps.<br />
*Chipp's hurtbox is extended forward before the attack becomes active.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 9<br />
|recovery = 18<br />
}}<br />
Great anti-air with tall reach and high reward,<br />
<br />
Works well as an anti-air because of the high vertical range (hits them early) and the added reliability in trades (high attack level and good counter hit property), less so because of its actual hit box, which is rather poor. Followup combos are generally only possible on counter hit or by cancelling into {{clr|3|22S}} teleport<br />
<br />
When it is used at the end of a block-string or stand-alone, it should be cancelled into {{clr|1|22P}} or delay cancelled into {{clr|5|2D}} to make it safe.<br />
*Floats opponent on normal hit.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|2|6K}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 2<br />
|recovery = 17<br />
}}<br />
A Fast sweep with very long range.<br />
<br />
An extremely important tool for Chipp's ground game as it's his primary way of scoring knockdowns for okizeme. It is also an excellent combo tool via {{clr|3|236S}}, which also serves as a very useful block string. In neutral, 2D is great at stuffing the opponent's dashes. It can also evade some other lows that have thin, close to the ground hitboxes (Ky {{clr|D|2D}} and {{clr|K|2K}} for example) since Chipp's hurtbox pulls upward slightly during the active frames.<br />
*{{clr|5|2D}} > {{clr|1|22P}} > link {{clr|5|2D}} can be useful against people expecting {{clr|5|2D}} > {{clr|3|236S}}<br />
*{{clr|5|2D}} > {{clr|3|236S}} > {{clr|4|623H}} is a very strong combo starter in the corner leading to good damage and knockdown, making {{clr|5|2D}} as a poking tool even more important<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 4<br />
}}<br />
A very fast air jab, mostly used as combo filler or as a low commitment and burst-safe air-to-air button.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 8<br />
|recovery = 8<br />
}}<br />
A two-hitting air normal.<br />
<br />
The first hit has a great upwards-angle and is very useful as an air-to-air, while the second hit pulls the enemy downwards, which is used mostly in specific knockdown combos. Chipp can cancel {{clr|K|j.K}}(1) into itself several times to avoid activating the second hit, which is mostly used for guts crushing low health opponents in air combos.<br />
<br />
Be careful - should the first hit of {{clr|2|j.K}} whiff, the second hit will activate regardless, which means that if you fail your air-to-air attempt, you might not be able to act for a while due to the long total duration of the move.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.2K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.2K<br />
|description=<br />
A downward air kick that alters Chipp's flight path, slowing down his horizontal acceleration.<br />
<br />
Mostly used for Chipp's FDC ({{tt|faultless defense cancel|j.1[{{clr|2|K}}]~[{{clr|3|S}}]}}), input. Multi-hit and attack level 0 make this a decent but risky okizeme tool; For example in the corner, you can use it low enough to have only one hit connect, then immediately link a {{clr|2|2K}}, which is a hard to block setup, especially when the opponent usually expects a 2-hit {{clr|4|j.H}}. This setup is risky however because it can easily be backdashed out of.<br />
<br />
{{clr|2|j.2K}} is also weak against Faultless defense: if the first two hits make contact with the opponent's FD, you will be pushed back so much that the last hit of {{clr|2|j.K}} might whiff, which means your opponent will recover before you and will throw you.<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 10<br />
|recovery = 18<br />
}}<br />
An air normal that alters Chipp's momentum and has a very wide hitbox.<br />
<br />
Slightly bounces Chipp upwards when used, which can be both a {{tt|blessing|It can bounce you our of the range of an opponent's move and allow you to punish}} and a {{tt|curse|The momentum shift can cause the move to whiff completely}}. While almost exclusively as combo filler, it has some {{tt|applications in blockstrings|iad {{clr|2|j.K}}(1),{{clr|2|j.K}}(1),{{clr|3|j.S}},{{clr|H|j.H}}(2), land...}} and Okizeme, such as an {{keyword|IAD}} high/low mixup after air alpha blade, after {{clr|H|H}} teleport, or in the corner. <br />
<br />
While the width of the hitbox makes it great as a crossup, it is hard to use it for that purpose against grounded opponents due to the air bounce property.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|4|j.H}}<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 12<br />
|recovery = 29<br />
}}<br />
A highly evasive air normal with great hitboxes.<br />
<br />
Chipp's jump-in of choice. Hits overhead twice, dodges and beats a lot of antiair attempts while active due to the way Chipp's hitbox moves around, all while being disjointed. Additionally, it's an excellent crossup button for Chipp's various jump and teleport mixups.<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 8<br />
|recovery = 19<br />
|specialRecovery = 5<br />
}}<br />
Very fast and extremely disjointed jumping kick. All around essential move in many matchups.<br />
<br />
Useful for punishing air throw attempts or as an anti-anti air while also frequently beating other air to air attempts. Just as useful in combos, since it causes plummet / knockdown midscreen and wall bounce in the corner.<br />
<br />
Since it has some extra landing recovery, be careful when using it from too high up in the air - if the opponent instant blocks, you can get thrown when you land.<br />
*Long floor slide on ground counter hit, very short floor slide on air counter hit<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Ground Throw<br />
|description=<br />
Chipp has a shorter throw range than many other characters. On successful throw, he can OTG combo with fast moves that hit low to the ground such as {{clr|2|2K}}<br />
<br />
Causes a moderate knockdown to the opponent, giving you enough time for okizeme such as jump forward, FDC, {{clr|4|j.H}}(crossup), continue pressure or combo. Unfortunately does not reliably lead into strong mixups without meter, but with meter, allows you to do {{keyword|TK}} {{MMC|input=j.214214K|label=Ryu Yanagi}} setups<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Air Throw<br />
|description=<br />
Causes very long knockdown, giving you a lot of time for either [{{MMC|input=214K|label=invisibility}} > meaty {{clr|2|2K}}] or simply FDC okizeme.<br />
<br />
Can also be Roman Cancelled and followed up with a {{clr|4|6H}} > dash {{clr|1|5P}} > air combo for good damage.<br />
}}<br />
<br />
===<big>Dead Angle Attack</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=DAA<br />
|description=<br />
Long invuln time dead angle. Uses the same animation as {{clr|H|5H}}, giving it pretty good horizontal reach.<br />
*Causes wall bounce on counter hit<br />
}}<br />
<br />
===<big>Blitz Attack</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Blitz,[Blitz]|versioned=name<br />
|description=<br />
Standard Blitz attack that does not strike as far as the animation suggests.<br />
<br />
Offensively, Chipp can use his blitz attack in the corner to perform {{clr|4|6H}} > Blitz attack loops anytime he can combo into air hit {{clr|4|6H}} by jump cancelling the recovery of {{clr|4|6H}} and cancelling the jump startup with blitz.<br />
<br />
The input is {{clr|4|6H}} > 8~[5{{clr|S|S}}+{{clr|H|H}}]. Such combos do very high, meter-efficient damage and drain burst gauge, making them indispensable for serious Chipp players. If timed very carefully with a slight delay , it can even be made a burst safe point (the blitz shield would reject a burst activated during {{clr|4|6H}} hitstop) while still being a true combo. <br />
}}<br />
<br />
==Special Moves==<br />
===<big>Alpha Blade</big>===<br />
{{InputBadge|{{clr|1|236P}} (Air OK)}}<br />
{{GGXRD-R2 Move Card<br />
|input=236P,j.236P,236P > H|versioned=input<br />
|description=<br />
Alpha Blade is a strong move that has myriad uses on defense, as it is a long-range, low-profile slide. It is an excellent choice to escape the corner from many different elements of pressure.<br />
<br />
Chipp's collision box is removed during the travel distance, allowing Chipp to move through the opponent and crossup with the move's active frames.<br />
<br />
;Grounded version ({{clr|P|236P}})<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 15<br />
|recovery = 32<br />
}}<br />
Being that the low profile is one of the main attributes, it can also be used to go under most projectiles or ranged pokes. During parts of the move, Chipp is actually considered airborne and can go over some moves that have thin, low to the ground hitboxes such as {{MMC|input=236S|chara=Potemkin|label=Slidehead|hitboxMode=true|imageNumber=2}}. While it is excellent for escaping pressure, it carries some risks: it is very minus on block, so characters that can move quickly or have long reaching moves can reliably punish Chipp unless he cancels into Alpha Plus, which can have its own issues.<br />
<br />
On normal hit, Alpha Blade launches the opponent, but Chipp generally cannot follow up into any additional damage without spending meter. On counter hit, he can cancel into Alpha Plus or burn meter for a strong combo.<br />
<br />
In combos, ground Alpha Blade will generally only combo out of {{clr|4|6H}} or {{clr|4|5H}}. It can also conditionally combo from {{clr|4|5H}} if Chipp are relatively close to the opponent or if you hit them while they are crouching. {{clr|5|2D}} > Ground Alpha Blade works against lightweights, but is rarely used for anything useful.<br />
----<br />
;Air version ({{clr|P|j.236P}})<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 14<br />
|specialRecovery = 18<br />
}}<br />
Air alpha blade is similar to the grounded version but it is faster, safer, and has a larger hitbox. Unlike the grounded version, using an Air Alpha Blade very close to the ground will allow for {{tt|meterless combos|Example: corner S > S > HS > {{clr|1|2369P}} (lowest possible height), land, S...}}, especially in the corner. <br />
<br />
In the corner, air Alpha Blade can also be cancelled into {{MMC|input=Wall > 64|label=Wall Cling}}. However, if you do not perform any other actions after the wall cling, there will be a special, relatively long landing animation when you land.<br />
*Listed Frame Advantage for Air Alpha Blade is on lowest height<br />
----<br />
;Alpha Plus ({{clr|P|236P}} > {{clr|H|H}})<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 12<br />
|recovery = 18<br />
}}<br />
On normal block, there is a minimum 6F gap between Alpha Blade and Alpha Plus , making this move risky on block at any range in any matchup. On top of that, Alpha Plus itself is punishable on block, so it's generally only used to hit confirm a raw Alpha Blade.<br />
}}<br />
<br />
===<big>Beta Blade</big>===<br />
{{InputBadge|{{clr|3|623S}} (Air OK)}}<br />
{{GGXRD-R2 Move Card<br />
|input=623S,j.623S|versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 22<br />
|recovery = 16<br />
|specialRecovery = 10<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 18<br />
|specialRecovery = 5<br />
}}<br />
An incredibly fast {{keyword|DP}}. <br />
<br />
Mostly only used as a reversal option or as an ender for air combos. If the first hit is Roman Cancelled, Chipp will remain standing on the ground, which will either allow him to followup up the hit with a {{clr|4|6H}}, or to start pressure in case Beta Blade is blocked.<br />
*The first hit of the ground version gives a hard knockdown (which rarely matters since the second hit will allow the opponent to tech)<br />
*Chipp loses Throw invulnerability as soon as he becomes airborne.<br />
}}<br />
<br />
===<big>Gamma Blade</big>===<br />
{{InputBadge|{{clr|4|41236H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=41236H<br />
|description=<br />
A grounded projectile that traps the opponent in place on hit. Unlike most special moves, Gamma Blade can '''NOT''' be cancelled into from normals.<br />
<br />
A very important move for many of Chipp's matchups. While it has slow startup, it is plus on block and highly rewarding on hit as it places the opponent in an airborne state where they cannot burst while trapped, allowing for damaging juggle combos. Gamma Blade also has one of the highest projectile clash levels in the game - it will erase most projectiles it comes into contact with and continue traveling forward, making it an excellent tool for calling out careless zoning attempts.<br />
<br />
Although it is potent and rewarding both on hit and block, its slow startup and very long total duration make it a very risky move to throw out in neutral without YRC available.<br />
*Always +5 on block, no matter how late it hits, since Chipp has a set recovery if it makes contact with the opponent<br />
*Deals full damage as an OTG hit and still causes the trap effect (although all followup hits will suffer from OTG damage reduction).<br />
}}<br />
<br />
===<big>Tsuyoshishiki Meisei</big>===<br />
{{InputBadge|{{clr|2|214K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=214K<br />
|description=<br />
A cheeky "install" type move that will make Chipp flash from invisible to visible for approximately 8 seconds.<br />
<br />
Mostly used to create extra ambiguity's for Chipp's various mixup options as it's much harder to see what he's doing thanks to the "smoky" effect and flashing from visible to invisible. Entering invisiblity is generally only safe to do after knockdowns (especially during a high wall Alpha Blade knockdown as it will allow him to also still be able to meaty) or during corner dust combos as it has significant recovery. The effect will end prematurely if Chipp blocks an attack or gets hit.<br />
<br />
*Unlike most specials, can '''NOT''' be cancelled into from normals.<br />
*Chipp changes visibility about every second<br />
}}<br />
<br />
===<big>Tsuyoshishiki Ten'i</big>===<br />
{{InputBadge|22{{clr|1|P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=22P,22K,22S/H|versioned=input<br />
|description=<br />
Chipp teleports at various locations on the screen based on the input. Each teleport has minor strike invulnerability and is a core tool of Chipp's neutral and mixup game.<br />
<br />
;{{clr|P|22P}} (In Place)<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 21<br />
}}<br />
Very good when used either in neutral and blockstrings as a bait to fake out {{clr|2|22K}} or {{clr|4|22H}} teleports, keeping your opponent on edge.<br />
----<br />
;{{clr|2|22K}} (Forward)<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 30<br />
}}<br />
The highest recovery of Chipp's teleports. It is a strong strategy to cancel the recovery of {{clr|2|22K}} teleport with YRC, circumventing the long recovery flaw while rapidly closing distance. Additionally, the added slowdown should give you enough time to start a combo, apply pressure, or go for an a throw.<br />
----<br />
;{{clr|3|22S}}/{{clr|4|22H}} (Airborne, in Front/Behind opponent)<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 20<br />
}}<br />
Both versions are a great combo tool after a {{clr|4|2H}} hit. {{clr|S|S}} version Will maintain dash momentum; for this reason, it has some use as a jump in, particularly for certain mixups options.<br />
<br />
Both the airborne teleports are useful approach tools; they cause Chipp to fall a set distance towards the side opposite the one Chipp appears on (thus towards the opponent), the only exception being if {{clr|4|22H}} is used in reach of wallcling ({{clr|4|22H}} teleport can be cancelled into wall cling, manually or by holding {{clr|H|H}}). In this instance, Chipp falls straight downward. <br />
<br />
Because Chipp falls slightly forward, this means when {{clr|4|22H}} teleport is used at a long range, Chipp will fall onto to the other side of the opponent from where he appears, rather than behind as usual, enabling crossups. This affects certain corner oki setups, but the forward momentum can be stopped using a delayed FDC or just raw {{clr|K|j.2K}}.<br />
*If used predictably, all teleport options can be heavily punished due to their long recoveries<br />
*Can install an airdash (super jump install) to air versions in neutral with a fast 228 input<br />
*If landing recovery from a jump is cancelled into an air teleport, Chipp can use whatever air options he would have had left.<br />
}}<br />
<br />
===<big>Genrouzan</big>===<br />
{{InputBadge|{{clr|3|63214S}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=63214S<br />
|description=<br />
A slow but highly rewarding command grab.<br />
<br />
Useful to open up opponents who have been conditioned to block various frametraps or stagger pressure. Causes a very long knockdown midscreen, giving Chipp enough time to set up {{MMC|input-214K|label=invisibility}} and go into a meaty or a 3-way mixup. In the corner, Chipp can cancel into Wall Cling after the hit to go into highly damaging meterless combos that maintain a knockdown for further okizeme and pressure.<br />
<br />
While the initial startup is strike invuln, Chipp is airborne for 16 frames before it becomes active, allowing opponents that are looking out for it to score an Air Throw on Chipp or just plain anti-air combo him.<br />
*As a throw, the opponent can't burst on hit.<br />
}}<br />
<br />
===<big>Resshou</big>===<br />
{{InputBadge|{{clr|3|236S}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236S<br />
|description=<br />
The starter of Chipp's rekka series.<br />
<br />
Very useful as a blockstring ender since it only leaves Chipp at -1, which is a non-issue if your opponent doesn't instant block. Even while he's minus, Chipp's pokes (such as {{clr|3|2S}} or {{clr|K|5K}}) will generally be faster than what the opponent has to offer at the distance he is left at after using the rekka, and you can use {{clr|P|6P}} to counterpoke certain abare options. You can alternatively follow up with {{MMC|input=236S > 236S|label=Rokusai}} for a risky frametrap that is high reward on counter hit.<br />
*Has special hitstun that makes it +2 on standing hit, +3 on crouching hit. <br />
*Combos into {{clr|2|5K}} on counter hit<br />
*links into {{clr|1|5P}} or even {{clr|3|c.S}} on airborne hit (for example after {{clr|5|2D}})<br />
}}<br />
<br />
===<big>Rokusai</big>===<br />
{{InputBadge|Resshou > {{clr|3|236S}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236S > 236S<br />
|description=<br />
Second hit of Chipp's Rekka Series <br />
<br />
Hits low. Very useful if used slightly delayed after the first rekka as a frame trap. Slightly unsafe on block and punishable at most spacings, it's better when followed up by a Roman Cancel for combos or to continue pressure. Chipp can get away with it on block after conditioning opponents to respect followups however.<br />
*Special hitstun makes it only -3 on hit<br />
*Staggers on counter hit<br />
}}<br />
<br />
===<big>Senshuu</big>===<br />
{{InputBadge|Resshou > {{clr|2|236K}}\Rokusai > {{clr|2|236K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236S > 236K<br />
|description=<br />
Possible as a second or last hit of Chipp's rekka series.<br />
<br />
Hits overhead and launches on normal hit, which can be followed up into a combo. While it's rewarding to land, it has very slow and reactable startup and it's punishable on block. When blocked, Chipp is in crouching counterhit recovery, allowing most opponents to start their most damaging combos. Use sparingly or only with 50 tension to make it safe.<br />
}}<br />
<br />
===<big>Shinkirou</big>===<br />
{{InputBadge|{{clr|4|623H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=623H<br />
|description=<br />
Can be used Stand-alone or during Chipp's Rekka series (but not after {{clr|2|236K}})<br />
<br />
Has relatively little use outside of {{tt|combos|{{clr|5|2D}} > {{clr|3|236S}} > {{clr|H|623H}}}} or as a risky frametrap after Rokusai (can be punished by airthrow on block). Little reward on grounded hit, knocks back the opponent on counter hit, but does wall stick the opponent in the corner if they are hit airborne.<br />
<br />
On whiff or block, Chipp has access to full air options and movement.<br />
}}<br />
<br />
===<big>Shuriken</big>===<br />
{{InputBadge|{{clr|1|j.214P}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=j.214P Slow,j.214P Fast|versioned=input<br />
|description=<br />
Chip throws a shuriken in a 45 degree angle towards the ground. Alternates between a slow and a fast version, with the slow version coming first.<br />
<br />
Mostly used for pressure and to cover your approach. Especially useful against characters that have a hard time avoiding it, such as Potemkin.<br />
<br />
;Fast Version<br />
Has quick startup for a projectile.<br />
<br />
Does not alter Chipp's momentum, making fast Shuriken more suited for ascending jumps to make it travel further. Can be used as a pressure reset option from an instant air dash.<br />
----<br />
;Slow Version<br />
Completely halts Chipp's air momentum during the throw and has very long recovery. Can stop opponents from approaching due to covering a good angle for a good duration, however it has rather slow startup at 23 frames.<br />
<br />
An interesting setup for the slow version is to use it after a low altitude {{clr|5|j.D}} combo ender for okizeme. Cancel the {{clr|5|j.D}} into slow shuriken, land, and continue pressure on a waking up opponent, who now has to block the meaty shuriken.<br />
}}<br />
<br />
===<big>Wall Cling</big>===<br />
{{InputBadge|Near Wall > 64}}<br />
{{GGXRD-R2 Move Card<br />
|input=Wall Cling > 8,Wall Cling > 6,Wall Cling > 4|versioned=name<br />
|description=<br />
Many special moves that leave chipp airborne can be cancelled into the wall cling, such as Genrouzan ({{clr|3|63214S}}), air Alpha Blade ({{clr|1|j.236P}}) or 22{{clr|3|S}}/{{clr|H|H}} teleports. Wall cling does have a minimum height requirement. TK {{clr|1|j.236P}} will not allow Chipp to wall cling afterward, but when used in air extensions it will.<br />
<br />
The wall cling generally is used for corner Okizeme as well as runaway tactics. When used on its own from a regular jump Chipp retains all prior air options (double/triple jump, airdash), but when used from 22{{clr|3|S}}/{{clr|H|H}} the teleports must be jump installed prior in order to retain air options.<br />
<br />
;9 Jump<br />
* Chipp jumps up off the wall. Can be used as a corner escape but is rather committal on defense due to needing time or space to jump out<br />
----<br />
;6 jump<br />
* Chipps traditional walldive. A low, steep angle makes this difficult to use defensively, and is therefore usually used in his okizeme game<br />
----<br />
;4<br />
* Chipp detaches from the wall and will fall down provided no additional actions are inputted. The core of Chipp's corner okizeme game that, when combined with his {{MMC|input=j.H|label=j.H}} gives Chipp access to unreactable left/right and high/low mixups<br />
----<br />
;8/2<br />
* Moves Chipp higher or lower on the wall. Largely used to reposition or to stall<br />
}}<br />
<br />
==Wall Cling Moves==<br />
==={{clr|1|w.P}}===<br />
{{InputBadge|{{clr|1|P}} during Wall Cling}}<br />
{{GGXRD-R2 Move Card<br />
|input=Wall Cling > P<br />
|description=<br />
Chipp performs Alpha Blade down diagonally away from the wall. When used in the corner will launch opponents in the direction Chipp is facing. Can be used as a knockdown tool from shorter Jump Install combos against non-lightweights. Essential for damage and ending combos in knockdowns but does put them back midscreen (though with ample time to set up okizeme)<br />
}}<br />
<br />
==={{clr|2|w.K}}===<br />
{{InputBadge|{{clr|2|K}} during Wall Cling}}<br />
{{GGXRD-R2 Move Card<br />
|input=Wall Cling > K<br />
|description=<br />
Chipp throws a kunai down diagonally away from the wall.<br />
<br />
The Kunais are a very good keepaway tool while wall clinging, and will force your opponent to either wait or jump at you, which will both give you time to let go off the wall and respond in whatever way is necessary.<br />
}}<br />
<br />
==={{clr|3|w.S}}===<br />
{{InputBadge|{{clr|3|S}} during Wall Cling}}<br />
{{GGXRD-R2 Move Card<br />
|input=Wall Cling > S<br />
|description=<br />
Chipp leaps down from the wall grabbing his opponent on the ground. This move whiffs on airborne opponents<br />
<br />
Situational tool for catching a blocking opponent. Another layer to Chipp's pressure.<br />
*Always reaches the same spot near the corner no matter how high Chipp is on the wall.<br />
}}<br />
<br />
==={{clr|4|w.H}}===<br />
{{InputBadge|{{clr|4|H}} during Wall Cling}}<br />
{{GGXRD-R2 Move Card<br />
|input=Wall Cling > H<br />
|description=<br />
Chipp leaps away from the wall grabbing his opponent in the air. This move whiffs on grounded opponents.<br />
<br />
Can be used to catch opponents trying to tech out of corner combos.<br />
}}<br />
<br />
==Overdrives==<br />
===<big>Zansei Rouga</big>===<br />
{{InputBadge|{{clr|4|632146H}}\{{clr|5|632146D}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=632146H<br />
|description=<br />
A fullscreen invulnerable super.<br />
<br />
Chipp can combo into it from {{clr|4|6H}}, but is generally used as a wakeup reversal or to callout a high recovery whiff or projectile and punish from fullscreen.<br />
<br />
Can be YRCed during startup (before superflash) and it only uses 25% tension. This makes Burst ZR YRC a valid reversal strategy, as the Burst version is full invuln on frame 1, and YRCing it actually allows Chipp to keep his burst. Make sure you don't try to do this against very active attacks however, as Chipp will still get hit. It is also particularly use after {{clr|1|6P}} counter hit > {{clr|4|6H}} to kill if the opponent is low on life since supers cannot be bursted or after a successful blitz shield, since supers cannot be reverse-blitzed.<br />
<br />
While not the most practical, it can be used for a gimmicky crossup on most knockdowns. Arguably more powerful near the corner as the opponent may have a bit less time to react.<br />
}}<br />
<br />
===<big>Banki Mesai</big>===<br />
{{InputBadge|{{clr|2|236236K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236236K<br />
|description=<br />
Chipp rushes forward to deliver a huge series of attacks.<br />
<br />
The most common use for this move is to combo into it to kill your opponent if they still have burst and are low HP, such as after a {{clr|H|5H}} hit or high Wall Alpha Blade combo. It also has minor use as a longer range reversal on wakeup in situations where Beta Blade would not reach.<br />
<br />
While it builds a huge amount of RISC gauge, it is very unsafe move on block. Additionally, since the opponent can block with faultless defense to make most of your hits whiff it gives them even more time to punish.<br />
*True startup depends on distance as chipp needs to travel to the opponent's location.<br />
*The two Beta Blades at the end will only trigger when the move actually hits.<br />
}}<br />
<br />
===<big>Ryuu Yanagi</big>===<br />
{{InputBadge|{{clr|2|j.214214K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=j.214214K<br />
|description=<br />
Chipp completely halts his air momentum and throws a few volleys of kunai towards the ground in a wide arc.<br />
<br />
Since it travels slowly and Chipp retains all air options after using it, its a potent okizeme option that can offer different 50/50's that are obscured by the kunai sparks. Use with caution as all Kunai will disappear if Chipp is hit.<br />
<br />
On hit, it causes ground bounce and knockdown, depending on how it hits the opponent, which turns it into a good air combo finisher. On the ground, the combo can be followed up with {{clr|S|S}} > {{clr|H|5H}} > {{clr|2|236236K}} for a high damage, high number of hits 100% tension unburstable combo to guts crush a low life opponent at the end of a round. Of course, it's a bad choice if it won't kill since it fills up the opponent's Burst and costs all your tension.<br />
}}<br />
<br />
==Instant Kill==<br />
===<big>Raisetsudan</big>===<br />
{{InputBadge|During IK Mode: {{clr|4|236236H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236236H |type=instantkill<br />
|description=<br />
Uses the animation of his Resshou.<br />
<br />
Chipp's Instant Kill activation has extremely long startup. An instant kill will not be guaranteed even if the opponent is dizzy.<br />
<br />
It can be used when the opponent is in Hellfire state however, during the last possible round thanks to the speed increase and slowdown granted by Gold IK mode.<br />
}}<br />
<br />
==Navigation==<br />
<center>{{Character Label|GGXRD-R2|Chipp Zanuff|42px}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:GGXRD-R2/Navigation}}</div>Sobosswagnerhttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Chipp_Zanuff&diff=365928GGXRD-R2/Chipp Zanuff2023-01-10T04:37:55Z<p>Sobosswagner: /* Beta Blade */ Added frame chart</p>
<hr />
<div>==Overview==<br />
{{Overview/navigation|okizeme=true}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4|height=1<br />
|header=Overview<br />
|content= Guilty Gear's dedicated pixie character with great mobility and paper-thin defense. Chipp has everything a speedy player could want: fast movement, a triple jump, teleports, and several special moves that let him careen around the stage and climb on the walls. His normals are also much faster for their range than most other characters, and he has a few powerhouses like {{clr|1|6P}}, {{clr|4|5H}}, and {{clr|5|j.D}} to supplement his raw speed.<br />
<br />
While he's without a doubt the nimblest character in Xrd, Chipp also has a strong pressure game: {{clr|3|c.S}} is a plus on block throw option select that is faster than many characters' jabs and frame traps into itself. Off of throw or another good knockdown, Chipp can often set up a jump-in mixup using {{clr|3|j.S}}, {{clr|4|j.H}}, or simply landing and going low. His aerial kunai super Ryuu Yanagi ({{MMC|input=j.214214K|label={{clr|2|j.214214K}}}}) makes those mixups even harder to block. Gamma Blade ({{MMC|input=41236H|label={{clr|4|41236H}}}}) is a large grounded projectile that is always plus on block and captures the opponent on hit, giving Chipp a free combo. Chipp also has Beta Blade ({{MMC|input=623S|label={{clr|3|623S}}}}), a two-hit, 4f meterless reversal that lets him challenge mixups and pressure.<br />
<br />
Turning a combo into setplay and mixups is not always feasible, however, and Chipp must often choose between a moderate damage combo and a reset to neutral or a much less damaging combo with continued okizeme. Chipp's many tools give him many options in neutral, but using them to safely control his opponent requires a lot of matchup knowledge and choosing the wrong option can be very punishing: if Chipp eats a single bad counter hit, he's liable to lose half his health bar or more.<br />
<br />
If you want to live fast, die hard, and have every tool in the box at your fingertips, Chipp is the character for you.<br />
}}<br />
{{GGXRD-R2/Infobox<br />
| fastestAttack = [[#5P|5P]](3F) (Whiffs on crouch) <br/> [[#2P|2P]](4F) <br/> [[#c.S|c.S]](4F)<br />
| reversal = [[#Beta Blade|623S]] (5F)<br />
}}<br />
{{ProsAndCons<br />
|intro= has every tool you could ever want and enough mobility options to treat the screen like a jungle gym - but he hurts more than anyone else when he makes a mistake.<br />
|pros=<br />
*'''Speedster''': Between a triple jump, the fastest runspeed in the game, teleports, and the ability to cling to walls and dash off them, Chipp is easily the most mobile character in the game. He can utilize his extreme speed to both whiff punish and escape scary situations better than many other characters in the cast.<br />
*'''Powerful Mixups''': Chipp has tons of ways to open people up, including {{MiniMoveCard|input=63214S|label= a command grab}} and a standing, unthrowable overhead with his {{MMC|input=6K|label={{clr|2|6K}}}}. In the corner, {{MiniMoveCard|input=Wall > 64 |label= Wall Cling}} setups and FDC {{clr|2|j.2K}} give Chipp incredible mixup options from knockdown.<br />
*'''Excellent Buttons:''' Fast startups paired with great hitboxes and recovery on many normals ({{MMC|input=6P|label={{clr|1|6P}}}}, {{MMC|input=5K|label={{clr|2|5K}}}},{{MMC|input=c.S|label={{clr|3|c.S}}}}, {{MMC|input=2S|label={{clr|3|2S}}}}, {{MMC|input=j.D|label={{clr|5|j.D}}}}) can make Chipp difficult to challenge as characters with weaker neutral or slower buttons.<br />
*'''Adaptable Toolbox:''' Chipp's speed and wide movelist allow him to approach situations however he pleases. He can play very defensively and offensively, as well as switch between the two as necessary. <br />
|cons=<br />
*'''High-Risk:''' Chipp takes the most damage out of any character by far, and has rather strict execution demands in order to be properly played. As such, making errors in execution isn't uncommon and the punishment for them is astronomical.<br />
*'''Lack of Easy Knockdowns:''' Scoring a knockdown usually needs combos with specific conditions such as being close to the opponent or hitting them crouching, or a short combo with low damage such as basic gatlings into {{MMC|input=2D|label=2D}}. Chipp often has to choose between doing good damage or earning a knockdown. <br />
*'''Okizeme Woes:''' Chipp's backdash is not well-fit for escaping okizeme, and he has the longest possible knockdown timer in the game.<br />
*'''Meter-hungry:''' Chipp's strongest options require meter investment, but his meter income is limited by the tension penalty inflicted by {{MMC|input=j.2K|label={{clr|K|j.2K FDC}}}}, his main mixup tool.<br />
}}<br />
</div><br />
===Unique Mechanics===<br />
{{card|width=4<br />
|header=Jump Installing<br />
|content=<br />
Normally, Chipp cannot jump or airdash after his {{clr|3|S}}/{{clr|4|H}} teleports, but this can be changed with a technique called jump installing.<br />
<br />
Jump installing is a long-standing <strike>bug</strike> feature of the Guilty Gear series that allows characters to fool the game into giving them air actions when they would not normally have them. Many moves in GGXrd will automatically jump install, but Chipp is notable both for having a move that does not auto-jump intall ({{clr|3|S}}/{{clr|4|H}} teleport) and relying on that move for combos quite a lot. '''Jump installing is NOT unique to Chipp - he just does it more than anyone else.'''<br />
<br />
For more information on jump installing, see [[GGXRD-R2/Movement#Jump_Install|this page]].<br />
}}<br />
{{FrameChartKey}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 1<br />
|recovery = 8<br />
}}<br />
A high and very fast standing jab.<br />
<br />
Chipp's fastest normal and one of the fastest jabs in the game. Mostly used in juggle combos after {{clr|5|2D}} > {{clr|3|236S}}. Whiffs against crouching opponents except for Potemkin, Bedman and Haehyun. Also sees use as an emergency anti-air because of its upwards angle and quick startup, but is very bad when it trades<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 5<br />
|recovery = 8<br />
}}<br />
A fast standing kick with great range for its speed.<br />
<br />
An all around essential move for Chipp thanks to its versatility. Its great hitbox that is disjointed on startup allows it to beat many otherwise problematic normals that would outrange Chipp. Its wide variety of gatling options makes it a strong pressure starter as well. On hit, it can easily hit confirm due to being able to gatling into itself.<br />
*Gatlings into 2P, 6P, 2K are delayed.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=c.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 2<br />
|recovery = 10<br />
}}<br />
Extremely fast for a {{clr|3|c.S}} and offers frame advantage on block while being rewarding on hit, making it useful for starting pressure, confirming hits and creating burst safe points in combos<br />
<br />
Very useful for frame traps; it's plus frames on block and incredible startup speed allow {{clr|3|c.S}}>{{clr|3|c.S}} to be a frametrap sequence. On normal hit, it can link into {{clr|1|5P}} against standing opponents and {{clr|S|c.S}} on crouching opponents to make hit confirming out of stagger pressure possible. On counter hit, it's possible for chip to link another {{clr|3|c.S}} to confirm into combos. Thanks to its versatile gatling tree, it's also essential for knockdown combos via {{clr|P|6P}} and {{clr|D|2D}}. It is also Chipp's only normal that can gatling into {{clr|2|6K}} for overhead mixups. <br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=f.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 2<br />
|recovery = 18<br />
}}<br />
Chipp quickly takes a large step forward, giving {{clr|S|f.S}} much further reach than the hitbox suggests.<br />
<br />
Thanks to its excellent range and speed, {{clr|S|f.S}} is very good for footsies and after dash-ins. Is essentially the higher recovery, higher-hitting brother of {{clr|S|2S}}. <br />
<br />
While it can be great in neutral and for approaching, it's not without fault - its high hitbox loses or completely whiffs against low profiles, such as Sol's {{clr|5|2D}}. It also has no way to gatling into {{clr|5|2D}}, so committing to an {{clr|3|f.S}} usually means forfeiting knockdown.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 7<br />
|recovery = 16<br />
}}<br />
Mostly a combo-tool and blockstring ender (canceled into {{MMC|input=236S|label=rekka}}, teleport or jump/{{keyword|IAD}} Fast Shuriken)<br />
<br />
Not very useful as a poke due to its long startup relative to Chipp's other normals. While it is not disjointed at all, it can be used as a makeshift anti-air in very specific situations, such as against Venom's Mad Struggle, since a trade will be greatly in Chipp's favor. <br />
<br />
On counter hit however, the move's potency opens up - it can link into {{clr|D|2D}}, or go into a combo via {{clr|D|5D}}. On air counter hit, Chipp can dash and get a full air combo. These properties make {{clr|H|5H}} a strong haymaker on read or against predictable opponents.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|5|5D}}<br />
}}<br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 27<br />
|active = 4<br />
|recovery = 9<br />
}}<br />
Agonizingly slow startup for a Chipp move.<br />
<br />
Chipp's {{clr|5|5D}} is one of the longest reaching in the game, but he might need some creativity to follow up midscreen from far away with the air homing jump combo (airdash during homing jump etc.). On homing dash however, the combo combo gives nearly full corner carry (sometimes can give full) with a solid knockdown to boot. His {{clr|5|5D}} is also one of the few which is plus on block thanks to its low recovery.<br />
<br />
While it's highly rewarding on hit, the slow startup makes it fairly difficult to land against opponents that are paying attention to Chipp's pressure. {{clr|K|6K}}, Command grab, or teleport mixups are generally preferrable to open opponents up.<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 3<br />
|recovery = 25<br />
}}<br />
One of the most invulnerable 6Ps in the game and an essential part of Chipp's toolkit in many matchups.<br />
<br />
Used as an antiair, a counterpoke against many mid-hitting moves, combo filler, and pressure vs characters who like to {{keyword|abare}} with mid to high hitting moves. Upper body invuln starts at frame 1, making it great on reaction against moves that it can beat. While it is very unsafe on block by itself, it can safely gatling into a wide variety of other normals to continue pressure. <br />
<br />
Where the risk of using {{clr|P|6P}} lies is that it is horribly unsafe on whiff due to its extremely long total duration of 36 frames. It can be safer to attempt to anti air with {{clr|H|2H}} if you suspect the opponent is trying to bait {{clr|P|6P}}.<br />
*Combos into {{clr|H|6H}} on counter hit<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|6K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 19<br />
|active = 5<br />
|recovery = 5<br />
|specialRecovery = 3<br />
}}<br />
Chipp's other standing overhead normal.<br />
<br />
While it is fast, it is rather risky for its reward. As its not special cancellable comboing off of this only works as a meaty and against crouching opponents, or with a Roman Cancel. It should not be used point blank, as opponents can easily ground throw you after the hit or on block. In addition to the risk of being thrown on hit, should the opponent choose to contest it by mashing, they can score a highly damaging counter hit juggle combo.<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 6<br />
|recovery = 15<br />
}}<br />
Huge button with great reach thanks to a large hitbox and big forward step.<br />
<br />
Mostly used as a frametrap to catch delay or fuzzy jumps, and as a tech trap in certain okizeme situations. it can also be used as a haymaker in neutral. High damage starter and great in juggles since it offers a combo afterwards (run up {{clr|3|c.S}} or {{clr|1|5P}} into air combo. Against Standing opponents, {{clr|H|6H}} combos into grounded Alpha Blade, and depending on the range, into a {{keyword|TK}} Alpha Blade. On air hit in the corner, it leads into Blitz Attack loops.<br />
*Causes stagger on ground hit.<br />
*Causes ground bounce on air hit.<br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 2<br />
|recovery = 7<br />
}}<br />
A very fast crouching jab that is plus on block. <br />
<br />
Great for stagger pressure and tick throws due to its low blockstun from being attack level 0. Its speed also makes it good {{keyword|abare}} option in scramble situations. Is also relatively burst safe for combos: {{clr|1|2P}} > {{clr|1|2P}} > {{clr|3|c.S}}...<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 7<br />
}}<br />
Chipp's fastest low attack. A common starter for strings and great for mixups.<br />
<br />
Its self-gatling option for consecutive lows is useful to keep opponents crouching or catch them while they attempt to fuzzy jump. 2K Gatling into 6H is also useful to punish fuzzy (delay) jumpers and one way to punish excessive use of FD.<br />
<br />
Unfortunately, it has very poor range, making it somewhat hard to use for okizeme. It has a high risk of getting thrown, can't catch backdashes, and has short active frames.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 4<br />
|recovery = 11<br />
}}<br />
An essential button to use when approaching or to stuff the opponent's moves.<br />
<br />
Like {{clr|S|f.S}}, the range is greater than the hitbox implies due to the large forward step Chipp takes. Will connect against the opponent's low profile options where {{clr|S|f.S}} would whiff, and with significantly less recovery, but will whiff against some airborne opponents that {{clr|S|f.S}} would hit. Staggers on counter-hit, making it a good option as a dash-in attack and for frame traps.<br />
*Chipp's hurtbox is extended forward before the attack becomes active.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 9<br />
|recovery = 18<br />
}}<br />
Great anti-air with tall reach and high reward,<br />
<br />
Works well as an anti-air because of the high vertical range (hits them early) and the added reliability in trades (high attack level and good counter hit property), less so because of its actual hit box, which is rather poor. Followup combos are generally only possible on counter hit or by cancelling into {{clr|3|22S}} teleport<br />
<br />
When it is used at the end of a block-string or stand-alone, it should be cancelled into {{clr|1|22P}} or delay cancelled into {{clr|5|2D}} to make it safe.<br />
*Floats opponent on normal hit.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|2|6K}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 2<br />
|recovery = 17<br />
}}<br />
A Fast sweep with very long range.<br />
<br />
An extremely important tool for Chipp's ground game as it's his primary way of scoring knockdowns for okizeme. It is also an excellent combo tool via {{clr|3|236S}}, which also serves as a very useful block string. In neutral, 2D is great at stuffing the opponent's dashes. It can also evade some other lows that have thin, close to the ground hitboxes (Ky {{clr|D|2D}} and {{clr|K|2K}} for example) since Chipp's hurtbox pulls upward slightly during the active frames.<br />
*{{clr|5|2D}} > {{clr|1|22P}} > link {{clr|5|2D}} can be useful against people expecting {{clr|5|2D}} > {{clr|3|236S}}<br />
*{{clr|5|2D}} > {{clr|3|236S}} > {{clr|4|623H}} is a very strong combo starter in the corner leading to good damage and knockdown, making {{clr|5|2D}} as a poking tool even more important<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 4<br />
}}<br />
A very fast air jab, mostly used as combo filler or as a low commitment and burst-safe air-to-air button.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 8<br />
|recovery = 8<br />
}}<br />
A two-hitting air normal.<br />
<br />
The first hit has a great upwards-angle and is very useful as an air-to-air, while the second hit pulls the enemy downwards, which is used mostly in specific knockdown combos. Chipp can cancel {{clr|K|j.K}}(1) into itself several times to avoid activating the second hit, which is mostly used for guts crushing low health opponents in air combos.<br />
<br />
Be careful - should the first hit of {{clr|2|j.K}} whiff, the second hit will activate regardless, which means that if you fail your air-to-air attempt, you might not be able to act for a while due to the long total duration of the move.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.2K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.2K<br />
|description=<br />
A downward air kick that alters Chipp's flight path, slowing down his horizontal acceleration.<br />
<br />
Mostly used for Chipp's FDC ({{tt|faultless defense cancel|j.1[{{clr|2|K}}]~[{{clr|3|S}}]}}), input. Multi-hit and attack level 0 make this a decent but risky okizeme tool; For example in the corner, you can use it low enough to have only one hit connect, then immediately link a {{clr|2|2K}}, which is a hard to block setup, especially when the opponent usually expects a 2-hit {{clr|4|j.H}}. This setup is risky however because it can easily be backdashed out of.<br />
<br />
{{clr|2|j.2K}} is also weak against Faultless defense: if the first two hits make contact with the opponent's FD, you will be pushed back so much that the last hit of {{clr|2|j.K}} might whiff, which means your opponent will recover before you and will throw you.<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 10<br />
|recovery = 18<br />
}}<br />
An air normal that alters Chipp's momentum and has a very wide hitbox.<br />
<br />
Slightly bounces Chipp upwards when used, which can be both a {{tt|blessing|It can bounce you our of the range of an opponent's move and allow you to punish}} and a {{tt|curse|The momentum shift can cause the move to whiff completely}}. While almost exclusively as combo filler, it has some {{tt|applications in blockstrings|iad {{clr|2|j.K}}(1),{{clr|2|j.K}}(1),{{clr|3|j.S}},{{clr|H|j.H}}(2), land...}} and Okizeme, such as an {{keyword|IAD}} high/low mixup after air alpha blade, after {{clr|H|H}} teleport, or in the corner. <br />
<br />
While the width of the hitbox makes it great as a crossup, it is hard to use it for that purpose against grounded opponents due to the air bounce property.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|4|j.H}}<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 12<br />
|recovery = 29<br />
}}<br />
A highly evasive air normal with great hitboxes.<br />
<br />
Chipp's jump-in of choice. Hits overhead twice, dodges and beats a lot of antiair attempts while active due to the way Chipp's hitbox moves around, all while being disjointed. Additionally, it's an excellent crossup button for Chipp's various jump and teleport mixups.<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 8<br />
|recovery = 19<br />
|specialRecovery = 5<br />
}}<br />
Very fast and extremely disjointed jumping kick. All around essential move in many matchups.<br />
<br />
Useful for punishing air throw attempts or as an anti-anti air while also frequently beating other air to air attempts. Just as useful in combos, since it causes plummet / knockdown midscreen and wall bounce in the corner.<br />
<br />
Since it has some extra landing recovery, be careful when using it from too high up in the air - if the opponent instant blocks, you can get thrown when you land.<br />
*Long floor slide on ground counter hit, very short floor slide on air counter hit<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Ground Throw<br />
|description=<br />
Chipp has a shorter throw range than many other characters. On successful throw, he can OTG combo with fast moves that hit low to the ground such as {{clr|2|2K}}<br />
<br />
Causes a moderate knockdown to the opponent, giving you enough time for okizeme such as jump forward, FDC, {{clr|4|j.H}}(crossup), continue pressure or combo. Unfortunately does not reliably lead into strong mixups without meter, but with meter, allows you to do {{keyword|TK}} {{MMC|input=j.214214K|label=Ryu Yanagi}} setups<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Air Throw<br />
|description=<br />
Causes very long knockdown, giving you a lot of time for either [{{MMC|input=214K|label=invisibility}} > meaty {{clr|2|2K}}] or simply FDC okizeme.<br />
<br />
Can also be Roman Cancelled and followed up with a {{clr|4|6H}} > dash {{clr|1|5P}} > air combo for good damage.<br />
}}<br />
<br />
===<big>Dead Angle Attack</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=DAA<br />
|description=<br />
Long invuln time dead angle. Uses the same animation as {{clr|H|5H}}, giving it pretty good horizontal reach.<br />
*Causes wall bounce on counter hit<br />
}}<br />
<br />
===<big>Blitz Attack</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Blitz,[Blitz]|versioned=name<br />
|description=<br />
Standard Blitz attack that does not strike as far as the animation suggests.<br />
<br />
Offensively, Chipp can use his blitz attack in the corner to perform {{clr|4|6H}} > Blitz attack loops anytime he can combo into air hit {{clr|4|6H}} by jump cancelling the recovery of {{clr|4|6H}} and cancelling the jump startup with blitz.<br />
<br />
The input is {{clr|4|6H}} > 8~[5{{clr|S|S}}+{{clr|H|H}}]. Such combos do very high, meter-efficient damage and drain burst gauge, making them indispensable for serious Chipp players. If timed very carefully with a slight delay , it can even be made a burst safe point (the blitz shield would reject a burst activated during {{clr|4|6H}} hitstop) while still being a true combo. <br />
}}<br />
<br />
==Special Moves==<br />
===<big>Alpha Blade</big>===<br />
{{InputBadge|{{clr|1|236P}} (Air OK)}}<br />
{{GGXRD-R2 Move Card<br />
|input=236P,j.236P,236P > H|versioned=input<br />
|description=<br />
Alpha Blade is a strong move that has myriad uses on defense, as it is a long-range, low-profile slide. It is an excellent choice to escape the corner from many different elements of pressure.<br />
<br />
Chipp's collision box is removed during the travel distance, allowing Chipp to move through the opponent and crossup with the move's active frames.<br />
<br />
;Grounded version ({{clr|P|236P}})<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 15<br />
|recovery = 32<br />
}}<br />
Being that the low profile is one of the main attributes, it can also be used to go under most projectiles or ranged pokes. During parts of the move, Chipp is actually considered airborne and can go over some moves that have thin, low to the ground hitboxes such as {{MMC|input=236S|chara=Potemkin|label=Slidehead|hitboxMode=true|imageNumber=2}}. While it is excellent for escaping pressure, it carries some risks: it is very minus on block, so characters that can move quickly or have long reaching moves can reliably punish Chipp unless he cancels into Alpha Plus, which can have its own issues.<br />
<br />
On normal hit, Alpha Blade launches the opponent, but Chipp generally cannot follow up into any additional damage without spending meter. On counter hit, he can cancel into Alpha Plus or burn meter for a strong combo.<br />
<br />
In combos, ground Alpha Blade will generally only combo out of {{clr|4|6H}} or {{clr|4|5H}}. It can also conditionally combo from {{clr|4|5H}} if Chipp are relatively close to the opponent or if you hit them while they are crouching. {{clr|5|2D}} > Ground Alpha Blade works against lightweights, but is rarely used for anything useful.<br />
----<br />
;Air version ({{clr|P|j.236P}})<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 14<br />
|specialRecovery = 18<br />
}}<br />
Air alpha blade is similar to the grounded version but it is faster, safer, and has a larger hitbox. Unlike the grounded version, using an Air Alpha Blade very close to the ground will allow for {{tt|meterless combos|Example: corner S > S > HS > {{clr|1|2369P}} (lowest possible height), land, S...}}, especially in the corner. <br />
<br />
In the corner, air Alpha Blade can also be cancelled into {{MMC|input=Wall > 64|label=Wall Cling}}. However, if you do not perform any other actions after the wall cling, there will be a special, relatively long landing animation when you land.<br />
*Listed Frame Advantage for Air Alpha Blade is on lowest height<br />
----<br />
;Alpha Plus ({{clr|P|236P}} > {{clr|H|H}})<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 12<br />
|recovery = 18<br />
}}<br />
On normal block, there is a minimum 6F gap between Alpha Blade and Alpha Plus , making this move risky on block at any range in any matchup. On top of that, Alpha Plus itself is punishable on block, so it's generally only used to hit confirm a raw Alpha Blade.<br />
}}<br />
<br />
===<big>Beta Blade</big>===<br />
{{InputBadge|{{clr|3|623S}} (Air OK)}}<br />
{{GGXRD-R2 Move Card<br />
|input=623S,j.623S|versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 22<br />
|recovery = 16<br />
|specialRecovery = 10<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 18<br />
|specialRecovery = 5<br />
}}<br />
An incredibly fast {{keyword|DP}}. <br />
<br />
Mostly only used as a reversal option or as an ender for air combos. If the first hit is Roman Cancelled, Chipp will remain standing on the ground, which will either allow him to followup up the hit with a {{clr|4|6H}}, or to start pressure in case Beta Blade is blocked.<br />
*The first hit of the ground version gives a hard knockdown (which rarely matters since the second hit will allow the opponent to tech)<br />
*Chipp loses Throw invulnerability as soon as he becomes airborne.<br />
}}<br />
<br />
===<big>Gamma Blade</big>===<br />
{{InputBadge|{{clr|4|41236H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=41236H<br />
|description=<br />
A grounded projectile that traps the opponent in place on hit. Unlike most special moves, Gamma Blade can '''NOT''' be cancelled into from normals.<br />
<br />
A very important move for many of Chipp's matchups. While it has slow startup, it is plus on block and highly rewarding on hit as it places the opponent in an airborne state where they cannot burst while trapped, allowing for damaging juggle combos. Gamma Blade also has one of the highest projectile clash levels in the game - it will erase most projectiles it comes into contact with and continue traveling forward, making it an excellent tool for calling out careless zoning attempts.<br />
<br />
Although it is potent and rewarding both on hit and block, its slow startup and very long total duration make it a very risky move to throw out in neutral without YRC available.<br />
*Always +5 on block, no matter how late it hits, since Chipp has a set recovery if it makes contact with the opponent<br />
*Deals full damage as an OTG hit and still causes the trap effect (although all followup hits will suffer from OTG damage reduction).<br />
}}<br />
<br />
===<big>Tsuyoshishiki Meisei</big>===<br />
{{InputBadge|{{clr|2|214K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=214K<br />
|description=<br />
A cheeky "install" type move that will make Chipp flash from invisible to visible for approximately 8 seconds.<br />
<br />
Mostly used to create extra ambiguity's for Chipp's various mixup options as it's much harder to see what he's doing thanks to the "smoky" effect and flashing from visible to invisible. Entering invisiblity is generally only safe to do after knockdowns (especially during a high wall Alpha Blade knockdown as it will allow him to also still be able to meaty) or during corner dust combos as it has significant recovery. The effect will end prematurely if Chipp blocks an attack or gets hit.<br />
<br />
*Unlike most specials, can '''NOT''' be cancelled into from normals.<br />
*Chipp changes visibility about every second<br />
}}<br />
<br />
===<big>Tsuyoshishiki Ten'i</big>===<br />
{{InputBadge|22{{clr|1|P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=22P,22K,22S/H|versioned=input<br />
|description=<br />
Chipp teleports at various locations on the screen based on the input. Each teleport has minor strike invulnerability and is a core tool of Chipp's neutral and mixup game.<br />
<br />
;{{clr|P|22P}} (In Place)<br />
Very good when used either in neutral and blockstrings as a bait to fake out {{clr|2|22K}} or {{clr|4|22H}} teleports, keeping your opponent on edge.<br />
----<br />
;{{clr|2|22K}} (Forward)<br />
The highest recovery of Chipp's teleports. It is a strong strategy to cancel the recovery of {{clr|2|22K}} teleport with YRC, circumventing the long recovery flaw while rapidly closing distance. Additionally, the added slowdown should give you enough time to start a combo, apply pressure, or go for an a throw.<br />
----<br />
;{{clr|3|22S}}/{{clr|4|22H}} (Airborne, in Front/Behind opponent)<br />
Both versions are a great combo tool after a {{clr|4|2H}} hit. {{clr|S|S}} version Will maintain dash momentum; for this reason, it has some use as a jump in, particularly for certain mixups options.<br />
<br />
Both the airborne teleports are useful approach tools; they cause Chipp to fall a set distance towards the side opposite the one Chipp appears on (thus towards the opponent), the only exception being if {{clr|4|22H}} is used in reach of wallcling ({{clr|4|22H}} teleport can be cancelled into wall cling, manually or by holding {{clr|H|H}}). In this instance, Chipp falls straight downward. <br />
<br />
Because Chipp falls slightly forward, this means when {{clr|4|22H}} teleport is used at a long range, Chipp will fall onto to the other side of the opponent from where he appears, rather than behind as usual, enabling crossups. This affects certain corner oki setups, but the forward momentum can be stopped using a delayed FDC or just raw {{clr|K|j.2K}}.<br />
*If used predictably, all teleport options can be heavily punished due to their long recoveries<br />
*Can install an airdash (super jump install) to air versions in neutral with a fast 228 input<br />
*If landing recovery from a jump is cancelled into an air teleport, Chipp can use whatever air options he would have had left.<br />
}}<br />
<br />
===<big>Genrouzan</big>===<br />
{{InputBadge|{{clr|3|63214S}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=63214S<br />
|description=<br />
A slow but highly rewarding command grab.<br />
<br />
Useful to open up opponents who have been conditioned to block various frametraps or stagger pressure. Causes a very long knockdown midscreen, giving Chipp enough time to set up {{MMC|input-214K|label=invisibility}} and go into a meaty or a 3-way mixup. In the corner, Chipp can cancel into Wall Cling after the hit to go into highly damaging meterless combos that maintain a knockdown for further okizeme and pressure.<br />
<br />
While the initial startup is strike invuln, Chipp is airborne for 16 frames before it becomes active, allowing opponents that are looking out for it to score an Air Throw on Chipp or just plain anti-air combo him.<br />
*As a throw, the opponent can't burst on hit.<br />
}}<br />
<br />
===<big>Resshou</big>===<br />
{{InputBadge|{{clr|3|236S}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236S<br />
|description=<br />
The starter of Chipp's rekka series.<br />
<br />
Very useful as a blockstring ender since it only leaves Chipp at -1, which is a non-issue if your opponent doesn't instant block. Even while he's minus, Chipp's pokes (such as {{clr|3|2S}} or {{clr|K|5K}}) will generally be faster than what the opponent has to offer at the distance he is left at after using the rekka, and you can use {{clr|P|6P}} to counterpoke certain abare options. You can alternatively follow up with {{MMC|input=236S > 236S|label=Rokusai}} for a risky frametrap that is high reward on counter hit.<br />
*Has special hitstun that makes it +2 on standing hit, +3 on crouching hit. <br />
*Combos into {{clr|2|5K}} on counter hit<br />
*links into {{clr|1|5P}} or even {{clr|3|c.S}} on airborne hit (for example after {{clr|5|2D}})<br />
}}<br />
<br />
===<big>Rokusai</big>===<br />
{{InputBadge|Resshou > {{clr|3|236S}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236S > 236S<br />
|description=<br />
Second hit of Chipp's Rekka Series <br />
<br />
Hits low. Very useful if used slightly delayed after the first rekka as a frame trap. Slightly unsafe on block and punishable at most spacings, it's better when followed up by a Roman Cancel for combos or to continue pressure. Chipp can get away with it on block after conditioning opponents to respect followups however.<br />
*Special hitstun makes it only -3 on hit<br />
*Staggers on counter hit<br />
}}<br />
<br />
===<big>Senshuu</big>===<br />
{{InputBadge|Resshou > {{clr|2|236K}}\Rokusai > {{clr|2|236K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236S > 236K<br />
|description=<br />
Possible as a second or last hit of Chipp's rekka series.<br />
<br />
Hits overhead and launches on normal hit, which can be followed up into a combo. While it's rewarding to land, it has very slow and reactable startup and it's punishable on block. When blocked, Chipp is in crouching counterhit recovery, allowing most opponents to start their most damaging combos. Use sparingly or only with 50 tension to make it safe.<br />
}}<br />
<br />
===<big>Shinkirou</big>===<br />
{{InputBadge|{{clr|4|623H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=623H<br />
|description=<br />
Can be used Stand-alone or during Chipp's Rekka series (but not after {{clr|2|236K}})<br />
<br />
Has relatively little use outside of {{tt|combos|{{clr|5|2D}} > {{clr|3|236S}} > {{clr|H|623H}}}} or as a risky frametrap after Rokusai (can be punished by airthrow on block). Little reward on grounded hit, knocks back the opponent on counter hit, but does wall stick the opponent in the corner if they are hit airborne.<br />
<br />
On whiff or block, Chipp has access to full air options and movement.<br />
}}<br />
<br />
===<big>Shuriken</big>===<br />
{{InputBadge|{{clr|1|j.214P}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=j.214P Slow,j.214P Fast|versioned=input<br />
|description=<br />
Chip throws a shuriken in a 45 degree angle towards the ground. Alternates between a slow and a fast version, with the slow version coming first.<br />
<br />
Mostly used for pressure and to cover your approach. Especially useful against characters that have a hard time avoiding it, such as Potemkin.<br />
<br />
;Fast Version<br />
Has quick startup for a projectile.<br />
<br />
Does not alter Chipp's momentum, making fast Shuriken more suited for ascending jumps to make it travel further. Can be used as a pressure reset option from an instant air dash.<br />
----<br />
;Slow Version<br />
Completely halts Chipp's air momentum during the throw and has very long recovery. Can stop opponents from approaching due to covering a good angle for a good duration, however it has rather slow startup at 23 frames.<br />
<br />
An interesting setup for the slow version is to use it after a low altitude {{clr|5|j.D}} combo ender for okizeme. Cancel the {{clr|5|j.D}} into slow shuriken, land, and continue pressure on a waking up opponent, who now has to block the meaty shuriken.<br />
}}<br />
<br />
===<big>Wall Cling</big>===<br />
{{InputBadge|Near Wall > 64}}<br />
{{GGXRD-R2 Move Card<br />
|input=Wall Cling > 8,Wall Cling > 6,Wall Cling > 4|versioned=name<br />
|description=<br />
Many special moves that leave chipp airborne can be cancelled into the wall cling, such as Genrouzan ({{clr|3|63214S}}), air Alpha Blade ({{clr|1|j.236P}}) or 22{{clr|3|S}}/{{clr|H|H}} teleports. Wall cling does have a minimum height requirement. TK {{clr|1|j.236P}} will not allow Chipp to wall cling afterward, but when used in air extensions it will.<br />
<br />
The wall cling generally is used for corner Okizeme as well as runaway tactics. When used on its own from a regular jump Chipp retains all prior air options (double/triple jump, airdash), but when used from 22{{clr|3|S}}/{{clr|H|H}} the teleports must be jump installed prior in order to retain air options.<br />
<br />
;9 Jump<br />
* Chipp jumps up off the wall. Can be used as a corner escape but is rather committal on defense due to needing time or space to jump out<br />
----<br />
;6 jump<br />
* Chipps traditional walldive. A low, steep angle makes this difficult to use defensively, and is therefore usually used in his okizeme game<br />
----<br />
;4<br />
* Chipp detaches from the wall and will fall down provided no additional actions are inputted. The core of Chipp's corner okizeme game that, when combined with his {{MMC|input=j.H|label=j.H}} gives Chipp access to unreactable left/right and high/low mixups<br />
----<br />
;8/2<br />
* Moves Chipp higher or lower on the wall. Largely used to reposition or to stall<br />
}}<br />
<br />
==Wall Cling Moves==<br />
==={{clr|1|w.P}}===<br />
{{InputBadge|{{clr|1|P}} during Wall Cling}}<br />
{{GGXRD-R2 Move Card<br />
|input=Wall Cling > P<br />
|description=<br />
Chipp performs Alpha Blade down diagonally away from the wall. When used in the corner will launch opponents in the direction Chipp is facing. Can be used as a knockdown tool from shorter Jump Install combos against non-lightweights. Essential for damage and ending combos in knockdowns but does put them back midscreen (though with ample time to set up okizeme)<br />
}}<br />
<br />
==={{clr|2|w.K}}===<br />
{{InputBadge|{{clr|2|K}} during Wall Cling}}<br />
{{GGXRD-R2 Move Card<br />
|input=Wall Cling > K<br />
|description=<br />
Chipp throws a kunai down diagonally away from the wall.<br />
<br />
The Kunais are a very good keepaway tool while wall clinging, and will force your opponent to either wait or jump at you, which will both give you time to let go off the wall and respond in whatever way is necessary.<br />
}}<br />
<br />
==={{clr|3|w.S}}===<br />
{{InputBadge|{{clr|3|S}} during Wall Cling}}<br />
{{GGXRD-R2 Move Card<br />
|input=Wall Cling > S<br />
|description=<br />
Chipp leaps down from the wall grabbing his opponent on the ground. This move whiffs on airborne opponents<br />
<br />
Situational tool for catching a blocking opponent. Another layer to Chipp's pressure.<br />
*Always reaches the same spot near the corner no matter how high Chipp is on the wall.<br />
}}<br />
<br />
==={{clr|4|w.H}}===<br />
{{InputBadge|{{clr|4|H}} during Wall Cling}}<br />
{{GGXRD-R2 Move Card<br />
|input=Wall Cling > H<br />
|description=<br />
Chipp leaps away from the wall grabbing his opponent in the air. This move whiffs on grounded opponents.<br />
<br />
Can be used to catch opponents trying to tech out of corner combos.<br />
}}<br />
<br />
==Overdrives==<br />
===<big>Zansei Rouga</big>===<br />
{{InputBadge|{{clr|4|632146H}}\{{clr|5|632146D}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=632146H<br />
|description=<br />
A fullscreen invulnerable super.<br />
<br />
Chipp can combo into it from {{clr|4|6H}}, but is generally used as a wakeup reversal or to callout a high recovery whiff or projectile and punish from fullscreen.<br />
<br />
Can be YRCed during startup (before superflash) and it only uses 25% tension. This makes Burst ZR YRC a valid reversal strategy, as the Burst version is full invuln on frame 1, and YRCing it actually allows Chipp to keep his burst. Make sure you don't try to do this against very active attacks however, as Chipp will still get hit. It is also particularly use after {{clr|1|6P}} counter hit > {{clr|4|6H}} to kill if the opponent is low on life since supers cannot be bursted or after a successful blitz shield, since supers cannot be reverse-blitzed.<br />
<br />
While not the most practical, it can be used for a gimmicky crossup on most knockdowns. Arguably more powerful near the corner as the opponent may have a bit less time to react.<br />
}}<br />
<br />
===<big>Banki Mesai</big>===<br />
{{InputBadge|{{clr|2|236236K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236236K<br />
|description=<br />
Chipp rushes forward to deliver a huge series of attacks.<br />
<br />
The most common use for this move is to combo into it to kill your opponent if they still have burst and are low HP, such as after a {{clr|H|5H}} hit or high Wall Alpha Blade combo. It also has minor use as a longer range reversal on wakeup in situations where Beta Blade would not reach.<br />
<br />
While it builds a huge amount of RISC gauge, it is very unsafe move on block. Additionally, since the opponent can block with faultless defense to make most of your hits whiff it gives them even more time to punish.<br />
*True startup depends on distance as chipp needs to travel to the opponent's location.<br />
*The two Beta Blades at the end will only trigger when the move actually hits.<br />
}}<br />
<br />
===<big>Ryuu Yanagi</big>===<br />
{{InputBadge|{{clr|2|j.214214K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=j.214214K<br />
|description=<br />
Chipp completely halts his air momentum and throws a few volleys of kunai towards the ground in a wide arc.<br />
<br />
Since it travels slowly and Chipp retains all air options after using it, its a potent okizeme option that can offer different 50/50's that are obscured by the kunai sparks. Use with caution as all Kunai will disappear if Chipp is hit.<br />
<br />
On hit, it causes ground bounce and knockdown, depending on how it hits the opponent, which turns it into a good air combo finisher. On the ground, the combo can be followed up with {{clr|S|S}} > {{clr|H|5H}} > {{clr|2|236236K}} for a high damage, high number of hits 100% tension unburstable combo to guts crush a low life opponent at the end of a round. Of course, it's a bad choice if it won't kill since it fills up the opponent's Burst and costs all your tension.<br />
}}<br />
<br />
==Instant Kill==<br />
===<big>Raisetsudan</big>===<br />
{{InputBadge|During IK Mode: {{clr|4|236236H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236236H |type=instantkill<br />
|description=<br />
Uses the animation of his Resshou.<br />
<br />
Chipp's Instant Kill activation has extremely long startup. An instant kill will not be guaranteed even if the opponent is dizzy.<br />
<br />
It can be used when the opponent is in Hellfire state however, during the last possible round thanks to the speed increase and slowdown granted by Gold IK mode.<br />
}}<br />
<br />
==Navigation==<br />
<center>{{Character Label|GGXRD-R2|Chipp Zanuff|42px}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:GGXRD-R2/Navigation}}</div>Sobosswagnerhttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Chipp_Zanuff&diff=365922GGXRD-R2/Chipp Zanuff2023-01-10T04:36:01Z<p>Sobosswagner: /* Alpha Blade */ Added frame chart</p>
<hr />
<div>==Overview==<br />
{{Overview/navigation|okizeme=true}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4|height=1<br />
|header=Overview<br />
|content= Guilty Gear's dedicated pixie character with great mobility and paper-thin defense. Chipp has everything a speedy player could want: fast movement, a triple jump, teleports, and several special moves that let him careen around the stage and climb on the walls. His normals are also much faster for their range than most other characters, and he has a few powerhouses like {{clr|1|6P}}, {{clr|4|5H}}, and {{clr|5|j.D}} to supplement his raw speed.<br />
<br />
While he's without a doubt the nimblest character in Xrd, Chipp also has a strong pressure game: {{clr|3|c.S}} is a plus on block throw option select that is faster than many characters' jabs and frame traps into itself. Off of throw or another good knockdown, Chipp can often set up a jump-in mixup using {{clr|3|j.S}}, {{clr|4|j.H}}, or simply landing and going low. His aerial kunai super Ryuu Yanagi ({{MMC|input=j.214214K|label={{clr|2|j.214214K}}}}) makes those mixups even harder to block. Gamma Blade ({{MMC|input=41236H|label={{clr|4|41236H}}}}) is a large grounded projectile that is always plus on block and captures the opponent on hit, giving Chipp a free combo. Chipp also has Beta Blade ({{MMC|input=623S|label={{clr|3|623S}}}}), a two-hit, 4f meterless reversal that lets him challenge mixups and pressure.<br />
<br />
Turning a combo into setplay and mixups is not always feasible, however, and Chipp must often choose between a moderate damage combo and a reset to neutral or a much less damaging combo with continued okizeme. Chipp's many tools give him many options in neutral, but using them to safely control his opponent requires a lot of matchup knowledge and choosing the wrong option can be very punishing: if Chipp eats a single bad counter hit, he's liable to lose half his health bar or more.<br />
<br />
If you want to live fast, die hard, and have every tool in the box at your fingertips, Chipp is the character for you.<br />
}}<br />
{{GGXRD-R2/Infobox<br />
| fastestAttack = [[#5P|5P]](3F) (Whiffs on crouch) <br/> [[#2P|2P]](4F) <br/> [[#c.S|c.S]](4F)<br />
| reversal = [[#Beta Blade|623S]] (5F)<br />
}}<br />
{{ProsAndCons<br />
|intro= has every tool you could ever want and enough mobility options to treat the screen like a jungle gym - but he hurts more than anyone else when he makes a mistake.<br />
|pros=<br />
*'''Speedster''': Between a triple jump, the fastest runspeed in the game, teleports, and the ability to cling to walls and dash off them, Chipp is easily the most mobile character in the game. He can utilize his extreme speed to both whiff punish and escape scary situations better than many other characters in the cast.<br />
*'''Powerful Mixups''': Chipp has tons of ways to open people up, including {{MiniMoveCard|input=63214S|label= a command grab}} and a standing, unthrowable overhead with his {{MMC|input=6K|label={{clr|2|6K}}}}. In the corner, {{MiniMoveCard|input=Wall > 64 |label= Wall Cling}} setups and FDC {{clr|2|j.2K}} give Chipp incredible mixup options from knockdown.<br />
*'''Excellent Buttons:''' Fast startups paired with great hitboxes and recovery on many normals ({{MMC|input=6P|label={{clr|1|6P}}}}, {{MMC|input=5K|label={{clr|2|5K}}}},{{MMC|input=c.S|label={{clr|3|c.S}}}}, {{MMC|input=2S|label={{clr|3|2S}}}}, {{MMC|input=j.D|label={{clr|5|j.D}}}}) can make Chipp difficult to challenge as characters with weaker neutral or slower buttons.<br />
*'''Adaptable Toolbox:''' Chipp's speed and wide movelist allow him to approach situations however he pleases. He can play very defensively and offensively, as well as switch between the two as necessary. <br />
|cons=<br />
*'''High-Risk:''' Chipp takes the most damage out of any character by far, and has rather strict execution demands in order to be properly played. As such, making errors in execution isn't uncommon and the punishment for them is astronomical.<br />
*'''Lack of Easy Knockdowns:''' Scoring a knockdown usually needs combos with specific conditions such as being close to the opponent or hitting them crouching, or a short combo with low damage such as basic gatlings into {{MMC|input=2D|label=2D}}. Chipp often has to choose between doing good damage or earning a knockdown. <br />
*'''Okizeme Woes:''' Chipp's backdash is not well-fit for escaping okizeme, and he has the longest possible knockdown timer in the game.<br />
*'''Meter-hungry:''' Chipp's strongest options require meter investment, but his meter income is limited by the tension penalty inflicted by {{MMC|input=j.2K|label={{clr|K|j.2K FDC}}}}, his main mixup tool.<br />
}}<br />
</div><br />
===Unique Mechanics===<br />
{{card|width=4<br />
|header=Jump Installing<br />
|content=<br />
Normally, Chipp cannot jump or airdash after his {{clr|3|S}}/{{clr|4|H}} teleports, but this can be changed with a technique called jump installing.<br />
<br />
Jump installing is a long-standing <strike>bug</strike> feature of the Guilty Gear series that allows characters to fool the game into giving them air actions when they would not normally have them. Many moves in GGXrd will automatically jump install, but Chipp is notable both for having a move that does not auto-jump intall ({{clr|3|S}}/{{clr|4|H}} teleport) and relying on that move for combos quite a lot. '''Jump installing is NOT unique to Chipp - he just does it more than anyone else.'''<br />
<br />
For more information on jump installing, see [[GGXRD-R2/Movement#Jump_Install|this page]].<br />
}}<br />
{{FrameChartKey}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 1<br />
|recovery = 8<br />
}}<br />
A high and very fast standing jab.<br />
<br />
Chipp's fastest normal and one of the fastest jabs in the game. Mostly used in juggle combos after {{clr|5|2D}} > {{clr|3|236S}}. Whiffs against crouching opponents except for Potemkin, Bedman and Haehyun. Also sees use as an emergency anti-air because of its upwards angle and quick startup, but is very bad when it trades<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 5<br />
|recovery = 8<br />
}}<br />
A fast standing kick with great range for its speed.<br />
<br />
An all around essential move for Chipp thanks to its versatility. Its great hitbox that is disjointed on startup allows it to beat many otherwise problematic normals that would outrange Chipp. Its wide variety of gatling options makes it a strong pressure starter as well. On hit, it can easily hit confirm due to being able to gatling into itself.<br />
*Gatlings into 2P, 6P, 2K are delayed.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=c.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 2<br />
|recovery = 10<br />
}}<br />
Extremely fast for a {{clr|3|c.S}} and offers frame advantage on block while being rewarding on hit, making it useful for starting pressure, confirming hits and creating burst safe points in combos<br />
<br />
Very useful for frame traps; it's plus frames on block and incredible startup speed allow {{clr|3|c.S}}>{{clr|3|c.S}} to be a frametrap sequence. On normal hit, it can link into {{clr|1|5P}} against standing opponents and {{clr|S|c.S}} on crouching opponents to make hit confirming out of stagger pressure possible. On counter hit, it's possible for chip to link another {{clr|3|c.S}} to confirm into combos. Thanks to its versatile gatling tree, it's also essential for knockdown combos via {{clr|P|6P}} and {{clr|D|2D}}. It is also Chipp's only normal that can gatling into {{clr|2|6K}} for overhead mixups. <br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=f.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 2<br />
|recovery = 18<br />
}}<br />
Chipp quickly takes a large step forward, giving {{clr|S|f.S}} much further reach than the hitbox suggests.<br />
<br />
Thanks to its excellent range and speed, {{clr|S|f.S}} is very good for footsies and after dash-ins. Is essentially the higher recovery, higher-hitting brother of {{clr|S|2S}}. <br />
<br />
While it can be great in neutral and for approaching, it's not without fault - its high hitbox loses or completely whiffs against low profiles, such as Sol's {{clr|5|2D}}. It also has no way to gatling into {{clr|5|2D}}, so committing to an {{clr|3|f.S}} usually means forfeiting knockdown.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 7<br />
|recovery = 16<br />
}}<br />
Mostly a combo-tool and blockstring ender (canceled into {{MMC|input=236S|label=rekka}}, teleport or jump/{{keyword|IAD}} Fast Shuriken)<br />
<br />
Not very useful as a poke due to its long startup relative to Chipp's other normals. While it is not disjointed at all, it can be used as a makeshift anti-air in very specific situations, such as against Venom's Mad Struggle, since a trade will be greatly in Chipp's favor. <br />
<br />
On counter hit however, the move's potency opens up - it can link into {{clr|D|2D}}, or go into a combo via {{clr|D|5D}}. On air counter hit, Chipp can dash and get a full air combo. These properties make {{clr|H|5H}} a strong haymaker on read or against predictable opponents.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|5|5D}}<br />
}}<br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 27<br />
|active = 4<br />
|recovery = 9<br />
}}<br />
Agonizingly slow startup for a Chipp move.<br />
<br />
Chipp's {{clr|5|5D}} is one of the longest reaching in the game, but he might need some creativity to follow up midscreen from far away with the air homing jump combo (airdash during homing jump etc.). On homing dash however, the combo combo gives nearly full corner carry (sometimes can give full) with a solid knockdown to boot. His {{clr|5|5D}} is also one of the few which is plus on block thanks to its low recovery.<br />
<br />
While it's highly rewarding on hit, the slow startup makes it fairly difficult to land against opponents that are paying attention to Chipp's pressure. {{clr|K|6K}}, Command grab, or teleport mixups are generally preferrable to open opponents up.<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 3<br />
|recovery = 25<br />
}}<br />
One of the most invulnerable 6Ps in the game and an essential part of Chipp's toolkit in many matchups.<br />
<br />
Used as an antiair, a counterpoke against many mid-hitting moves, combo filler, and pressure vs characters who like to {{keyword|abare}} with mid to high hitting moves. Upper body invuln starts at frame 1, making it great on reaction against moves that it can beat. While it is very unsafe on block by itself, it can safely gatling into a wide variety of other normals to continue pressure. <br />
<br />
Where the risk of using {{clr|P|6P}} lies is that it is horribly unsafe on whiff due to its extremely long total duration of 36 frames. It can be safer to attempt to anti air with {{clr|H|2H}} if you suspect the opponent is trying to bait {{clr|P|6P}}.<br />
*Combos into {{clr|H|6H}} on counter hit<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|6K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 19<br />
|active = 5<br />
|recovery = 5<br />
|specialRecovery = 3<br />
}}<br />
Chipp's other standing overhead normal.<br />
<br />
While it is fast, it is rather risky for its reward. As its not special cancellable comboing off of this only works as a meaty and against crouching opponents, or with a Roman Cancel. It should not be used point blank, as opponents can easily ground throw you after the hit or on block. In addition to the risk of being thrown on hit, should the opponent choose to contest it by mashing, they can score a highly damaging counter hit juggle combo.<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 6<br />
|recovery = 15<br />
}}<br />
Huge button with great reach thanks to a large hitbox and big forward step.<br />
<br />
Mostly used as a frametrap to catch delay or fuzzy jumps, and as a tech trap in certain okizeme situations. it can also be used as a haymaker in neutral. High damage starter and great in juggles since it offers a combo afterwards (run up {{clr|3|c.S}} or {{clr|1|5P}} into air combo. Against Standing opponents, {{clr|H|6H}} combos into grounded Alpha Blade, and depending on the range, into a {{keyword|TK}} Alpha Blade. On air hit in the corner, it leads into Blitz Attack loops.<br />
*Causes stagger on ground hit.<br />
*Causes ground bounce on air hit.<br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 2<br />
|recovery = 7<br />
}}<br />
A very fast crouching jab that is plus on block. <br />
<br />
Great for stagger pressure and tick throws due to its low blockstun from being attack level 0. Its speed also makes it good {{keyword|abare}} option in scramble situations. Is also relatively burst safe for combos: {{clr|1|2P}} > {{clr|1|2P}} > {{clr|3|c.S}}...<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 7<br />
}}<br />
Chipp's fastest low attack. A common starter for strings and great for mixups.<br />
<br />
Its self-gatling option for consecutive lows is useful to keep opponents crouching or catch them while they attempt to fuzzy jump. 2K Gatling into 6H is also useful to punish fuzzy (delay) jumpers and one way to punish excessive use of FD.<br />
<br />
Unfortunately, it has very poor range, making it somewhat hard to use for okizeme. It has a high risk of getting thrown, can't catch backdashes, and has short active frames.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 4<br />
|recovery = 11<br />
}}<br />
An essential button to use when approaching or to stuff the opponent's moves.<br />
<br />
Like {{clr|S|f.S}}, the range is greater than the hitbox implies due to the large forward step Chipp takes. Will connect against the opponent's low profile options where {{clr|S|f.S}} would whiff, and with significantly less recovery, but will whiff against some airborne opponents that {{clr|S|f.S}} would hit. Staggers on counter-hit, making it a good option as a dash-in attack and for frame traps.<br />
*Chipp's hurtbox is extended forward before the attack becomes active.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 9<br />
|recovery = 18<br />
}}<br />
Great anti-air with tall reach and high reward,<br />
<br />
Works well as an anti-air because of the high vertical range (hits them early) and the added reliability in trades (high attack level and good counter hit property), less so because of its actual hit box, which is rather poor. Followup combos are generally only possible on counter hit or by cancelling into {{clr|3|22S}} teleport<br />
<br />
When it is used at the end of a block-string or stand-alone, it should be cancelled into {{clr|1|22P}} or delay cancelled into {{clr|5|2D}} to make it safe.<br />
*Floats opponent on normal hit.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|2|6K}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 2<br />
|recovery = 17<br />
}}<br />
A Fast sweep with very long range.<br />
<br />
An extremely important tool for Chipp's ground game as it's his primary way of scoring knockdowns for okizeme. It is also an excellent combo tool via {{clr|3|236S}}, which also serves as a very useful block string. In neutral, 2D is great at stuffing the opponent's dashes. It can also evade some other lows that have thin, close to the ground hitboxes (Ky {{clr|D|2D}} and {{clr|K|2K}} for example) since Chipp's hurtbox pulls upward slightly during the active frames.<br />
*{{clr|5|2D}} > {{clr|1|22P}} > link {{clr|5|2D}} can be useful against people expecting {{clr|5|2D}} > {{clr|3|236S}}<br />
*{{clr|5|2D}} > {{clr|3|236S}} > {{clr|4|623H}} is a very strong combo starter in the corner leading to good damage and knockdown, making {{clr|5|2D}} as a poking tool even more important<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 4<br />
}}<br />
A very fast air jab, mostly used as combo filler or as a low commitment and burst-safe air-to-air button.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 8<br />
|recovery = 8<br />
}}<br />
A two-hitting air normal.<br />
<br />
The first hit has a great upwards-angle and is very useful as an air-to-air, while the second hit pulls the enemy downwards, which is used mostly in specific knockdown combos. Chipp can cancel {{clr|K|j.K}}(1) into itself several times to avoid activating the second hit, which is mostly used for guts crushing low health opponents in air combos.<br />
<br />
Be careful - should the first hit of {{clr|2|j.K}} whiff, the second hit will activate regardless, which means that if you fail your air-to-air attempt, you might not be able to act for a while due to the long total duration of the move.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.2K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.2K<br />
|description=<br />
A downward air kick that alters Chipp's flight path, slowing down his horizontal acceleration.<br />
<br />
Mostly used for Chipp's FDC ({{tt|faultless defense cancel|j.1[{{clr|2|K}}]~[{{clr|3|S}}]}}), input. Multi-hit and attack level 0 make this a decent but risky okizeme tool; For example in the corner, you can use it low enough to have only one hit connect, then immediately link a {{clr|2|2K}}, which is a hard to block setup, especially when the opponent usually expects a 2-hit {{clr|4|j.H}}. This setup is risky however because it can easily be backdashed out of.<br />
<br />
{{clr|2|j.2K}} is also weak against Faultless defense: if the first two hits make contact with the opponent's FD, you will be pushed back so much that the last hit of {{clr|2|j.K}} might whiff, which means your opponent will recover before you and will throw you.<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 10<br />
|recovery = 18<br />
}}<br />
An air normal that alters Chipp's momentum and has a very wide hitbox.<br />
<br />
Slightly bounces Chipp upwards when used, which can be both a {{tt|blessing|It can bounce you our of the range of an opponent's move and allow you to punish}} and a {{tt|curse|The momentum shift can cause the move to whiff completely}}. While almost exclusively as combo filler, it has some {{tt|applications in blockstrings|iad {{clr|2|j.K}}(1),{{clr|2|j.K}}(1),{{clr|3|j.S}},{{clr|H|j.H}}(2), land...}} and Okizeme, such as an {{keyword|IAD}} high/low mixup after air alpha blade, after {{clr|H|H}} teleport, or in the corner. <br />
<br />
While the width of the hitbox makes it great as a crossup, it is hard to use it for that purpose against grounded opponents due to the air bounce property.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|4|j.H}}<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 12<br />
|recovery = 29<br />
}}<br />
A highly evasive air normal with great hitboxes.<br />
<br />
Chipp's jump-in of choice. Hits overhead twice, dodges and beats a lot of antiair attempts while active due to the way Chipp's hitbox moves around, all while being disjointed. Additionally, it's an excellent crossup button for Chipp's various jump and teleport mixups.<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 8<br />
|recovery = 19<br />
|specialRecovery = 5<br />
}}<br />
Very fast and extremely disjointed jumping kick. All around essential move in many matchups.<br />
<br />
Useful for punishing air throw attempts or as an anti-anti air while also frequently beating other air to air attempts. Just as useful in combos, since it causes plummet / knockdown midscreen and wall bounce in the corner.<br />
<br />
Since it has some extra landing recovery, be careful when using it from too high up in the air - if the opponent instant blocks, you can get thrown when you land.<br />
*Long floor slide on ground counter hit, very short floor slide on air counter hit<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Ground Throw<br />
|description=<br />
Chipp has a shorter throw range than many other characters. On successful throw, he can OTG combo with fast moves that hit low to the ground such as {{clr|2|2K}}<br />
<br />
Causes a moderate knockdown to the opponent, giving you enough time for okizeme such as jump forward, FDC, {{clr|4|j.H}}(crossup), continue pressure or combo. Unfortunately does not reliably lead into strong mixups without meter, but with meter, allows you to do {{keyword|TK}} {{MMC|input=j.214214K|label=Ryu Yanagi}} setups<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Air Throw<br />
|description=<br />
Causes very long knockdown, giving you a lot of time for either [{{MMC|input=214K|label=invisibility}} > meaty {{clr|2|2K}}] or simply FDC okizeme.<br />
<br />
Can also be Roman Cancelled and followed up with a {{clr|4|6H}} > dash {{clr|1|5P}} > air combo for good damage.<br />
}}<br />
<br />
===<big>Dead Angle Attack</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=DAA<br />
|description=<br />
Long invuln time dead angle. Uses the same animation as {{clr|H|5H}}, giving it pretty good horizontal reach.<br />
*Causes wall bounce on counter hit<br />
}}<br />
<br />
===<big>Blitz Attack</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Blitz,[Blitz]|versioned=name<br />
|description=<br />
Standard Blitz attack that does not strike as far as the animation suggests.<br />
<br />
Offensively, Chipp can use his blitz attack in the corner to perform {{clr|4|6H}} > Blitz attack loops anytime he can combo into air hit {{clr|4|6H}} by jump cancelling the recovery of {{clr|4|6H}} and cancelling the jump startup with blitz.<br />
<br />
The input is {{clr|4|6H}} > 8~[5{{clr|S|S}}+{{clr|H|H}}]. Such combos do very high, meter-efficient damage and drain burst gauge, making them indispensable for serious Chipp players. If timed very carefully with a slight delay , it can even be made a burst safe point (the blitz shield would reject a burst activated during {{clr|4|6H}} hitstop) while still being a true combo. <br />
}}<br />
<br />
==Special Moves==<br />
===<big>Alpha Blade</big>===<br />
{{InputBadge|{{clr|1|236P}} (Air OK)}}<br />
{{GGXRD-R2 Move Card<br />
|input=236P,j.236P,236P > H|versioned=input<br />
|description=<br />
Alpha Blade is a strong move that has myriad uses on defense, as it is a long-range, low-profile slide. It is an excellent choice to escape the corner from many different elements of pressure.<br />
<br />
Chipp's collision box is removed during the travel distance, allowing Chipp to move through the opponent and crossup with the move's active frames.<br />
<br />
;Grounded version ({{clr|P|236P}})<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 15<br />
|recovery = 32<br />
}}<br />
Being that the low profile is one of the main attributes, it can also be used to go under most projectiles or ranged pokes. During parts of the move, Chipp is actually considered airborne and can go over some moves that have thin, low to the ground hitboxes such as {{MMC|input=236S|chara=Potemkin|label=Slidehead|hitboxMode=true|imageNumber=2}}. While it is excellent for escaping pressure, it carries some risks: it is very minus on block, so characters that can move quickly or have long reaching moves can reliably punish Chipp unless he cancels into Alpha Plus, which can have its own issues.<br />
<br />
On normal hit, Alpha Blade launches the opponent, but Chipp generally cannot follow up into any additional damage without spending meter. On counter hit, he can cancel into Alpha Plus or burn meter for a strong combo.<br />
<br />
In combos, ground Alpha Blade will generally only combo out of {{clr|4|6H}} or {{clr|4|5H}}. It can also conditionally combo from {{clr|4|5H}} if Chipp are relatively close to the opponent or if you hit them while they are crouching. {{clr|5|2D}} > Ground Alpha Blade works against lightweights, but is rarely used for anything useful.<br />
----<br />
;Air version ({{clr|P|j.236P}})<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 14<br />
|specialRecovery = 18<br />
}}<br />
Air alpha blade is similar to the grounded version but it is faster, safer, and has a larger hitbox. Unlike the grounded version, using an Air Alpha Blade very close to the ground will allow for {{tt|meterless combos|Example: corner S > S > HS > {{clr|1|2369P}} (lowest possible height), land, S...}}, especially in the corner. <br />
<br />
In the corner, air Alpha Blade can also be cancelled into {{MMC|input=Wall > 64|label=Wall Cling}}. However, if you do not perform any other actions after the wall cling, there will be a special, relatively long landing animation when you land.<br />
*Listed Frame Advantage for Air Alpha Blade is on lowest height<br />
----<br />
;Alpha Plus ({{clr|P|236P}} > {{clr|H|H}})<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 12<br />
|recovery = 18<br />
}}<br />
On normal block, there is a minimum 6F gap between Alpha Blade and Alpha Plus , making this move risky on block at any range in any matchup. On top of that, Alpha Plus itself is punishable on block, so it's generally only used to hit confirm a raw Alpha Blade.<br />
}}<br />
<br />
===<big>Beta Blade</big>===<br />
{{InputBadge|{{clr|3|623S}} (Air OK)}}<br />
{{GGXRD-R2 Move Card<br />
|input=623S,j.623S|versioned=input<br />
|description=<br />
An incredibly fast {{keyword|DP}}. <br />
<br />
Mostly only used as a reversal option or as an ender for air combos. If the first hit is Roman Cancelled, Chipp will remain standing on the ground, which will either allow him to followup up the hit with a {{clr|4|6H}}, or to start pressure in case Beta Blade is blocked.<br />
*The first hit of the ground version gives a hard knockdown (which rarely matters since the second hit will allow the opponent to tech)<br />
*Chipp loses Throw invulnerability as soon as he becomes airborne.<br />
}}<br />
<br />
===<big>Gamma Blade</big>===<br />
{{InputBadge|{{clr|4|41236H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=41236H<br />
|description=<br />
A grounded projectile that traps the opponent in place on hit. Unlike most special moves, Gamma Blade can '''NOT''' be cancelled into from normals.<br />
<br />
A very important move for many of Chipp's matchups. While it has slow startup, it is plus on block and highly rewarding on hit as it places the opponent in an airborne state where they cannot burst while trapped, allowing for damaging juggle combos. Gamma Blade also has one of the highest projectile clash levels in the game - it will erase most projectiles it comes into contact with and continue traveling forward, making it an excellent tool for calling out careless zoning attempts.<br />
<br />
Although it is potent and rewarding both on hit and block, its slow startup and very long total duration make it a very risky move to throw out in neutral without YRC available.<br />
*Always +5 on block, no matter how late it hits, since Chipp has a set recovery if it makes contact with the opponent<br />
*Deals full damage as an OTG hit and still causes the trap effect (although all followup hits will suffer from OTG damage reduction).<br />
}}<br />
<br />
===<big>Tsuyoshishiki Meisei</big>===<br />
{{InputBadge|{{clr|2|214K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=214K<br />
|description=<br />
A cheeky "install" type move that will make Chipp flash from invisible to visible for approximately 8 seconds.<br />
<br />
Mostly used to create extra ambiguity's for Chipp's various mixup options as it's much harder to see what he's doing thanks to the "smoky" effect and flashing from visible to invisible. Entering invisiblity is generally only safe to do after knockdowns (especially during a high wall Alpha Blade knockdown as it will allow him to also still be able to meaty) or during corner dust combos as it has significant recovery. The effect will end prematurely if Chipp blocks an attack or gets hit.<br />
<br />
*Unlike most specials, can '''NOT''' be cancelled into from normals.<br />
*Chipp changes visibility about every second<br />
}}<br />
<br />
===<big>Tsuyoshishiki Ten'i</big>===<br />
{{InputBadge|22{{clr|1|P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=22P,22K,22S/H|versioned=input<br />
|description=<br />
Chipp teleports at various locations on the screen based on the input. Each teleport has minor strike invulnerability and is a core tool of Chipp's neutral and mixup game.<br />
<br />
;{{clr|P|22P}} (In Place)<br />
Very good when used either in neutral and blockstrings as a bait to fake out {{clr|2|22K}} or {{clr|4|22H}} teleports, keeping your opponent on edge.<br />
----<br />
;{{clr|2|22K}} (Forward)<br />
The highest recovery of Chipp's teleports. It is a strong strategy to cancel the recovery of {{clr|2|22K}} teleport with YRC, circumventing the long recovery flaw while rapidly closing distance. Additionally, the added slowdown should give you enough time to start a combo, apply pressure, or go for an a throw.<br />
----<br />
;{{clr|3|22S}}/{{clr|4|22H}} (Airborne, in Front/Behind opponent)<br />
Both versions are a great combo tool after a {{clr|4|2H}} hit. {{clr|S|S}} version Will maintain dash momentum; for this reason, it has some use as a jump in, particularly for certain mixups options.<br />
<br />
Both the airborne teleports are useful approach tools; they cause Chipp to fall a set distance towards the side opposite the one Chipp appears on (thus towards the opponent), the only exception being if {{clr|4|22H}} is used in reach of wallcling ({{clr|4|22H}} teleport can be cancelled into wall cling, manually or by holding {{clr|H|H}}). In this instance, Chipp falls straight downward. <br />
<br />
Because Chipp falls slightly forward, this means when {{clr|4|22H}} teleport is used at a long range, Chipp will fall onto to the other side of the opponent from where he appears, rather than behind as usual, enabling crossups. This affects certain corner oki setups, but the forward momentum can be stopped using a delayed FDC or just raw {{clr|K|j.2K}}.<br />
*If used predictably, all teleport options can be heavily punished due to their long recoveries<br />
*Can install an airdash (super jump install) to air versions in neutral with a fast 228 input<br />
*If landing recovery from a jump is cancelled into an air teleport, Chipp can use whatever air options he would have had left.<br />
}}<br />
<br />
===<big>Genrouzan</big>===<br />
{{InputBadge|{{clr|3|63214S}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=63214S<br />
|description=<br />
A slow but highly rewarding command grab.<br />
<br />
Useful to open up opponents who have been conditioned to block various frametraps or stagger pressure. Causes a very long knockdown midscreen, giving Chipp enough time to set up {{MMC|input-214K|label=invisibility}} and go into a meaty or a 3-way mixup. In the corner, Chipp can cancel into Wall Cling after the hit to go into highly damaging meterless combos that maintain a knockdown for further okizeme and pressure.<br />
<br />
While the initial startup is strike invuln, Chipp is airborne for 16 frames before it becomes active, allowing opponents that are looking out for it to score an Air Throw on Chipp or just plain anti-air combo him.<br />
*As a throw, the opponent can't burst on hit.<br />
}}<br />
<br />
===<big>Resshou</big>===<br />
{{InputBadge|{{clr|3|236S}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236S<br />
|description=<br />
The starter of Chipp's rekka series.<br />
<br />
Very useful as a blockstring ender since it only leaves Chipp at -1, which is a non-issue if your opponent doesn't instant block. Even while he's minus, Chipp's pokes (such as {{clr|3|2S}} or {{clr|K|5K}}) will generally be faster than what the opponent has to offer at the distance he is left at after using the rekka, and you can use {{clr|P|6P}} to counterpoke certain abare options. You can alternatively follow up with {{MMC|input=236S > 236S|label=Rokusai}} for a risky frametrap that is high reward on counter hit.<br />
*Has special hitstun that makes it +2 on standing hit, +3 on crouching hit. <br />
*Combos into {{clr|2|5K}} on counter hit<br />
*links into {{clr|1|5P}} or even {{clr|3|c.S}} on airborne hit (for example after {{clr|5|2D}})<br />
}}<br />
<br />
===<big>Rokusai</big>===<br />
{{InputBadge|Resshou > {{clr|3|236S}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236S > 236S<br />
|description=<br />
Second hit of Chipp's Rekka Series <br />
<br />
Hits low. Very useful if used slightly delayed after the first rekka as a frame trap. Slightly unsafe on block and punishable at most spacings, it's better when followed up by a Roman Cancel for combos or to continue pressure. Chipp can get away with it on block after conditioning opponents to respect followups however.<br />
*Special hitstun makes it only -3 on hit<br />
*Staggers on counter hit<br />
}}<br />
<br />
===<big>Senshuu</big>===<br />
{{InputBadge|Resshou > {{clr|2|236K}}\Rokusai > {{clr|2|236K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236S > 236K<br />
|description=<br />
Possible as a second or last hit of Chipp's rekka series.<br />
<br />
Hits overhead and launches on normal hit, which can be followed up into a combo. While it's rewarding to land, it has very slow and reactable startup and it's punishable on block. When blocked, Chipp is in crouching counterhit recovery, allowing most opponents to start their most damaging combos. Use sparingly or only with 50 tension to make it safe.<br />
}}<br />
<br />
===<big>Shinkirou</big>===<br />
{{InputBadge|{{clr|4|623H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=623H<br />
|description=<br />
Can be used Stand-alone or during Chipp's Rekka series (but not after {{clr|2|236K}})<br />
<br />
Has relatively little use outside of {{tt|combos|{{clr|5|2D}} > {{clr|3|236S}} > {{clr|H|623H}}}} or as a risky frametrap after Rokusai (can be punished by airthrow on block). Little reward on grounded hit, knocks back the opponent on counter hit, but does wall stick the opponent in the corner if they are hit airborne.<br />
<br />
On whiff or block, Chipp has access to full air options and movement.<br />
}}<br />
<br />
===<big>Shuriken</big>===<br />
{{InputBadge|{{clr|1|j.214P}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=j.214P Slow,j.214P Fast|versioned=input<br />
|description=<br />
Chip throws a shuriken in a 45 degree angle towards the ground. Alternates between a slow and a fast version, with the slow version coming first.<br />
<br />
Mostly used for pressure and to cover your approach. Especially useful against characters that have a hard time avoiding it, such as Potemkin.<br />
<br />
;Fast Version<br />
Has quick startup for a projectile.<br />
<br />
Does not alter Chipp's momentum, making fast Shuriken more suited for ascending jumps to make it travel further. Can be used as a pressure reset option from an instant air dash.<br />
----<br />
;Slow Version<br />
Completely halts Chipp's air momentum during the throw and has very long recovery. Can stop opponents from approaching due to covering a good angle for a good duration, however it has rather slow startup at 23 frames.<br />
<br />
An interesting setup for the slow version is to use it after a low altitude {{clr|5|j.D}} combo ender for okizeme. Cancel the {{clr|5|j.D}} into slow shuriken, land, and continue pressure on a waking up opponent, who now has to block the meaty shuriken.<br />
}}<br />
<br />
===<big>Wall Cling</big>===<br />
{{InputBadge|Near Wall > 64}}<br />
{{GGXRD-R2 Move Card<br />
|input=Wall Cling > 8,Wall Cling > 6,Wall Cling > 4|versioned=name<br />
|description=<br />
Many special moves that leave chipp airborne can be cancelled into the wall cling, such as Genrouzan ({{clr|3|63214S}}), air Alpha Blade ({{clr|1|j.236P}}) or 22{{clr|3|S}}/{{clr|H|H}} teleports. Wall cling does have a minimum height requirement. TK {{clr|1|j.236P}} will not allow Chipp to wall cling afterward, but when used in air extensions it will.<br />
<br />
The wall cling generally is used for corner Okizeme as well as runaway tactics. When used on its own from a regular jump Chipp retains all prior air options (double/triple jump, airdash), but when used from 22{{clr|3|S}}/{{clr|H|H}} the teleports must be jump installed prior in order to retain air options.<br />
<br />
;9 Jump<br />
* Chipp jumps up off the wall. Can be used as a corner escape but is rather committal on defense due to needing time or space to jump out<br />
----<br />
;6 jump<br />
* Chipps traditional walldive. A low, steep angle makes this difficult to use defensively, and is therefore usually used in his okizeme game<br />
----<br />
;4<br />
* Chipp detaches from the wall and will fall down provided no additional actions are inputted. The core of Chipp's corner okizeme game that, when combined with his {{MMC|input=j.H|label=j.H}} gives Chipp access to unreactable left/right and high/low mixups<br />
----<br />
;8/2<br />
* Moves Chipp higher or lower on the wall. Largely used to reposition or to stall<br />
}}<br />
<br />
==Wall Cling Moves==<br />
==={{clr|1|w.P}}===<br />
{{InputBadge|{{clr|1|P}} during Wall Cling}}<br />
{{GGXRD-R2 Move Card<br />
|input=Wall Cling > P<br />
|description=<br />
Chipp performs Alpha Blade down diagonally away from the wall. When used in the corner will launch opponents in the direction Chipp is facing. Can be used as a knockdown tool from shorter Jump Install combos against non-lightweights. Essential for damage and ending combos in knockdowns but does put them back midscreen (though with ample time to set up okizeme)<br />
}}<br />
<br />
==={{clr|2|w.K}}===<br />
{{InputBadge|{{clr|2|K}} during Wall Cling}}<br />
{{GGXRD-R2 Move Card<br />
|input=Wall Cling > K<br />
|description=<br />
Chipp throws a kunai down diagonally away from the wall.<br />
<br />
The Kunais are a very good keepaway tool while wall clinging, and will force your opponent to either wait or jump at you, which will both give you time to let go off the wall and respond in whatever way is necessary.<br />
}}<br />
<br />
==={{clr|3|w.S}}===<br />
{{InputBadge|{{clr|3|S}} during Wall Cling}}<br />
{{GGXRD-R2 Move Card<br />
|input=Wall Cling > S<br />
|description=<br />
Chipp leaps down from the wall grabbing his opponent on the ground. This move whiffs on airborne opponents<br />
<br />
Situational tool for catching a blocking opponent. Another layer to Chipp's pressure.<br />
*Always reaches the same spot near the corner no matter how high Chipp is on the wall.<br />
}}<br />
<br />
==={{clr|4|w.H}}===<br />
{{InputBadge|{{clr|4|H}} during Wall Cling}}<br />
{{GGXRD-R2 Move Card<br />
|input=Wall Cling > H<br />
|description=<br />
Chipp leaps away from the wall grabbing his opponent in the air. This move whiffs on grounded opponents.<br />
<br />
Can be used to catch opponents trying to tech out of corner combos.<br />
}}<br />
<br />
==Overdrives==<br />
===<big>Zansei Rouga</big>===<br />
{{InputBadge|{{clr|4|632146H}}\{{clr|5|632146D}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=632146H<br />
|description=<br />
A fullscreen invulnerable super.<br />
<br />
Chipp can combo into it from {{clr|4|6H}}, but is generally used as a wakeup reversal or to callout a high recovery whiff or projectile and punish from fullscreen.<br />
<br />
Can be YRCed during startup (before superflash) and it only uses 25% tension. This makes Burst ZR YRC a valid reversal strategy, as the Burst version is full invuln on frame 1, and YRCing it actually allows Chipp to keep his burst. Make sure you don't try to do this against very active attacks however, as Chipp will still get hit. It is also particularly use after {{clr|1|6P}} counter hit > {{clr|4|6H}} to kill if the opponent is low on life since supers cannot be bursted or after a successful blitz shield, since supers cannot be reverse-blitzed.<br />
<br />
While not the most practical, it can be used for a gimmicky crossup on most knockdowns. Arguably more powerful near the corner as the opponent may have a bit less time to react.<br />
}}<br />
<br />
===<big>Banki Mesai</big>===<br />
{{InputBadge|{{clr|2|236236K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236236K<br />
|description=<br />
Chipp rushes forward to deliver a huge series of attacks.<br />
<br />
The most common use for this move is to combo into it to kill your opponent if they still have burst and are low HP, such as after a {{clr|H|5H}} hit or high Wall Alpha Blade combo. It also has minor use as a longer range reversal on wakeup in situations where Beta Blade would not reach.<br />
<br />
While it builds a huge amount of RISC gauge, it is very unsafe move on block. Additionally, since the opponent can block with faultless defense to make most of your hits whiff it gives them even more time to punish.<br />
*True startup depends on distance as chipp needs to travel to the opponent's location.<br />
*The two Beta Blades at the end will only trigger when the move actually hits.<br />
}}<br />
<br />
===<big>Ryuu Yanagi</big>===<br />
{{InputBadge|{{clr|2|j.214214K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=j.214214K<br />
|description=<br />
Chipp completely halts his air momentum and throws a few volleys of kunai towards the ground in a wide arc.<br />
<br />
Since it travels slowly and Chipp retains all air options after using it, its a potent okizeme option that can offer different 50/50's that are obscured by the kunai sparks. Use with caution as all Kunai will disappear if Chipp is hit.<br />
<br />
On hit, it causes ground bounce and knockdown, depending on how it hits the opponent, which turns it into a good air combo finisher. On the ground, the combo can be followed up with {{clr|S|S}} > {{clr|H|5H}} > {{clr|2|236236K}} for a high damage, high number of hits 100% tension unburstable combo to guts crush a low life opponent at the end of a round. Of course, it's a bad choice if it won't kill since it fills up the opponent's Burst and costs all your tension.<br />
}}<br />
<br />
==Instant Kill==<br />
===<big>Raisetsudan</big>===<br />
{{InputBadge|During IK Mode: {{clr|4|236236H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236236H |type=instantkill<br />
|description=<br />
Uses the animation of his Resshou.<br />
<br />
Chipp's Instant Kill activation has extremely long startup. An instant kill will not be guaranteed even if the opponent is dizzy.<br />
<br />
It can be used when the opponent is in Hellfire state however, during the last possible round thanks to the speed increase and slowdown granted by Gold IK mode.<br />
}}<br />
<br />
==Navigation==<br />
<center>{{Character Label|GGXRD-R2|Chipp Zanuff|42px}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:GGXRD-R2/Navigation}}</div>Sobosswagnerhttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Chipp_Zanuff&diff=365890GGXRD-R2/Chipp Zanuff2023-01-10T04:24:04Z<p>Sobosswagner: /* Normal Moves */ Added frame charts for all of Chipps normals excluding j.2K</p>
<hr />
<div>==Overview==<br />
{{Overview/navigation|okizeme=true}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4|height=1<br />
|header=Overview<br />
|content= Guilty Gear's dedicated pixie character with great mobility and paper-thin defense. Chipp has everything a speedy player could want: fast movement, a triple jump, teleports, and several special moves that let him careen around the stage and climb on the walls. His normals are also much faster for their range than most other characters, and he has a few powerhouses like {{clr|1|6P}}, {{clr|4|5H}}, and {{clr|5|j.D}} to supplement his raw speed.<br />
<br />
While he's without a doubt the nimblest character in Xrd, Chipp also has a strong pressure game: {{clr|3|c.S}} is a plus on block throw option select that is faster than many characters' jabs and frame traps into itself. Off of throw or another good knockdown, Chipp can often set up a jump-in mixup using {{clr|3|j.S}}, {{clr|4|j.H}}, or simply landing and going low. His aerial kunai super Ryuu Yanagi ({{MMC|input=j.214214K|label={{clr|2|j.214214K}}}}) makes those mixups even harder to block. Gamma Blade ({{MMC|input=41236H|label={{clr|4|41236H}}}}) is a large grounded projectile that is always plus on block and captures the opponent on hit, giving Chipp a free combo. Chipp also has Beta Blade ({{MMC|input=623S|label={{clr|3|623S}}}}), a two-hit, 4f meterless reversal that lets him challenge mixups and pressure.<br />
<br />
Turning a combo into setplay and mixups is not always feasible, however, and Chipp must often choose between a moderate damage combo and a reset to neutral or a much less damaging combo with continued okizeme. Chipp's many tools give him many options in neutral, but using them to safely control his opponent requires a lot of matchup knowledge and choosing the wrong option can be very punishing: if Chipp eats a single bad counter hit, he's liable to lose half his health bar or more.<br />
<br />
If you want to live fast, die hard, and have every tool in the box at your fingertips, Chipp is the character for you.<br />
}}<br />
{{GGXRD-R2/Infobox<br />
| fastestAttack = [[#5P|5P]](3F) (Whiffs on crouch) <br/> [[#2P|2P]](4F) <br/> [[#c.S|c.S]](4F)<br />
| reversal = [[#Beta Blade|623S]] (5F)<br />
}}<br />
{{ProsAndCons<br />
|intro= has every tool you could ever want and enough mobility options to treat the screen like a jungle gym - but he hurts more than anyone else when he makes a mistake.<br />
|pros=<br />
*'''Speedster''': Between a triple jump, the fastest runspeed in the game, teleports, and the ability to cling to walls and dash off them, Chipp is easily the most mobile character in the game. He can utilize his extreme speed to both whiff punish and escape scary situations better than many other characters in the cast.<br />
*'''Powerful Mixups''': Chipp has tons of ways to open people up, including {{MiniMoveCard|input=63214S|label= a command grab}} and a standing, unthrowable overhead with his {{MMC|input=6K|label={{clr|2|6K}}}}. In the corner, {{MiniMoveCard|input=Wall > 64 |label= Wall Cling}} setups and FDC {{clr|2|j.2K}} give Chipp incredible mixup options from knockdown.<br />
*'''Excellent Buttons:''' Fast startups paired with great hitboxes and recovery on many normals ({{MMC|input=6P|label={{clr|1|6P}}}}, {{MMC|input=5K|label={{clr|2|5K}}}},{{MMC|input=c.S|label={{clr|3|c.S}}}}, {{MMC|input=2S|label={{clr|3|2S}}}}, {{MMC|input=j.D|label={{clr|5|j.D}}}}) can make Chipp difficult to challenge as characters with weaker neutral or slower buttons.<br />
*'''Adaptable Toolbox:''' Chipp's speed and wide movelist allow him to approach situations however he pleases. He can play very defensively and offensively, as well as switch between the two as necessary. <br />
|cons=<br />
*'''High-Risk:''' Chipp takes the most damage out of any character by far, and has rather strict execution demands in order to be properly played. As such, making errors in execution isn't uncommon and the punishment for them is astronomical.<br />
*'''Lack of Easy Knockdowns:''' Scoring a knockdown usually needs combos with specific conditions such as being close to the opponent or hitting them crouching, or a short combo with low damage such as basic gatlings into {{MMC|input=2D|label=2D}}. Chipp often has to choose between doing good damage or earning a knockdown. <br />
*'''Okizeme Woes:''' Chipp's backdash is not well-fit for escaping okizeme, and he has the longest possible knockdown timer in the game.<br />
*'''Meter-hungry:''' Chipp's strongest options require meter investment, but his meter income is limited by the tension penalty inflicted by {{MMC|input=j.2K|label={{clr|K|j.2K FDC}}}}, his main mixup tool.<br />
}}<br />
</div><br />
===Unique Mechanics===<br />
{{card|width=4<br />
|header=Jump Installing<br />
|content=<br />
Normally, Chipp cannot jump or airdash after his {{clr|3|S}}/{{clr|4|H}} teleports, but this can be changed with a technique called jump installing.<br />
<br />
Jump installing is a long-standing <strike>bug</strike> feature of the Guilty Gear series that allows characters to fool the game into giving them air actions when they would not normally have them. Many moves in GGXrd will automatically jump install, but Chipp is notable both for having a move that does not auto-jump intall ({{clr|3|S}}/{{clr|4|H}} teleport) and relying on that move for combos quite a lot. '''Jump installing is NOT unique to Chipp - he just does it more than anyone else.'''<br />
<br />
For more information on jump installing, see [[GGXRD-R2/Movement#Jump_Install|this page]].<br />
}}<br />
{{FrameChartKey}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 1<br />
|recovery = 8<br />
}}<br />
A high and very fast standing jab.<br />
<br />
Chipp's fastest normal and one of the fastest jabs in the game. Mostly used in juggle combos after {{clr|5|2D}} > {{clr|3|236S}}. Whiffs against crouching opponents except for Potemkin, Bedman and Haehyun. Also sees use as an emergency anti-air because of its upwards angle and quick startup, but is very bad when it trades<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 5<br />
|recovery = 8<br />
}}<br />
A fast standing kick with great range for its speed.<br />
<br />
An all around essential move for Chipp thanks to its versatility. Its great hitbox that is disjointed on startup allows it to beat many otherwise problematic normals that would outrange Chipp. Its wide variety of gatling options makes it a strong pressure starter as well. On hit, it can easily hit confirm due to being able to gatling into itself.<br />
*Gatlings into 2P, 6P, 2K are delayed.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=c.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 2<br />
|recovery = 10<br />
}}<br />
Extremely fast for a {{clr|3|c.S}} and offers frame advantage on block while being rewarding on hit, making it useful for starting pressure, confirming hits and creating burst safe points in combos<br />
<br />
Very useful for frame traps; it's plus frames on block and incredible startup speed allow {{clr|3|c.S}}>{{clr|3|c.S}} to be a frametrap sequence. On normal hit, it can link into {{clr|1|5P}} against standing opponents and {{clr|S|c.S}} on crouching opponents to make hit confirming out of stagger pressure possible. On counter hit, it's possible for chip to link another {{clr|3|c.S}} to confirm into combos. Thanks to its versatile gatling tree, it's also essential for knockdown combos via {{clr|P|6P}} and {{clr|D|2D}}. It is also Chipp's only normal that can gatling into {{clr|2|6K}} for overhead mixups. <br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=f.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 2<br />
|recovery = 18<br />
}}<br />
Chipp quickly takes a large step forward, giving {{clr|S|f.S}} much further reach than the hitbox suggests.<br />
<br />
Thanks to its excellent range and speed, {{clr|S|f.S}} is very good for footsies and after dash-ins. Is essentially the higher recovery, higher-hitting brother of {{clr|S|2S}}. <br />
<br />
While it can be great in neutral and for approaching, it's not without fault - its high hitbox loses or completely whiffs against low profiles, such as Sol's {{clr|5|2D}}. It also has no way to gatling into {{clr|5|2D}}, so committing to an {{clr|3|f.S}} usually means forfeiting knockdown.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 7<br />
|recovery = 16<br />
}}<br />
Mostly a combo-tool and blockstring ender (canceled into {{MMC|input=236S|label=rekka}}, teleport or jump/{{keyword|IAD}} Fast Shuriken)<br />
<br />
Not very useful as a poke due to its long startup relative to Chipp's other normals. While it is not disjointed at all, it can be used as a makeshift anti-air in very specific situations, such as against Venom's Mad Struggle, since a trade will be greatly in Chipp's favor. <br />
<br />
On counter hit however, the move's potency opens up - it can link into {{clr|D|2D}}, or go into a combo via {{clr|D|5D}}. On air counter hit, Chipp can dash and get a full air combo. These properties make {{clr|H|5H}} a strong haymaker on read or against predictable opponents.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|5|5D}}<br />
}}<br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 27<br />
|active = 4<br />
|recovery = 9<br />
}}<br />
Agonizingly slow startup for a Chipp move.<br />
<br />
Chipp's {{clr|5|5D}} is one of the longest reaching in the game, but he might need some creativity to follow up midscreen from far away with the air homing jump combo (airdash during homing jump etc.). On homing dash however, the combo combo gives nearly full corner carry (sometimes can give full) with a solid knockdown to boot. His {{clr|5|5D}} is also one of the few which is plus on block thanks to its low recovery.<br />
<br />
While it's highly rewarding on hit, the slow startup makes it fairly difficult to land against opponents that are paying attention to Chipp's pressure. {{clr|K|6K}}, Command grab, or teleport mixups are generally preferrable to open opponents up.<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 3<br />
|recovery = 25<br />
}}<br />
One of the most invulnerable 6Ps in the game and an essential part of Chipp's toolkit in many matchups.<br />
<br />
Used as an antiair, a counterpoke against many mid-hitting moves, combo filler, and pressure vs characters who like to {{keyword|abare}} with mid to high hitting moves. Upper body invuln starts at frame 1, making it great on reaction against moves that it can beat. While it is very unsafe on block by itself, it can safely gatling into a wide variety of other normals to continue pressure. <br />
<br />
Where the risk of using {{clr|P|6P}} lies is that it is horribly unsafe on whiff due to its extremely long total duration of 36 frames. It can be safer to attempt to anti air with {{clr|H|2H}} if you suspect the opponent is trying to bait {{clr|P|6P}}.<br />
*Combos into {{clr|H|6H}} on counter hit<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|6K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 19<br />
|active = 5<br />
|recovery = 5<br />
|specialRecovery = 3<br />
}}<br />
Chipp's other standing overhead normal.<br />
<br />
While it is fast, it is rather risky for its reward. As its not special cancellable comboing off of this only works as a meaty and against crouching opponents, or with a Roman Cancel. It should not be used point blank, as opponents can easily ground throw you after the hit or on block. In addition to the risk of being thrown on hit, should the opponent choose to contest it by mashing, they can score a highly damaging counter hit juggle combo.<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 6<br />
|recovery = 15<br />
}}<br />
Huge button with great reach thanks to a large hitbox and big forward step.<br />
<br />
Mostly used as a frametrap to catch delay or fuzzy jumps, and as a tech trap in certain okizeme situations. it can also be used as a haymaker in neutral. High damage starter and great in juggles since it offers a combo afterwards (run up {{clr|3|c.S}} or {{clr|1|5P}} into air combo. Against Standing opponents, {{clr|H|6H}} combos into grounded Alpha Blade, and depending on the range, into a {{keyword|TK}} Alpha Blade. On air hit in the corner, it leads into Blitz Attack loops.<br />
*Causes stagger on ground hit.<br />
*Causes ground bounce on air hit.<br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 2<br />
|recovery = 7<br />
}}<br />
A very fast crouching jab that is plus on block. <br />
<br />
Great for stagger pressure and tick throws due to its low blockstun from being attack level 0. Its speed also makes it good {{keyword|abare}} option in scramble situations. Is also relatively burst safe for combos: {{clr|1|2P}} > {{clr|1|2P}} > {{clr|3|c.S}}...<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 7<br />
}}<br />
Chipp's fastest low attack. A common starter for strings and great for mixups.<br />
<br />
Its self-gatling option for consecutive lows is useful to keep opponents crouching or catch them while they attempt to fuzzy jump. 2K Gatling into 6H is also useful to punish fuzzy (delay) jumpers and one way to punish excessive use of FD.<br />
<br />
Unfortunately, it has very poor range, making it somewhat hard to use for okizeme. It has a high risk of getting thrown, can't catch backdashes, and has short active frames.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 4<br />
|recovery = 11<br />
}}<br />
An essential button to use when approaching or to stuff the opponent's moves.<br />
<br />
Like {{clr|S|f.S}}, the range is greater than the hitbox implies due to the large forward step Chipp takes. Will connect against the opponent's low profile options where {{clr|S|f.S}} would whiff, and with significantly less recovery, but will whiff against some airborne opponents that {{clr|S|f.S}} would hit. Staggers on counter-hit, making it a good option as a dash-in attack and for frame traps.<br />
*Chipp's hurtbox is extended forward before the attack becomes active.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 9<br />
|recovery = 18<br />
}}<br />
Great anti-air with tall reach and high reward,<br />
<br />
Works well as an anti-air because of the high vertical range (hits them early) and the added reliability in trades (high attack level and good counter hit property), less so because of its actual hit box, which is rather poor. Followup combos are generally only possible on counter hit or by cancelling into {{clr|3|22S}} teleport<br />
<br />
When it is used at the end of a block-string or stand-alone, it should be cancelled into {{clr|1|22P}} or delay cancelled into {{clr|5|2D}} to make it safe.<br />
*Floats opponent on normal hit.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|2|6K}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 2<br />
|recovery = 17<br />
}}<br />
A Fast sweep with very long range.<br />
<br />
An extremely important tool for Chipp's ground game as it's his primary way of scoring knockdowns for okizeme. It is also an excellent combo tool via {{clr|3|236S}}, which also serves as a very useful block string. In neutral, 2D is great at stuffing the opponent's dashes. It can also evade some other lows that have thin, close to the ground hitboxes (Ky {{clr|D|2D}} and {{clr|K|2K}} for example) since Chipp's hurtbox pulls upward slightly during the active frames.<br />
*{{clr|5|2D}} > {{clr|1|22P}} > link {{clr|5|2D}} can be useful against people expecting {{clr|5|2D}} > {{clr|3|236S}}<br />
*{{clr|5|2D}} > {{clr|3|236S}} > {{clr|4|623H}} is a very strong combo starter in the corner leading to good damage and knockdown, making {{clr|5|2D}} as a poking tool even more important<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 4<br />
}}<br />
A very fast air jab, mostly used as combo filler or as a low commitment and burst-safe air-to-air button.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 8<br />
|recovery = 8<br />
}}<br />
A two-hitting air normal.<br />
<br />
The first hit has a great upwards-angle and is very useful as an air-to-air, while the second hit pulls the enemy downwards, which is used mostly in specific knockdown combos. Chipp can cancel {{clr|K|j.K}}(1) into itself several times to avoid activating the second hit, which is mostly used for guts crushing low health opponents in air combos.<br />
<br />
Be careful - should the first hit of {{clr|2|j.K}} whiff, the second hit will activate regardless, which means that if you fail your air-to-air attempt, you might not be able to act for a while due to the long total duration of the move.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.2K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.2K<br />
|description=<br />
A downward air kick that alters Chipp's flight path, slowing down his horizontal acceleration.<br />
<br />
Mostly used for Chipp's FDC ({{tt|faultless defense cancel|j.1[{{clr|2|K}}]~[{{clr|3|S}}]}}), input. Multi-hit and attack level 0 make this a decent but risky okizeme tool; For example in the corner, you can use it low enough to have only one hit connect, then immediately link a {{clr|2|2K}}, which is a hard to block setup, especially when the opponent usually expects a 2-hit {{clr|4|j.H}}. This setup is risky however because it can easily be backdashed out of.<br />
<br />
{{clr|2|j.2K}} is also weak against Faultless defense: if the first two hits make contact with the opponent's FD, you will be pushed back so much that the last hit of {{clr|2|j.K}} might whiff, which means your opponent will recover before you and will throw you.<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 10<br />
|recovery = 18<br />
}}<br />
An air normal that alters Chipp's momentum and has a very wide hitbox.<br />
<br />
Slightly bounces Chipp upwards when used, which can be both a {{tt|blessing|It can bounce you our of the range of an opponent's move and allow you to punish}} and a {{tt|curse|The momentum shift can cause the move to whiff completely}}. While almost exclusively as combo filler, it has some {{tt|applications in blockstrings|iad {{clr|2|j.K}}(1),{{clr|2|j.K}}(1),{{clr|3|j.S}},{{clr|H|j.H}}(2), land...}} and Okizeme, such as an {{keyword|IAD}} high/low mixup after air alpha blade, after {{clr|H|H}} teleport, or in the corner. <br />
<br />
While the width of the hitbox makes it great as a crossup, it is hard to use it for that purpose against grounded opponents due to the air bounce property.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|4|j.H}}<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 12<br />
|recovery = 29<br />
}}<br />
A highly evasive air normal with great hitboxes.<br />
<br />
Chipp's jump-in of choice. Hits overhead twice, dodges and beats a lot of antiair attempts while active due to the way Chipp's hitbox moves around, all while being disjointed. Additionally, it's an excellent crossup button for Chipp's various jump and teleport mixups.<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 8<br />
|recovery = 19<br />
|specialRecovery = 5<br />
}}<br />
Very fast and extremely disjointed jumping kick. All around essential move in many matchups.<br />
<br />
Useful for punishing air throw attempts or as an anti-anti air while also frequently beating other air to air attempts. Just as useful in combos, since it causes plummet / knockdown midscreen and wall bounce in the corner.<br />
<br />
Since it has some extra landing recovery, be careful when using it from too high up in the air - if the opponent instant blocks, you can get thrown when you land.<br />
*Long floor slide on ground counter hit, very short floor slide on air counter hit<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Ground Throw<br />
|description=<br />
Chipp has a shorter throw range than many other characters. On successful throw, he can OTG combo with fast moves that hit low to the ground such as {{clr|2|2K}}<br />
<br />
Causes a moderate knockdown to the opponent, giving you enough time for okizeme such as jump forward, FDC, {{clr|4|j.H}}(crossup), continue pressure or combo. Unfortunately does not reliably lead into strong mixups without meter, but with meter, allows you to do {{keyword|TK}} {{MMC|input=j.214214K|label=Ryu Yanagi}} setups<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Air Throw<br />
|description=<br />
Causes very long knockdown, giving you a lot of time for either [{{MMC|input=214K|label=invisibility}} > meaty {{clr|2|2K}}] or simply FDC okizeme.<br />
<br />
Can also be Roman Cancelled and followed up with a {{clr|4|6H}} > dash {{clr|1|5P}} > air combo for good damage.<br />
}}<br />
<br />
===<big>Dead Angle Attack</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=DAA<br />
|description=<br />
Long invuln time dead angle. Uses the same animation as {{clr|H|5H}}, giving it pretty good horizontal reach.<br />
*Causes wall bounce on counter hit<br />
}}<br />
<br />
===<big>Blitz Attack</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Blitz,[Blitz]|versioned=name<br />
|description=<br />
Standard Blitz attack that does not strike as far as the animation suggests.<br />
<br />
Offensively, Chipp can use his blitz attack in the corner to perform {{clr|4|6H}} > Blitz attack loops anytime he can combo into air hit {{clr|4|6H}} by jump cancelling the recovery of {{clr|4|6H}} and cancelling the jump startup with blitz.<br />
<br />
The input is {{clr|4|6H}} > 8~[5{{clr|S|S}}+{{clr|H|H}}]. Such combos do very high, meter-efficient damage and drain burst gauge, making them indispensable for serious Chipp players. If timed very carefully with a slight delay , it can even be made a burst safe point (the blitz shield would reject a burst activated during {{clr|4|6H}} hitstop) while still being a true combo. <br />
}}<br />
<br />
==Special Moves==<br />
===<big>Alpha Blade</big>===<br />
{{InputBadge|{{clr|1|236P}} (Air OK)}}<br />
{{GGXRD-R2 Move Card<br />
|input=236P,j.236P,236P > H|versioned=input<br />
|description=<br />
Alpha Blade is a strong move that has myriad uses on defense, as it is a long-range, low-profile slide. It is an excellent choice to escape the corner from many different elements of pressure.<br />
<br />
Chipp's collision box is removed during the travel distance, allowing Chipp to move through the opponent and crossup with the move's active frames.<br />
<br />
;Grounded version ({{clr|P|236P}})<br />
Being that the low profile is one of the main attributes, it can also be used to go under most projectiles or ranged pokes. During parts of the move, Chipp is actually considered airborne and can go over some moves that have thin, low to the ground hitboxes such as {{MMC|input=236S|chara=Potemkin|label=Slidehead|hitboxMode=true|imageNumber=2}}. While it is excellent for escaping pressure, it carries some risks: it is very minus on block, so characters that can move quickly or have long reaching moves can reliably punish Chipp unless he cancels into Alpha Plus, which can have its own issues.<br />
<br />
On normal hit, Alpha Blade launches the opponent, but Chipp generally cannot follow up into any additional damage without spending meter. On counter hit, he can cancel into Alpha Plus or burn meter for a strong combo.<br />
<br />
In combos, ground Alpha Blade will generally only combo out of {{clr|4|6H}} or {{clr|4|5H}}. It can also conditionally combo from {{clr|4|5H}} if Chipp are relatively close to the opponent or if you hit them while they are crouching. {{clr|5|2D}} > Ground Alpha Blade works against lightweights, but is rarely used for anything useful.<br />
----<br />
;Air version ({{clr|P|j.236P}})<br />
Air alpha blade is similar to the grounded version but it is faster, safer, and has a larger hitbox. Unlike the grounded version, using an Air Alpha Blade very close to the ground will allow for {{tt|meterless combos|Example: corner S > S > HS > {{clr|1|2369P}} (lowest possible height), land, S...}}, especially in the corner. <br />
<br />
In the corner, air Alpha Blade can also be cancelled into {{MMC|input=Wall > 64|label=Wall Cling}}. However, if you do not perform any other actions after the wall cling, there will be a special, relatively long landing animation when you land.<br />
*Listed Frame Advantage for Air Alpha Blade is on lowest height<br />
----<br />
;Alpha Plus ({{clr|P|236P}} > {{clr|H|H}})<br />
On normal block, there is a minimum 6F gap between Alpha Blade and Alpha Plus , making this move risky on block at any range in any matchup. On top of that, Alpha Plus itself is punishable on block, so it's generally only used to hit confirm a raw Alpha Blade.<br />
}}<br />
<br />
===<big>Beta Blade</big>===<br />
{{InputBadge|{{clr|3|623S}} (Air OK)}}<br />
{{GGXRD-R2 Move Card<br />
|input=623S,j.623S|versioned=input<br />
|description=<br />
An incredibly fast {{keyword|DP}}. <br />
<br />
Mostly only used as a reversal option or as an ender for air combos. If the first hit is Roman Cancelled, Chipp will remain standing on the ground, which will either allow him to followup up the hit with a {{clr|4|6H}}, or to start pressure in case Beta Blade is blocked.<br />
*The first hit of the ground version gives a hard knockdown (which rarely matters since the second hit will allow the opponent to tech)<br />
*Chipp loses Throw invulnerability as soon as he becomes airborne.<br />
}}<br />
<br />
===<big>Gamma Blade</big>===<br />
{{InputBadge|{{clr|4|41236H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=41236H<br />
|description=<br />
A grounded projectile that traps the opponent in place on hit. Unlike most special moves, Gamma Blade can '''NOT''' be cancelled into from normals.<br />
<br />
A very important move for many of Chipp's matchups. While it has slow startup, it is plus on block and highly rewarding on hit as it places the opponent in an airborne state where they cannot burst while trapped, allowing for damaging juggle combos. Gamma Blade also has one of the highest projectile clash levels in the game - it will erase most projectiles it comes into contact with and continue traveling forward, making it an excellent tool for calling out careless zoning attempts.<br />
<br />
Although it is potent and rewarding both on hit and block, its slow startup and very long total duration make it a very risky move to throw out in neutral without YRC available.<br />
*Always +5 on block, no matter how late it hits, since Chipp has a set recovery if it makes contact with the opponent<br />
*Deals full damage as an OTG hit and still causes the trap effect (although all followup hits will suffer from OTG damage reduction).<br />
}}<br />
<br />
===<big>Tsuyoshishiki Meisei</big>===<br />
{{InputBadge|{{clr|2|214K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=214K<br />
|description=<br />
A cheeky "install" type move that will make Chipp flash from invisible to visible for approximately 8 seconds.<br />
<br />
Mostly used to create extra ambiguity's for Chipp's various mixup options as it's much harder to see what he's doing thanks to the "smoky" effect and flashing from visible to invisible. Entering invisiblity is generally only safe to do after knockdowns (especially during a high wall Alpha Blade knockdown as it will allow him to also still be able to meaty) or during corner dust combos as it has significant recovery. The effect will end prematurely if Chipp blocks an attack or gets hit.<br />
<br />
*Unlike most specials, can '''NOT''' be cancelled into from normals.<br />
*Chipp changes visibility about every second<br />
}}<br />
<br />
===<big>Tsuyoshishiki Ten'i</big>===<br />
{{InputBadge|22{{clr|1|P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=22P,22K,22S/H|versioned=input<br />
|description=<br />
Chipp teleports at various locations on the screen based on the input. Each teleport has minor strike invulnerability and is a core tool of Chipp's neutral and mixup game.<br />
<br />
;{{clr|P|22P}} (In Place)<br />
Very good when used either in neutral and blockstrings as a bait to fake out {{clr|2|22K}} or {{clr|4|22H}} teleports, keeping your opponent on edge.<br />
----<br />
;{{clr|2|22K}} (Forward)<br />
The highest recovery of Chipp's teleports. It is a strong strategy to cancel the recovery of {{clr|2|22K}} teleport with YRC, circumventing the long recovery flaw while rapidly closing distance. Additionally, the added slowdown should give you enough time to start a combo, apply pressure, or go for an a throw.<br />
----<br />
;{{clr|3|22S}}/{{clr|4|22H}} (Airborne, in Front/Behind opponent)<br />
Both versions are a great combo tool after a {{clr|4|2H}} hit. {{clr|S|S}} version Will maintain dash momentum; for this reason, it has some use as a jump in, particularly for certain mixups options.<br />
<br />
Both the airborne teleports are useful approach tools; they cause Chipp to fall a set distance towards the side opposite the one Chipp appears on (thus towards the opponent), the only exception being if {{clr|4|22H}} is used in reach of wallcling ({{clr|4|22H}} teleport can be cancelled into wall cling, manually or by holding {{clr|H|H}}). In this instance, Chipp falls straight downward. <br />
<br />
Because Chipp falls slightly forward, this means when {{clr|4|22H}} teleport is used at a long range, Chipp will fall onto to the other side of the opponent from where he appears, rather than behind as usual, enabling crossups. This affects certain corner oki setups, but the forward momentum can be stopped using a delayed FDC or just raw {{clr|K|j.2K}}.<br />
*If used predictably, all teleport options can be heavily punished due to their long recoveries<br />
*Can install an airdash (super jump install) to air versions in neutral with a fast 228 input<br />
*If landing recovery from a jump is cancelled into an air teleport, Chipp can use whatever air options he would have had left.<br />
}}<br />
<br />
===<big>Genrouzan</big>===<br />
{{InputBadge|{{clr|3|63214S}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=63214S<br />
|description=<br />
A slow but highly rewarding command grab.<br />
<br />
Useful to open up opponents who have been conditioned to block various frametraps or stagger pressure. Causes a very long knockdown midscreen, giving Chipp enough time to set up {{MMC|input-214K|label=invisibility}} and go into a meaty or a 3-way mixup. In the corner, Chipp can cancel into Wall Cling after the hit to go into highly damaging meterless combos that maintain a knockdown for further okizeme and pressure.<br />
<br />
While the initial startup is strike invuln, Chipp is airborne for 16 frames before it becomes active, allowing opponents that are looking out for it to score an Air Throw on Chipp or just plain anti-air combo him.<br />
*As a throw, the opponent can't burst on hit.<br />
}}<br />
<br />
===<big>Resshou</big>===<br />
{{InputBadge|{{clr|3|236S}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236S<br />
|description=<br />
The starter of Chipp's rekka series.<br />
<br />
Very useful as a blockstring ender since it only leaves Chipp at -1, which is a non-issue if your opponent doesn't instant block. Even while he's minus, Chipp's pokes (such as {{clr|3|2S}} or {{clr|K|5K}}) will generally be faster than what the opponent has to offer at the distance he is left at after using the rekka, and you can use {{clr|P|6P}} to counterpoke certain abare options. You can alternatively follow up with {{MMC|input=236S > 236S|label=Rokusai}} for a risky frametrap that is high reward on counter hit.<br />
*Has special hitstun that makes it +2 on standing hit, +3 on crouching hit. <br />
*Combos into {{clr|2|5K}} on counter hit<br />
*links into {{clr|1|5P}} or even {{clr|3|c.S}} on airborne hit (for example after {{clr|5|2D}})<br />
}}<br />
<br />
===<big>Rokusai</big>===<br />
{{InputBadge|Resshou > {{clr|3|236S}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236S > 236S<br />
|description=<br />
Second hit of Chipp's Rekka Series <br />
<br />
Hits low. Very useful if used slightly delayed after the first rekka as a frame trap. Slightly unsafe on block and punishable at most spacings, it's better when followed up by a Roman Cancel for combos or to continue pressure. Chipp can get away with it on block after conditioning opponents to respect followups however.<br />
*Special hitstun makes it only -3 on hit<br />
*Staggers on counter hit<br />
}}<br />
<br />
===<big>Senshuu</big>===<br />
{{InputBadge|Resshou > {{clr|2|236K}}\Rokusai > {{clr|2|236K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236S > 236K<br />
|description=<br />
Possible as a second or last hit of Chipp's rekka series.<br />
<br />
Hits overhead and launches on normal hit, which can be followed up into a combo. While it's rewarding to land, it has very slow and reactable startup and it's punishable on block. When blocked, Chipp is in crouching counterhit recovery, allowing most opponents to start their most damaging combos. Use sparingly or only with 50 tension to make it safe.<br />
}}<br />
<br />
===<big>Shinkirou</big>===<br />
{{InputBadge|{{clr|4|623H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=623H<br />
|description=<br />
Can be used Stand-alone or during Chipp's Rekka series (but not after {{clr|2|236K}})<br />
<br />
Has relatively little use outside of {{tt|combos|{{clr|5|2D}} > {{clr|3|236S}} > {{clr|H|623H}}}} or as a risky frametrap after Rokusai (can be punished by airthrow on block). Little reward on grounded hit, knocks back the opponent on counter hit, but does wall stick the opponent in the corner if they are hit airborne.<br />
<br />
On whiff or block, Chipp has access to full air options and movement.<br />
}}<br />
<br />
===<big>Shuriken</big>===<br />
{{InputBadge|{{clr|1|j.214P}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=j.214P Slow,j.214P Fast|versioned=input<br />
|description=<br />
Chip throws a shuriken in a 45 degree angle towards the ground. Alternates between a slow and a fast version, with the slow version coming first.<br />
<br />
Mostly used for pressure and to cover your approach. Especially useful against characters that have a hard time avoiding it, such as Potemkin.<br />
<br />
;Fast Version<br />
Has quick startup for a projectile.<br />
<br />
Does not alter Chipp's momentum, making fast Shuriken more suited for ascending jumps to make it travel further. Can be used as a pressure reset option from an instant air dash.<br />
----<br />
;Slow Version<br />
Completely halts Chipp's air momentum during the throw and has very long recovery. Can stop opponents from approaching due to covering a good angle for a good duration, however it has rather slow startup at 23 frames.<br />
<br />
An interesting setup for the slow version is to use it after a low altitude {{clr|5|j.D}} combo ender for okizeme. Cancel the {{clr|5|j.D}} into slow shuriken, land, and continue pressure on a waking up opponent, who now has to block the meaty shuriken.<br />
}}<br />
<br />
===<big>Wall Cling</big>===<br />
{{InputBadge|Near Wall > 64}}<br />
{{GGXRD-R2 Move Card<br />
|input=Wall Cling > 8,Wall Cling > 6,Wall Cling > 4|versioned=name<br />
|description=<br />
Many special moves that leave chipp airborne can be cancelled into the wall cling, such as Genrouzan ({{clr|3|63214S}}), air Alpha Blade ({{clr|1|j.236P}}) or 22{{clr|3|S}}/{{clr|H|H}} teleports. Wall cling does have a minimum height requirement. TK {{clr|1|j.236P}} will not allow Chipp to wall cling afterward, but when used in air extensions it will.<br />
<br />
The wall cling generally is used for corner Okizeme as well as runaway tactics. When used on its own from a regular jump Chipp retains all prior air options (double/triple jump, airdash), but when used from 22{{clr|3|S}}/{{clr|H|H}} the teleports must be jump installed prior in order to retain air options.<br />
<br />
;9 Jump<br />
* Chipp jumps up off the wall. Can be used as a corner escape but is rather committal on defense due to needing time or space to jump out<br />
----<br />
;6 jump<br />
* Chipps traditional walldive. A low, steep angle makes this difficult to use defensively, and is therefore usually used in his okizeme game<br />
----<br />
;4<br />
* Chipp detaches from the wall and will fall down provided no additional actions are inputted. The core of Chipp's corner okizeme game that, when combined with his {{MMC|input=j.H|label=j.H}} gives Chipp access to unreactable left/right and high/low mixups<br />
----<br />
;8/2<br />
* Moves Chipp higher or lower on the wall. Largely used to reposition or to stall<br />
}}<br />
<br />
==Wall Cling Moves==<br />
==={{clr|1|w.P}}===<br />
{{InputBadge|{{clr|1|P}} during Wall Cling}}<br />
{{GGXRD-R2 Move Card<br />
|input=Wall Cling > P<br />
|description=<br />
Chipp performs Alpha Blade down diagonally away from the wall. When used in the corner will launch opponents in the direction Chipp is facing. Can be used as a knockdown tool from shorter Jump Install combos against non-lightweights. Essential for damage and ending combos in knockdowns but does put them back midscreen (though with ample time to set up okizeme)<br />
}}<br />
<br />
==={{clr|2|w.K}}===<br />
{{InputBadge|{{clr|2|K}} during Wall Cling}}<br />
{{GGXRD-R2 Move Card<br />
|input=Wall Cling > K<br />
|description=<br />
Chipp throws a kunai down diagonally away from the wall.<br />
<br />
The Kunais are a very good keepaway tool while wall clinging, and will force your opponent to either wait or jump at you, which will both give you time to let go off the wall and respond in whatever way is necessary.<br />
}}<br />
<br />
==={{clr|3|w.S}}===<br />
{{InputBadge|{{clr|3|S}} during Wall Cling}}<br />
{{GGXRD-R2 Move Card<br />
|input=Wall Cling > S<br />
|description=<br />
Chipp leaps down from the wall grabbing his opponent on the ground. This move whiffs on airborne opponents<br />
<br />
Situational tool for catching a blocking opponent. Another layer to Chipp's pressure.<br />
*Always reaches the same spot near the corner no matter how high Chipp is on the wall.<br />
}}<br />
<br />
==={{clr|4|w.H}}===<br />
{{InputBadge|{{clr|4|H}} during Wall Cling}}<br />
{{GGXRD-R2 Move Card<br />
|input=Wall Cling > H<br />
|description=<br />
Chipp leaps away from the wall grabbing his opponent in the air. This move whiffs on grounded opponents.<br />
<br />
Can be used to catch opponents trying to tech out of corner combos.<br />
}}<br />
<br />
==Overdrives==<br />
===<big>Zansei Rouga</big>===<br />
{{InputBadge|{{clr|4|632146H}}\{{clr|5|632146D}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=632146H<br />
|description=<br />
A fullscreen invulnerable super.<br />
<br />
Chipp can combo into it from {{clr|4|6H}}, but is generally used as a wakeup reversal or to callout a high recovery whiff or projectile and punish from fullscreen.<br />
<br />
Can be YRCed during startup (before superflash) and it only uses 25% tension. This makes Burst ZR YRC a valid reversal strategy, as the Burst version is full invuln on frame 1, and YRCing it actually allows Chipp to keep his burst. Make sure you don't try to do this against very active attacks however, as Chipp will still get hit. It is also particularly use after {{clr|1|6P}} counter hit > {{clr|4|6H}} to kill if the opponent is low on life since supers cannot be bursted or after a successful blitz shield, since supers cannot be reverse-blitzed.<br />
<br />
While not the most practical, it can be used for a gimmicky crossup on most knockdowns. Arguably more powerful near the corner as the opponent may have a bit less time to react.<br />
}}<br />
<br />
===<big>Banki Mesai</big>===<br />
{{InputBadge|{{clr|2|236236K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236236K<br />
|description=<br />
Chipp rushes forward to deliver a huge series of attacks.<br />
<br />
The most common use for this move is to combo into it to kill your opponent if they still have burst and are low HP, such as after a {{clr|H|5H}} hit or high Wall Alpha Blade combo. It also has minor use as a longer range reversal on wakeup in situations where Beta Blade would not reach.<br />
<br />
While it builds a huge amount of RISC gauge, it is very unsafe move on block. Additionally, since the opponent can block with faultless defense to make most of your hits whiff it gives them even more time to punish.<br />
*True startup depends on distance as chipp needs to travel to the opponent's location.<br />
*The two Beta Blades at the end will only trigger when the move actually hits.<br />
}}<br />
<br />
===<big>Ryuu Yanagi</big>===<br />
{{InputBadge|{{clr|2|j.214214K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=j.214214K<br />
|description=<br />
Chipp completely halts his air momentum and throws a few volleys of kunai towards the ground in a wide arc.<br />
<br />
Since it travels slowly and Chipp retains all air options after using it, its a potent okizeme option that can offer different 50/50's that are obscured by the kunai sparks. Use with caution as all Kunai will disappear if Chipp is hit.<br />
<br />
On hit, it causes ground bounce and knockdown, depending on how it hits the opponent, which turns it into a good air combo finisher. On the ground, the combo can be followed up with {{clr|S|S}} > {{clr|H|5H}} > {{clr|2|236236K}} for a high damage, high number of hits 100% tension unburstable combo to guts crush a low life opponent at the end of a round. Of course, it's a bad choice if it won't kill since it fills up the opponent's Burst and costs all your tension.<br />
}}<br />
<br />
==Instant Kill==<br />
===<big>Raisetsudan</big>===<br />
{{InputBadge|During IK Mode: {{clr|4|236236H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236236H |type=instantkill<br />
|description=<br />
Uses the animation of his Resshou.<br />
<br />
Chipp's Instant Kill activation has extremely long startup. An instant kill will not be guaranteed even if the opponent is dizzy.<br />
<br />
It can be used when the opponent is in Hellfire state however, during the last possible round thanks to the speed increase and slowdown granted by Gold IK mode.<br />
}}<br />
<br />
==Navigation==<br />
<center>{{Character Label|GGXRD-R2|Chipp Zanuff|42px}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:GGXRD-R2/Navigation}}</div>Sobosswagnerhttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Chipp_Zanuff&diff=365872GGXRD-R2/Chipp Zanuff2023-01-10T04:10:20Z<p>Sobosswagner: /* Overview */ Added frame chart key, will be adding to Chipps moves throughout the night</p>
<hr />
<div>==Overview==<br />
{{Overview/navigation|okizeme=true}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4|height=1<br />
|header=Overview<br />
|content= Guilty Gear's dedicated pixie character with great mobility and paper-thin defense. Chipp has everything a speedy player could want: fast movement, a triple jump, teleports, and several special moves that let him careen around the stage and climb on the walls. His normals are also much faster for their range than most other characters, and he has a few powerhouses like {{clr|1|6P}}, {{clr|4|5H}}, and {{clr|5|j.D}} to supplement his raw speed.<br />
<br />
While he's without a doubt the nimblest character in Xrd, Chipp also has a strong pressure game: {{clr|3|c.S}} is a plus on block throw option select that is faster than many characters' jabs and frame traps into itself. Off of throw or another good knockdown, Chipp can often set up a jump-in mixup using {{clr|3|j.S}}, {{clr|4|j.H}}, or simply landing and going low. His aerial kunai super Ryuu Yanagi ({{MMC|input=j.214214K|label={{clr|2|j.214214K}}}}) makes those mixups even harder to block. Gamma Blade ({{MMC|input=41236H|label={{clr|4|41236H}}}}) is a large grounded projectile that is always plus on block and captures the opponent on hit, giving Chipp a free combo. Chipp also has Beta Blade ({{MMC|input=623S|label={{clr|3|623S}}}}), a two-hit, 4f meterless reversal that lets him challenge mixups and pressure.<br />
<br />
Turning a combo into setplay and mixups is not always feasible, however, and Chipp must often choose between a moderate damage combo and a reset to neutral or a much less damaging combo with continued okizeme. Chipp's many tools give him many options in neutral, but using them to safely control his opponent requires a lot of matchup knowledge and choosing the wrong option can be very punishing: if Chipp eats a single bad counter hit, he's liable to lose half his health bar or more.<br />
<br />
If you want to live fast, die hard, and have every tool in the box at your fingertips, Chipp is the character for you.<br />
}}<br />
{{GGXRD-R2/Infobox<br />
| fastestAttack = [[#5P|5P]](3F) (Whiffs on crouch) <br/> [[#2P|2P]](4F) <br/> [[#c.S|c.S]](4F)<br />
| reversal = [[#Beta Blade|623S]] (5F)<br />
}}<br />
{{ProsAndCons<br />
|intro= has every tool you could ever want and enough mobility options to treat the screen like a jungle gym - but he hurts more than anyone else when he makes a mistake.<br />
|pros=<br />
*'''Speedster''': Between a triple jump, the fastest runspeed in the game, teleports, and the ability to cling to walls and dash off them, Chipp is easily the most mobile character in the game. He can utilize his extreme speed to both whiff punish and escape scary situations better than many other characters in the cast.<br />
*'''Powerful Mixups''': Chipp has tons of ways to open people up, including {{MiniMoveCard|input=63214S|label= a command grab}} and a standing, unthrowable overhead with his {{MMC|input=6K|label={{clr|2|6K}}}}. In the corner, {{MiniMoveCard|input=Wall > 64 |label= Wall Cling}} setups and FDC {{clr|2|j.2K}} give Chipp incredible mixup options from knockdown.<br />
*'''Excellent Buttons:''' Fast startups paired with great hitboxes and recovery on many normals ({{MMC|input=6P|label={{clr|1|6P}}}}, {{MMC|input=5K|label={{clr|2|5K}}}},{{MMC|input=c.S|label={{clr|3|c.S}}}}, {{MMC|input=2S|label={{clr|3|2S}}}}, {{MMC|input=j.D|label={{clr|5|j.D}}}}) can make Chipp difficult to challenge as characters with weaker neutral or slower buttons.<br />
*'''Adaptable Toolbox:''' Chipp's speed and wide movelist allow him to approach situations however he pleases. He can play very defensively and offensively, as well as switch between the two as necessary. <br />
|cons=<br />
*'''High-Risk:''' Chipp takes the most damage out of any character by far, and has rather strict execution demands in order to be properly played. As such, making errors in execution isn't uncommon and the punishment for them is astronomical.<br />
*'''Lack of Easy Knockdowns:''' Scoring a knockdown usually needs combos with specific conditions such as being close to the opponent or hitting them crouching, or a short combo with low damage such as basic gatlings into {{MMC|input=2D|label=2D}}. Chipp often has to choose between doing good damage or earning a knockdown. <br />
*'''Okizeme Woes:''' Chipp's backdash is not well-fit for escaping okizeme, and he has the longest possible knockdown timer in the game.<br />
*'''Meter-hungry:''' Chipp's strongest options require meter investment, but his meter income is limited by the tension penalty inflicted by {{MMC|input=j.2K|label={{clr|K|j.2K FDC}}}}, his main mixup tool.<br />
}}<br />
</div><br />
===Unique Mechanics===<br />
{{card|width=4<br />
|header=Jump Installing<br />
|content=<br />
Normally, Chipp cannot jump or airdash after his {{clr|3|S}}/{{clr|4|H}} teleports, but this can be changed with a technique called jump installing.<br />
<br />
Jump installing is a long-standing <strike>bug</strike> feature of the Guilty Gear series that allows characters to fool the game into giving them air actions when they would not normally have them. Many moves in GGXrd will automatically jump install, but Chipp is notable both for having a move that does not auto-jump intall ({{clr|3|S}}/{{clr|4|H}} teleport) and relying on that move for combos quite a lot. '''Jump installing is NOT unique to Chipp - he just does it more than anyone else.'''<br />
<br />
For more information on jump installing, see [[GGXRD-R2/Movement#Jump_Install|this page]].<br />
}}<br />
{{FrameChartKey}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5P<br />
|description=<br />
A high and very fast standing jab.<br />
<br />
Chipp's fastest normal and one of the fastest jabs in the game. Mostly used in juggle combos after {{clr|5|2D}} > {{clr|3|236S}}. Whiffs against crouching opponents except for Potemkin, Bedman and Haehyun. Also sees use as an emergency anti-air because of its upwards angle and quick startup, but is very bad when it trades<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5K<br />
|description=<br />
A fast standing kick with great range for its speed.<br />
<br />
An all around essential move for Chipp thanks to its versatility. Its great hitbox that is disjointed on startup allows it to beat many otherwise problematic normals that would outrange Chipp. Its wide variety of gatling options makes it a strong pressure starter as well. On hit, it can easily hit confirm due to being able to gatling into itself.<br />
*Gatlings into 2P, 6P, 2K are delayed.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=c.S<br />
|description=<br />
Extremely fast for a {{clr|3|c.S}} and offers frame advantage on block while being rewarding on hit, making it useful for starting pressure, confirming hits and creating burst safe points in combos<br />
<br />
Very useful for frame traps; it's plus frames on block and incredible startup speed allow {{clr|3|c.S}}>{{clr|3|c.S}} to be a frametrap sequence. On normal hit, it can link into {{clr|1|5P}} against standing opponents and {{clr|S|c.S}} on crouching opponents to make hit confirming out of stagger pressure possible. On counter hit, it's possible for chip to link another {{clr|3|c.S}} to confirm into combos. Thanks to its versatile gatling tree, it's also essential for knockdown combos via {{clr|P|6P}} and {{clr|D|2D}}. It is also Chipp's only normal that can gatling into {{clr|2|6K}} for overhead mixups. <br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=f.S<br />
|description=<br />
Chipp quickly takes a large step forward, giving {{clr|S|f.S}} much further reach than the hitbox suggests.<br />
<br />
Thanks to its excellent range and speed, {{clr|S|f.S}} is very good for footsies and after dash-ins. Is essentially the higher recovery, higher-hitting brother of {{clr|S|2S}}. <br />
<br />
While it can be great in neutral and for approaching, it's not without fault - its high hitbox loses or completely whiffs against low profiles, such as Sol's {{clr|5|2D}}. It also has no way to gatling into {{clr|5|2D}}, so committing to an {{clr|3|f.S}} usually means forfeiting knockdown.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5H<br />
|description=<br />
Mostly a combo-tool and blockstring ender (canceled into {{MMC|input=236S|label=rekka}}, teleport or jump/{{keyword|IAD}} Fast Shuriken)<br />
<br />
Not very useful as a poke due to its long startup relative to Chipp's other normals. While it is not disjointed at all, it can be used as a makeshift anti-air in very specific situations, such as against Venom's Mad Struggle, since a trade will be greatly in Chipp's favor. <br />
<br />
On counter hit however, the move's potency opens up - it can link into {{clr|D|2D}}, or go into a combo via {{clr|D|5D}}. On air counter hit, Chipp can dash and get a full air combo. These properties make {{clr|H|5H}} a strong haymaker on read or against predictable opponents.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|5|5D}}<br />
}}<br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5D<br />
|description=<br />
Agonizingly slow startup for a Chipp move.<br />
<br />
Chipp's {{clr|5|5D}} is one of the longest reaching in the game, but he might need some creativity to follow up midscreen from far away with the air homing jump combo (airdash during homing jump etc.). On homing dash however, the combo combo gives nearly full corner carry (sometimes can give full) with a solid knockdown to boot. His {{clr|5|5D}} is also one of the few which is plus on block thanks to its low recovery.<br />
<br />
While it's highly rewarding on hit, the slow startup makes it fairly difficult to land against opponents that are paying attention to Chipp's pressure. {{clr|K|6K}}, Command grab, or teleport mixups are generally preferrable to open opponents up.<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6P<br />
|description=<br />
One of the most invulnerable 6Ps in the game and an essential part of Chipp's toolkit in many matchups.<br />
<br />
Used as an antiair, a counterpoke against many mid-hitting moves, combo filler, and pressure vs characters who like to {{keyword|abare}} with mid to high hitting moves. Upper body invuln starts at frame 1, making it great on reaction against moves that it can beat. While it is very unsafe on block by itself, it can safely gatling into a wide variety of other normals to continue pressure. <br />
<br />
Where the risk of using {{clr|P|6P}} lies is that it is horribly unsafe on whiff due to its extremely long total duration of 36 frames. It can be safer to attempt to anti air with {{clr|H|2H}} if you suspect the opponent is trying to bait {{clr|P|6P}}.<br />
*Combos into {{clr|H|6H}} on counter hit<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|6K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6K<br />
|description=<br />
Chipp's other standing overhead normal.<br />
<br />
While it is fast, it is rather risky for its reward. As its not special cancellable comboing off of this only works as a meaty and against crouching opponents, or with a Roman Cancel. It should not be used point blank, as opponents can easily ground throw you after the hit or on block. In addition to the risk of being thrown on hit, should the opponent choose to contest it by mashing, they can score a highly damaging counter hit juggle combo.<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6H<br />
|description=<br />
Huge button with great reach thanks to a large hitbox and big forward step.<br />
<br />
Mostly used as a frametrap to catch delay or fuzzy jumps, and as a tech trap in certain okizeme situations. it can also be used as a haymaker in neutral. High damage starter and great in juggles since it offers a combo afterwards (run up {{clr|3|c.S}} or {{clr|1|5P}} into air combo. Against Standing opponents, {{clr|H|6H}} combos into grounded Alpha Blade, and depending on the range, into a {{keyword|TK}} Alpha Blade. On air hit in the corner, it leads into Blitz Attack loops.<br />
*Causes stagger on ground hit.<br />
*Causes ground bounce on air hit.<br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2P<br />
|description=<br />
A very fast crouching jab that is plus on block. <br />
<br />
Great for stagger pressure and tick throws due to its low blockstun from being attack level 0. Its speed also makes it good {{keyword|abare}} option in scramble situations. Is also relatively burst safe for combos: {{clr|1|2P}} > {{clr|1|2P}} > {{clr|3|c.S}}...<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2K<br />
|description=<br />
Chipp's fastest low attack. A common starter for strings and great for mixups.<br />
<br />
Its self-gatling option for consecutive lows is useful to keep opponents crouching or catch them while they attempt to fuzzy jump. 2K Gatling into 6H is also useful to punish fuzzy (delay) jumpers and one way to punish excessive use of FD.<br />
<br />
Unfortunately, it has very poor range, making it somewhat hard to use for okizeme. It has a high risk of getting thrown, can't catch backdashes, and has short active frames.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2S<br />
|description=<br />
An essential button to use when approaching or to stuff the opponent's moves.<br />
<br />
Like {{clr|S|f.S}}, the range is greater than the hitbox implies due to the large forward step Chipp takes. Will connect against the opponent's low profile options where {{clr|S|f.S}} would whiff, and with significantly less recovery, but will whiff against some airborne opponents that {{clr|S|f.S}} would hit. Staggers on counter-hit, making it a good option as a dash-in attack and for frame traps.<br />
*Chipp's hurtbox is extended forward before the attack becomes active.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2H<br />
|description=<br />
Great anti-air with tall reach and high reward,<br />
<br />
Works well as an anti-air because of the high vertical range (hits them early) and the added reliability in trades (high attack level and good counter hit property), less so because of its actual hit box, which is rather poor. Followup combos are generally only possible on counter hit or by cancelling into {{clr|3|22S}} teleport<br />
<br />
When it is used at the end of a block-string or stand-alone, it should be cancelled into {{clr|1|22P}} or delay cancelled into {{clr|5|2D}} to make it safe.<br />
*Floats opponent on normal hit.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|2|6K}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2D<br />
|description=<br />
A Fast sweep with very long range.<br />
<br />
An extremely important tool for Chipp's ground game as it's his primary way of scoring knockdowns for okizeme. It is also an excellent combo tool via {{clr|3|236S}}, which also serves as a very useful block string. In neutral, 2D is great at stuffing the opponent's dashes. It can also evade some other lows that have thin, close to the ground hitboxes (Ky {{clr|D|2D}} and {{clr|K|2K}} for example) since Chipp's hurtbox pulls upward slightly during the active frames.<br />
*{{clr|5|2D}} > {{clr|1|22P}} > link {{clr|5|2D}} can be useful against people expecting {{clr|5|2D}} > {{clr|3|236S}}<br />
*{{clr|5|2D}} > {{clr|3|236S}} > {{clr|4|623H}} is a very strong combo starter in the corner leading to good damage and knockdown, making {{clr|5|2D}} as a poking tool even more important<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.P<br />
|description=<br />
A very fast air jab, mostly used as combo filler or as a low commitment and burst-safe air-to-air button.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.K<br />
|description=<br />
A two-hitting air normal.<br />
<br />
The first hit has a great upwards-angle and is very useful as an air-to-air, while the second hit pulls the enemy downwards, which is used mostly in specific knockdown combos. Chipp can cancel {{clr|K|j.K}}(1) into itself several times to avoid activating the second hit, which is mostly used for guts crushing low health opponents in air combos.<br />
<br />
Be careful - should the first hit of {{clr|2|j.K}} whiff, the second hit will activate regardless, which means that if you fail your air-to-air attempt, you might not be able to act for a while due to the long total duration of the move.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.2K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.2K<br />
|description=<br />
A downward air kick that alters Chipp's flight path, slowing down his horizontal acceleration.<br />
<br />
Mostly used for Chipp's FDC ({{tt|faultless defense cancel|j.1[{{clr|2|K}}]~[{{clr|3|S}}]}}), input. Multi-hit and attack level 0 make this a decent but risky okizeme tool; For example in the corner, you can use it low enough to have only one hit connect, then immediately link a {{clr|2|2K}}, which is a hard to block setup, especially when the opponent usually expects a 2-hit {{clr|4|j.H}}. This setup is risky however because it can easily be backdashed out of.<br />
<br />
{{clr|2|j.2K}} is also weak against Faultless defense: if the first two hits make contact with the opponent's FD, you will be pushed back so much that the last hit of {{clr|2|j.K}} might whiff, which means your opponent will recover before you and will throw you.<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.S<br />
|description=<br />
An air normal that alters Chipp's momentum and has a very wide hitbox.<br />
<br />
Slightly bounces Chipp upwards when used, which can be both a {{tt|blessing|It can bounce you our of the range of an opponent's move and allow you to punish}} and a {{tt|curse|The momentum shift can cause the move to whiff completely}}. While almost exclusively as combo filler, it has some {{tt|applications in blockstrings|iad {{clr|2|j.K}}(1),{{clr|2|j.K}}(1),{{clr|3|j.S}},{{clr|H|j.H}}(2), land...}} and Okizeme, such as an {{keyword|IAD}} high/low mixup after air alpha blade, after {{clr|H|H}} teleport, or in the corner. <br />
<br />
While the width of the hitbox makes it great as a crossup, it is hard to use it for that purpose against grounded opponents due to the air bounce property.<br />
<br />
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|4|j.H}}<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.H<br />
|description=<br />
A highly evasive air normal with great hitboxes.<br />
<br />
Chipp's jump-in of choice. Hits overhead twice, dodges and beats a lot of antiair attempts while active due to the way Chipp's hitbox moves around, all while being disjointed. Additionally, it's an excellent crossup button for Chipp's various jump and teleport mixups.<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.D<br />
|description=<br />
Very fast and extremely disjointed jumping kick. All around essential move in many matchups.<br />
<br />
Useful for punishing air throw attempts or as an anti-anti air while also frequently beating other air to air attempts. Just as useful in combos, since it causes plummet / knockdown midscreen and wall bounce in the corner.<br />
<br />
Since it has some extra landing recovery, be careful when using it from too high up in the air - if the opponent instant blocks, you can get thrown when you land.<br />
*Long floor slide on ground counter hit, very short floor slide on air counter hit<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Ground Throw<br />
|description=<br />
Chipp has a shorter throw range than many other characters. On successful throw, he can OTG combo with fast moves that hit low to the ground such as {{clr|2|2K}}<br />
<br />
Causes a moderate knockdown to the opponent, giving you enough time for okizeme such as jump forward, FDC, {{clr|4|j.H}}(crossup), continue pressure or combo. Unfortunately does not reliably lead into strong mixups without meter, but with meter, allows you to do {{keyword|TK}} {{MMC|input=j.214214K|label=Ryu Yanagi}} setups<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Air Throw<br />
|description=<br />
Causes very long knockdown, giving you a lot of time for either [{{MMC|input=214K|label=invisibility}} > meaty {{clr|2|2K}}] or simply FDC okizeme.<br />
<br />
Can also be Roman Cancelled and followed up with a {{clr|4|6H}} > dash {{clr|1|5P}} > air combo for good damage.<br />
}}<br />
<br />
===<big>Dead Angle Attack</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=DAA<br />
|description=<br />
Long invuln time dead angle. Uses the same animation as {{clr|H|5H}}, giving it pretty good horizontal reach.<br />
*Causes wall bounce on counter hit<br />
}}<br />
<br />
===<big>Blitz Attack</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Blitz,[Blitz]|versioned=name<br />
|description=<br />
Standard Blitz attack that does not strike as far as the animation suggests.<br />
<br />
Offensively, Chipp can use his blitz attack in the corner to perform {{clr|4|6H}} > Blitz attack loops anytime he can combo into air hit {{clr|4|6H}} by jump cancelling the recovery of {{clr|4|6H}} and cancelling the jump startup with blitz.<br />
<br />
The input is {{clr|4|6H}} > 8~[5{{clr|S|S}}+{{clr|H|H}}]. Such combos do very high, meter-efficient damage and drain burst gauge, making them indispensable for serious Chipp players. If timed very carefully with a slight delay , it can even be made a burst safe point (the blitz shield would reject a burst activated during {{clr|4|6H}} hitstop) while still being a true combo. <br />
}}<br />
<br />
==Special Moves==<br />
===<big>Alpha Blade</big>===<br />
{{InputBadge|{{clr|1|236P}} (Air OK)}}<br />
{{GGXRD-R2 Move Card<br />
|input=236P,j.236P,236P > H|versioned=input<br />
|description=<br />
Alpha Blade is a strong move that has myriad uses on defense, as it is a long-range, low-profile slide. It is an excellent choice to escape the corner from many different elements of pressure.<br />
<br />
Chipp's collision box is removed during the travel distance, allowing Chipp to move through the opponent and crossup with the move's active frames.<br />
<br />
;Grounded version ({{clr|P|236P}})<br />
Being that the low profile is one of the main attributes, it can also be used to go under most projectiles or ranged pokes. During parts of the move, Chipp is actually considered airborne and can go over some moves that have thin, low to the ground hitboxes such as {{MMC|input=236S|chara=Potemkin|label=Slidehead|hitboxMode=true|imageNumber=2}}. While it is excellent for escaping pressure, it carries some risks: it is very minus on block, so characters that can move quickly or have long reaching moves can reliably punish Chipp unless he cancels into Alpha Plus, which can have its own issues.<br />
<br />
On normal hit, Alpha Blade launches the opponent, but Chipp generally cannot follow up into any additional damage without spending meter. On counter hit, he can cancel into Alpha Plus or burn meter for a strong combo.<br />
<br />
In combos, ground Alpha Blade will generally only combo out of {{clr|4|6H}} or {{clr|4|5H}}. It can also conditionally combo from {{clr|4|5H}} if Chipp are relatively close to the opponent or if you hit them while they are crouching. {{clr|5|2D}} > Ground Alpha Blade works against lightweights, but is rarely used for anything useful.<br />
----<br />
;Air version ({{clr|P|j.236P}})<br />
Air alpha blade is similar to the grounded version but it is faster, safer, and has a larger hitbox. Unlike the grounded version, using an Air Alpha Blade very close to the ground will allow for {{tt|meterless combos|Example: corner S > S > HS > {{clr|1|2369P}} (lowest possible height), land, S...}}, especially in the corner. <br />
<br />
In the corner, air Alpha Blade can also be cancelled into {{MMC|input=Wall > 64|label=Wall Cling}}. However, if you do not perform any other actions after the wall cling, there will be a special, relatively long landing animation when you land.<br />
*Listed Frame Advantage for Air Alpha Blade is on lowest height<br />
----<br />
;Alpha Plus ({{clr|P|236P}} > {{clr|H|H}})<br />
On normal block, there is a minimum 6F gap between Alpha Blade and Alpha Plus , making this move risky on block at any range in any matchup. On top of that, Alpha Plus itself is punishable on block, so it's generally only used to hit confirm a raw Alpha Blade.<br />
}}<br />
<br />
===<big>Beta Blade</big>===<br />
{{InputBadge|{{clr|3|623S}} (Air OK)}}<br />
{{GGXRD-R2 Move Card<br />
|input=623S,j.623S|versioned=input<br />
|description=<br />
An incredibly fast {{keyword|DP}}. <br />
<br />
Mostly only used as a reversal option or as an ender for air combos. If the first hit is Roman Cancelled, Chipp will remain standing on the ground, which will either allow him to followup up the hit with a {{clr|4|6H}}, or to start pressure in case Beta Blade is blocked.<br />
*The first hit of the ground version gives a hard knockdown (which rarely matters since the second hit will allow the opponent to tech)<br />
*Chipp loses Throw invulnerability as soon as he becomes airborne.<br />
}}<br />
<br />
===<big>Gamma Blade</big>===<br />
{{InputBadge|{{clr|4|41236H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=41236H<br />
|description=<br />
A grounded projectile that traps the opponent in place on hit. Unlike most special moves, Gamma Blade can '''NOT''' be cancelled into from normals.<br />
<br />
A very important move for many of Chipp's matchups. While it has slow startup, it is plus on block and highly rewarding on hit as it places the opponent in an airborne state where they cannot burst while trapped, allowing for damaging juggle combos. Gamma Blade also has one of the highest projectile clash levels in the game - it will erase most projectiles it comes into contact with and continue traveling forward, making it an excellent tool for calling out careless zoning attempts.<br />
<br />
Although it is potent and rewarding both on hit and block, its slow startup and very long total duration make it a very risky move to throw out in neutral without YRC available.<br />
*Always +5 on block, no matter how late it hits, since Chipp has a set recovery if it makes contact with the opponent<br />
*Deals full damage as an OTG hit and still causes the trap effect (although all followup hits will suffer from OTG damage reduction).<br />
}}<br />
<br />
===<big>Tsuyoshishiki Meisei</big>===<br />
{{InputBadge|{{clr|2|214K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=214K<br />
|description=<br />
A cheeky "install" type move that will make Chipp flash from invisible to visible for approximately 8 seconds.<br />
<br />
Mostly used to create extra ambiguity's for Chipp's various mixup options as it's much harder to see what he's doing thanks to the "smoky" effect and flashing from visible to invisible. Entering invisiblity is generally only safe to do after knockdowns (especially during a high wall Alpha Blade knockdown as it will allow him to also still be able to meaty) or during corner dust combos as it has significant recovery. The effect will end prematurely if Chipp blocks an attack or gets hit.<br />
<br />
*Unlike most specials, can '''NOT''' be cancelled into from normals.<br />
*Chipp changes visibility about every second<br />
}}<br />
<br />
===<big>Tsuyoshishiki Ten'i</big>===<br />
{{InputBadge|22{{clr|1|P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=22P,22K,22S/H|versioned=input<br />
|description=<br />
Chipp teleports at various locations on the screen based on the input. Each teleport has minor strike invulnerability and is a core tool of Chipp's neutral and mixup game.<br />
<br />
;{{clr|P|22P}} (In Place)<br />
Very good when used either in neutral and blockstrings as a bait to fake out {{clr|2|22K}} or {{clr|4|22H}} teleports, keeping your opponent on edge.<br />
----<br />
;{{clr|2|22K}} (Forward)<br />
The highest recovery of Chipp's teleports. It is a strong strategy to cancel the recovery of {{clr|2|22K}} teleport with YRC, circumventing the long recovery flaw while rapidly closing distance. Additionally, the added slowdown should give you enough time to start a combo, apply pressure, or go for an a throw.<br />
----<br />
;{{clr|3|22S}}/{{clr|4|22H}} (Airborne, in Front/Behind opponent)<br />
Both versions are a great combo tool after a {{clr|4|2H}} hit. {{clr|S|S}} version Will maintain dash momentum; for this reason, it has some use as a jump in, particularly for certain mixups options.<br />
<br />
Both the airborne teleports are useful approach tools; they cause Chipp to fall a set distance towards the side opposite the one Chipp appears on (thus towards the opponent), the only exception being if {{clr|4|22H}} is used in reach of wallcling ({{clr|4|22H}} teleport can be cancelled into wall cling, manually or by holding {{clr|H|H}}). In this instance, Chipp falls straight downward. <br />
<br />
Because Chipp falls slightly forward, this means when {{clr|4|22H}} teleport is used at a long range, Chipp will fall onto to the other side of the opponent from where he appears, rather than behind as usual, enabling crossups. This affects certain corner oki setups, but the forward momentum can be stopped using a delayed FDC or just raw {{clr|K|j.2K}}.<br />
*If used predictably, all teleport options can be heavily punished due to their long recoveries<br />
*Can install an airdash (super jump install) to air versions in neutral with a fast 228 input<br />
*If landing recovery from a jump is cancelled into an air teleport, Chipp can use whatever air options he would have had left.<br />
}}<br />
<br />
===<big>Genrouzan</big>===<br />
{{InputBadge|{{clr|3|63214S}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=63214S<br />
|description=<br />
A slow but highly rewarding command grab.<br />
<br />
Useful to open up opponents who have been conditioned to block various frametraps or stagger pressure. Causes a very long knockdown midscreen, giving Chipp enough time to set up {{MMC|input-214K|label=invisibility}} and go into a meaty or a 3-way mixup. In the corner, Chipp can cancel into Wall Cling after the hit to go into highly damaging meterless combos that maintain a knockdown for further okizeme and pressure.<br />
<br />
While the initial startup is strike invuln, Chipp is airborne for 16 frames before it becomes active, allowing opponents that are looking out for it to score an Air Throw on Chipp or just plain anti-air combo him.<br />
*As a throw, the opponent can't burst on hit.<br />
}}<br />
<br />
===<big>Resshou</big>===<br />
{{InputBadge|{{clr|3|236S}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236S<br />
|description=<br />
The starter of Chipp's rekka series.<br />
<br />
Very useful as a blockstring ender since it only leaves Chipp at -1, which is a non-issue if your opponent doesn't instant block. Even while he's minus, Chipp's pokes (such as {{clr|3|2S}} or {{clr|K|5K}}) will generally be faster than what the opponent has to offer at the distance he is left at after using the rekka, and you can use {{clr|P|6P}} to counterpoke certain abare options. You can alternatively follow up with {{MMC|input=236S > 236S|label=Rokusai}} for a risky frametrap that is high reward on counter hit.<br />
*Has special hitstun that makes it +2 on standing hit, +3 on crouching hit. <br />
*Combos into {{clr|2|5K}} on counter hit<br />
*links into {{clr|1|5P}} or even {{clr|3|c.S}} on airborne hit (for example after {{clr|5|2D}})<br />
}}<br />
<br />
===<big>Rokusai</big>===<br />
{{InputBadge|Resshou > {{clr|3|236S}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236S > 236S<br />
|description=<br />
Second hit of Chipp's Rekka Series <br />
<br />
Hits low. Very useful if used slightly delayed after the first rekka as a frame trap. Slightly unsafe on block and punishable at most spacings, it's better when followed up by a Roman Cancel for combos or to continue pressure. Chipp can get away with it on block after conditioning opponents to respect followups however.<br />
*Special hitstun makes it only -3 on hit<br />
*Staggers on counter hit<br />
}}<br />
<br />
===<big>Senshuu</big>===<br />
{{InputBadge|Resshou > {{clr|2|236K}}\Rokusai > {{clr|2|236K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236S > 236K<br />
|description=<br />
Possible as a second or last hit of Chipp's rekka series.<br />
<br />
Hits overhead and launches on normal hit, which can be followed up into a combo. While it's rewarding to land, it has very slow and reactable startup and it's punishable on block. When blocked, Chipp is in crouching counterhit recovery, allowing most opponents to start their most damaging combos. Use sparingly or only with 50 tension to make it safe.<br />
}}<br />
<br />
===<big>Shinkirou</big>===<br />
{{InputBadge|{{clr|4|623H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=623H<br />
|description=<br />
Can be used Stand-alone or during Chipp's Rekka series (but not after {{clr|2|236K}})<br />
<br />
Has relatively little use outside of {{tt|combos|{{clr|5|2D}} > {{clr|3|236S}} > {{clr|H|623H}}}} or as a risky frametrap after Rokusai (can be punished by airthrow on block). Little reward on grounded hit, knocks back the opponent on counter hit, but does wall stick the opponent in the corner if they are hit airborne.<br />
<br />
On whiff or block, Chipp has access to full air options and movement.<br />
}}<br />
<br />
===<big>Shuriken</big>===<br />
{{InputBadge|{{clr|1|j.214P}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=j.214P Slow,j.214P Fast|versioned=input<br />
|description=<br />
Chip throws a shuriken in a 45 degree angle towards the ground. Alternates between a slow and a fast version, with the slow version coming first.<br />
<br />
Mostly used for pressure and to cover your approach. Especially useful against characters that have a hard time avoiding it, such as Potemkin.<br />
<br />
;Fast Version<br />
Has quick startup for a projectile.<br />
<br />
Does not alter Chipp's momentum, making fast Shuriken more suited for ascending jumps to make it travel further. Can be used as a pressure reset option from an instant air dash.<br />
----<br />
;Slow Version<br />
Completely halts Chipp's air momentum during the throw and has very long recovery. Can stop opponents from approaching due to covering a good angle for a good duration, however it has rather slow startup at 23 frames.<br />
<br />
An interesting setup for the slow version is to use it after a low altitude {{clr|5|j.D}} combo ender for okizeme. Cancel the {{clr|5|j.D}} into slow shuriken, land, and continue pressure on a waking up opponent, who now has to block the meaty shuriken.<br />
}}<br />
<br />
===<big>Wall Cling</big>===<br />
{{InputBadge|Near Wall > 64}}<br />
{{GGXRD-R2 Move Card<br />
|input=Wall Cling > 8,Wall Cling > 6,Wall Cling > 4|versioned=name<br />
|description=<br />
Many special moves that leave chipp airborne can be cancelled into the wall cling, such as Genrouzan ({{clr|3|63214S}}), air Alpha Blade ({{clr|1|j.236P}}) or 22{{clr|3|S}}/{{clr|H|H}} teleports. Wall cling does have a minimum height requirement. TK {{clr|1|j.236P}} will not allow Chipp to wall cling afterward, but when used in air extensions it will.<br />
<br />
The wall cling generally is used for corner Okizeme as well as runaway tactics. When used on its own from a regular jump Chipp retains all prior air options (double/triple jump, airdash), but when used from 22{{clr|3|S}}/{{clr|H|H}} the teleports must be jump installed prior in order to retain air options.<br />
<br />
;9 Jump<br />
* Chipp jumps up off the wall. Can be used as a corner escape but is rather committal on defense due to needing time or space to jump out<br />
----<br />
;6 jump<br />
* Chipps traditional walldive. A low, steep angle makes this difficult to use defensively, and is therefore usually used in his okizeme game<br />
----<br />
;4<br />
* Chipp detaches from the wall and will fall down provided no additional actions are inputted. The core of Chipp's corner okizeme game that, when combined with his {{MMC|input=j.H|label=j.H}} gives Chipp access to unreactable left/right and high/low mixups<br />
----<br />
;8/2<br />
* Moves Chipp higher or lower on the wall. Largely used to reposition or to stall<br />
}}<br />
<br />
==Wall Cling Moves==<br />
==={{clr|1|w.P}}===<br />
{{InputBadge|{{clr|1|P}} during Wall Cling}}<br />
{{GGXRD-R2 Move Card<br />
|input=Wall Cling > P<br />
|description=<br />
Chipp performs Alpha Blade down diagonally away from the wall. When used in the corner will launch opponents in the direction Chipp is facing. Can be used as a knockdown tool from shorter Jump Install combos against non-lightweights. Essential for damage and ending combos in knockdowns but does put them back midscreen (though with ample time to set up okizeme)<br />
}}<br />
<br />
==={{clr|2|w.K}}===<br />
{{InputBadge|{{clr|2|K}} during Wall Cling}}<br />
{{GGXRD-R2 Move Card<br />
|input=Wall Cling > K<br />
|description=<br />
Chipp throws a kunai down diagonally away from the wall.<br />
<br />
The Kunais are a very good keepaway tool while wall clinging, and will force your opponent to either wait or jump at you, which will both give you time to let go off the wall and respond in whatever way is necessary.<br />
}}<br />
<br />
==={{clr|3|w.S}}===<br />
{{InputBadge|{{clr|3|S}} during Wall Cling}}<br />
{{GGXRD-R2 Move Card<br />
|input=Wall Cling > S<br />
|description=<br />
Chipp leaps down from the wall grabbing his opponent on the ground. This move whiffs on airborne opponents<br />
<br />
Situational tool for catching a blocking opponent. Another layer to Chipp's pressure.<br />
*Always reaches the same spot near the corner no matter how high Chipp is on the wall.<br />
}}<br />
<br />
==={{clr|4|w.H}}===<br />
{{InputBadge|{{clr|4|H}} during Wall Cling}}<br />
{{GGXRD-R2 Move Card<br />
|input=Wall Cling > H<br />
|description=<br />
Chipp leaps away from the wall grabbing his opponent in the air. This move whiffs on grounded opponents.<br />
<br />
Can be used to catch opponents trying to tech out of corner combos.<br />
}}<br />
<br />
==Overdrives==<br />
===<big>Zansei Rouga</big>===<br />
{{InputBadge|{{clr|4|632146H}}\{{clr|5|632146D}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=632146H<br />
|description=<br />
A fullscreen invulnerable super.<br />
<br />
Chipp can combo into it from {{clr|4|6H}}, but is generally used as a wakeup reversal or to callout a high recovery whiff or projectile and punish from fullscreen.<br />
<br />
Can be YRCed during startup (before superflash) and it only uses 25% tension. This makes Burst ZR YRC a valid reversal strategy, as the Burst version is full invuln on frame 1, and YRCing it actually allows Chipp to keep his burst. Make sure you don't try to do this against very active attacks however, as Chipp will still get hit. It is also particularly use after {{clr|1|6P}} counter hit > {{clr|4|6H}} to kill if the opponent is low on life since supers cannot be bursted or after a successful blitz shield, since supers cannot be reverse-blitzed.<br />
<br />
While not the most practical, it can be used for a gimmicky crossup on most knockdowns. Arguably more powerful near the corner as the opponent may have a bit less time to react.<br />
}}<br />
<br />
===<big>Banki Mesai</big>===<br />
{{InputBadge|{{clr|2|236236K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236236K<br />
|description=<br />
Chipp rushes forward to deliver a huge series of attacks.<br />
<br />
The most common use for this move is to combo into it to kill your opponent if they still have burst and are low HP, such as after a {{clr|H|5H}} hit or high Wall Alpha Blade combo. It also has minor use as a longer range reversal on wakeup in situations where Beta Blade would not reach.<br />
<br />
While it builds a huge amount of RISC gauge, it is very unsafe move on block. Additionally, since the opponent can block with faultless defense to make most of your hits whiff it gives them even more time to punish.<br />
*True startup depends on distance as chipp needs to travel to the opponent's location.<br />
*The two Beta Blades at the end will only trigger when the move actually hits.<br />
}}<br />
<br />
===<big>Ryuu Yanagi</big>===<br />
{{InputBadge|{{clr|2|j.214214K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=j.214214K<br />
|description=<br />
Chipp completely halts his air momentum and throws a few volleys of kunai towards the ground in a wide arc.<br />
<br />
Since it travels slowly and Chipp retains all air options after using it, its a potent okizeme option that can offer different 50/50's that are obscured by the kunai sparks. Use with caution as all Kunai will disappear if Chipp is hit.<br />
<br />
On hit, it causes ground bounce and knockdown, depending on how it hits the opponent, which turns it into a good air combo finisher. On the ground, the combo can be followed up with {{clr|S|S}} > {{clr|H|5H}} > {{clr|2|236236K}} for a high damage, high number of hits 100% tension unburstable combo to guts crush a low life opponent at the end of a round. Of course, it's a bad choice if it won't kill since it fills up the opponent's Burst and costs all your tension.<br />
}}<br />
<br />
==Instant Kill==<br />
===<big>Raisetsudan</big>===<br />
{{InputBadge|During IK Mode: {{clr|4|236236H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236236H |type=instantkill<br />
|description=<br />
Uses the animation of his Resshou.<br />
<br />
Chipp's Instant Kill activation has extremely long startup. An instant kill will not be guaranteed even if the opponent is dizzy.<br />
<br />
It can be used when the opponent is in Hellfire state however, during the last possible round thanks to the speed increase and slowdown granted by Gold IK mode.<br />
}}<br />
<br />
==Navigation==<br />
<center>{{Character Label|GGXRD-R2|Chipp Zanuff|42px}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:GGXRD-R2/Navigation}}</div>Sobosswagnerhttps://www.dustloop.com/wiki/index.php?title=GGACR/Chipp_Zanuff&diff=363412GGACR/Chipp Zanuff2023-01-06T17:16:25Z<p>Sobosswagner: /* Pros And Cons */ Reworded Chipps cons some and changed 'difficulty scoring knockdowns' to 'difficulty in combo optimization'</p>
<hr />
<div>==Overview==<br />
{{Overview/navigation}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Chipp Zanuff is Guilty Gear's dedicated pixie character with insane mobility and mixup, but paper-thin defense. Chipp has access to a staggering amount of strong tools, which give him the advantage in just about any situation. Amazing buttons for pressure and neutral, teleporting, top-notch movement speed, and triple jumping are just the start. Chipp can cling to walls to mix the opponent up, halt his horizontal air momentum completely, become nearly invisible, the list goes on. Especially with resources on his side, Chipp can take control of almost any situation.<br />
<br />
While he's without a doubt the fastest character in the game, Chipp's execution demands precision, as many of his basic conversion combos require microdashes, jump installs, and/or perfect Tiger Knees. This is in no way helped by the fact that chipp takes the most damage in the game by a longshot, so failing to meet his high execution requirements will spell his doom quickly. While Chipp has many tools to help his offense and even defense, there's no denying that losing a trade can spiral out of control quickly.<br />
<br />
If you love playing high-speed pixies, then embrace your inner ninja and give Chipp a whirl. <br />
|lore= A former biochemical drugs trafficker, Chipp was a youth who struggled to live life on the streets of America. Tsuyoshi offered Chipp into his care, which he gratefully accepted. Tsuyoshi trained Chipp in the art of Ninjutsu basics and they lived peacefully together until an assassin syndicate ordered Tsuyoshi's killing. Chipp now has the new ambition of becoming the President of the Country. For it, he tries convincing the Assassin's Guild to vote for him, only to realize that they can't vote.<br />
}}<br />
{{GGACR/Infobox<br />
|fastestAttack = [[#5P|5P]] (4F)<br/>[[#c.S|c.S]] (4F)<br/>[[#2P|2P]] (4F)<br />
|reversal = [[#Beta Blade|623S]] (5F)<br/>[[#Zansei Rouga|632146H]] (25F)<br />
}}<br />
</div><br />
===Pros And Cons===<br />
{{ProsAndCons<br />
|intro = is the speedster supreme, with amazing mixups and great tools for a variety of situations at the cost of the lowest health in the game. Don't get hit.<br />
|pros=<br />
* '''Extremely Fast and Mobile''': With the fastest run speed in the game, triple jumps, teleports, wall cling and faultless defense cancel, Chipp has an incredible amount of freedom in his ability to place himself anywhere on screen when he wants. Against many slower characters Chipp can often run circles around them and force them to take riskier approaches just to try and play catch up with him<br />
* '''Powerful Offense''': Chipp has a variety of incredibly potent offensive options, including his {{MMC|input=c.S|label=c.S}}, a fast, versatile throw OS that offers frame advantage on block and a variety of gatlings, {{MMC|input=6K|label=a throw invincible overhead}}, {{MMC|input=41236K|label=a strike invincible, airborne command grab}}, {{MMC|input=41236H|label=a plus on block projectile that traps the opponent in place}} as well as his Faultless Defense Cancel giving him unreactable left/right high/lows for {{keyword|okizeme}}. His {{MMC|input=j.46|label=wall cling}} also allows for further mixup opportunities against cornered opponents<br />
* '''Excellent Buttons''': Chipp has a variety of great buttons such as {{MMC|input=5K|label=5K}}, {{MMC|input=c.S|label=c.S}}, {{MMC|input=6P|label=6P}}, {{MMC|input=2S|label=2S}}, {{MMC|input=j.K|label=j.K}}, {{MMC|input=j.H|label=j.H}} and {{MMC|input=j.D|label=j.D}} that, when combined with his variety of movement options give Chipp an incredibly strong presence both on the ground and in the air<br />
* '''Whiff Punishing''': Chipps teleport FRC, ground speed and variety of strong buttons allows him to pick up punishes on a variety of slower to whiff normals and specials that other characters may struggle to deal with, most notably projectiles like {{MMC|chara=Justice|input=22X|label=Justice's nukes}}, and {{MMC|chara=Sol Badguy|input=236P|label=Sol's gunflame}}<br />
* '''Diverse Toolbox''': Chipps large, diverse toolset gives him a great amount of versatility in how he can choose to approach most any situation. Chipp can play both heavy rushdown, with a large focus on potent mixups and okizeme, or choose to play more defensively, choosing when to engage at his leisure very easily<br />
|cons=<br />
* '''Unforgiving Defense and Execution''': While Chipp's execution isn't strictly uniquely difficult, his punishment for dropping things often results in him taking bigger damage punishes than most other characters would due to his uniquely high defense modifier. <br />
* '''No Options for Cover''': Chipp's game is almost entirely physical and can quickly turn against his favor if read or properly countered, often requiring Chipp to mix up his options on offense, defense and neutral in order to prevent the opponent from getting a good read on what he tries to do<br />
* '''Difficulty in combo optimization''': Chipp often relies on character specific routing or situational confirms using close hit, crouching hit or dash momentum in order to reliably confirm hits into both decent damage and a knockdown<br />
* '''Meter Hungry''': Chipp has a variety of strong ways to spend meter for extending combos, ending them, pushing mixups, and augmenting his punish game. However, due to the meter penalty induced by FRCs, Force Breaks and FDCs, Chipp can often find himself short for meter, severely limiting both his damage and neutral<br />
}}<br />
<br />
===Starter Guide===<br />
{{StarterBlurb}}<br />
{{FrameChartKey}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGACR Move Card<br />
|input=5P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 2<br />
|recovery = 6<br />
}}<br />
{{clr|1|5P}} is primarily used for microdash conversions (such as {{clr|5|2D}} > {{clr|3|236S}}), and sometimes an anti-air or tick throw tool.<br />
*Whiffs on all crouchers except for Potemkin and Justice<br />
*Disjointed enough to beat some moves with extended hurtboxes.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGACR Move Card<br />
|input=5K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 5<br />
|recovery = 8<br />
}}<br />
Fast, ranged, self cancelleable poke with a moderately disjointed hitbox.<br />
*Self cancel for extended pressure setups or confirms.<br />
*Very strong for beating out other pokes or resuming pressure.<br />
*Has a late gatling into {{clr|1|5P}}/{{clr|1|2P}}/{{clr|2|2K}} from frame 6 that extends into its recovery. <br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGACR Move Card<br />
|input=c.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 1<br />
|recovery = 11<br />
}}<br />
Great normal with a variety of uses. One of the best Throw OSes ({{clr|3|6S}}{{clr|4|HS}}) in the game due to its speed and advantage on block. Creates burst safe gatlings for any normal that gatlings into it, and has a variety of gatlings out of it<br />
*Gatlings into and out of {{clr|1|6P}} for longer hit confirms<br />
*Chipps only normal besides {{clr|4|2H}} that gatlings to {{clr|2|6K}}. Good for punishing throw-happy opponents<br />
*Combos into itself on crouching hit. Good for hit confirming into IAA<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGACR Move Card<br />
|input=f.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 1<br />
|recovery = 19<br />
}}<br />
Long range poke that is faster than nearly any other normals at this range.<br />
*The disjointed hitbox makes it a strong counter-poke.<br />
*Jump cancellable, making for a very safe poke.<br />
*Lacks strong conversions on its own.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGACR Move Card<br />
|input=5H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 7<br />
|recovery = 12<br />
}}<br />
{{clr|4|5H}} is frequently used in Chipp's high damage conversions either as a relauncher or as a counter-hit combo starter. Despite its hitbox not being as disjointed as Chipp's other normals, this move can beat a lot of other moves in the game.<br />
*Converts to Alpha Blade/IAA on crouching hit, with dash momentum, or when very close.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|5D}}<br />
}}<br />
<br />
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===<br />
{{GGACR Move Card<br />
|input=5D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 27<br />
|active = 4<br />
|recovery = 9<br />
}}<br />
Very slow Dust, but huge range and plus on block. Can make for a useful blockstring ender.<br />
*Leads to more standardized Impossible Dusts or Chipp's usual air combos on close hit.<br />
*Can get an Impossible Dust setup when hit from far away by doing a late airdash into immediate {{clr|2|j.K}}.<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGACR Move Card<br />
|input=6P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 3<br />
|inactive2 = 9<br />
|active3 = 5<br />
|recovery = 10<br />
}}<br />
Godlike Anti-Air and Counter-poke. Blows right through a good number of buttons.<br />
*Good range, fast, and upper body invincible all the way through its first hitbox.<br />
*Leads to full combos when combo'd into {{clr|4|5H}}.<br />
*Confirms into {{clr|4|6H}} on counter hit.<br />
*Often used after {{clr|3|c.S}} for hit confirms into {{clr|5|2D}}.<br />
*When used on wakeup as a reversal it goes under certain okizeme tools such as Anji's {{MMC|game=GGACR|chara=Anji Mito|input=236P|label={{clr|1|Shitsu}}}}.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}} {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|6K}}</big>===<br />
{{GGACR Move Card<br />
|input=6K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 19<br />
|active = 7<br />
|recovery = 3<br />
|specialRecovery = 3<br />
|frcStart = 16<br />
|frcEnd = 18<br />
}}<br />
Moderately quick overhead which doesn't lead to anything on normal hit unless hit very meaty or RC'd. Can be unsafe on hit.<br />
*Chipp's hop allows him to go over some lower reaching buttons as well as things like Potemkins Slidehead<br />
*Will go over the opponent if done too close against some shorter characters.<br />
*Can be FRC'd while airborne for some gimmicky setups.<br />
*Causes slide and leads to a full conversion on Counter Hit.<br />
*Can be made reversal safe vs slower reversal options such as Ky's Vapor Thrust or Order Sols Storm Viper with proper meaty timing<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGACR Move Card<br />
|input=6H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 6<br />
|recovery = 15<br />
}}<br />
Big Blade Stab. Chipp's highest damage normal.<br />
*A whopping 60 damage and floor bounce leads to big damage combos.<br />
*Can work as an anti-air and will convert on air normal hit as well as counter hit.<br />
**Bounces higher and fully untechable on counter hit.<br />
*Staggers on ground hit, leads to Alpha Blade/IAA combos.<br />
*Deals the big damage out of FRC j.Alpha Blade loops.<br />
*Will combo to Zansei Rouga on air hit when close enough against most of the cast.<br />
*Can tag characters with slow or low jumps who attempt to jump out.<br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGACR Move Card<br />
|input=2P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 2<br />
|recovery = 7<br />
}}<br />
Short ranged crouching poke. Easy enough to start strings with.<br />
*Disjointed enough to sometimes be reversal safe.<br />
*Self cancels for the sake of it.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGACR Move Card<br />
|input=2K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 7<br />
}}<br />
Very fast {{clr|2|2K}}, with a self gatling for hit confirming and pressure<br />
*Important normal for Chipps mixup game<br />
*Very heavy scaling, best to keep any combos out of this short <br />
*Enlarges Chipps hurtbox quite a lot<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGACR Move Card<br />
|input=2S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 4<br />
|recovery = 11<br />
}}<br />
Strong ranged poke rivaling {{clr|3|f.S}}.<br />
*1 frame slower, but more active, faster recovery and better at hitting low profile moves than {{clr|3|f.S}}<br />
*Equally short recovery for a ranged poke compared to {{clr|4|5H}}.<br />
*Good hitbox, will beat a lot of other poke attempts.<br />
*Similar to {{clr|3|f.S}} lacks conversions from far range without meter<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGACR Move Card<br />
|input=2H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 10<br />
|recovery = 19<br />
}}<br />
Primary (re)launch tool. A Workable Anti-air.<br />
*Launches the opponent up high on hit.<br />
*Not jump cancellable. Requires a jump install for a full conversion when combo'd into.<br />
*Fully untechable and high launch on counter hit for a big combo.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGACR Move Card<br />
|input=2D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 2<br />
|recovery = 18<br />
}}<br />
Pretty good range for a sweep, but is plagued by having few normals that gatling into it.<br />
*Moves Chipp forward and is slightly disjointed at the foot.<br />
*Gives Chipp plenty of time to set up an oki mixup.<br />
*Often cancelled into {{clr|3|236S}} when close enough for slightly extended conversions.<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGACR Move Card<br />
|input=j.P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 4<br />
}}<br />
Basic, fairly reliable air jab.<br />
*Tied with {{clr|2|j.K}} for Chipp's fastest air normal.<br />
*Used mainly in airdashes during air Alpha Blade conversions.<br />
*Has fairly high horizontal range, making for a usable air-to-air.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGACR Move Card<br />
|input=j.K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 8<br />
|recovery = 8<br />
}}<br />
Good all-around air normal. Self cancels for extended air strings.<br />
*Chipp's best air-to-air if rising, as the first hit reaches above Chipp's head.<br />
*Second hit lowers the opponent on hit for {{clr|5|j.D}} conversions or other combos.<br />
*Often self cancelled on the first hit to gain altitude on the opponent.<br />
*Used after an airdash after landing a far {{clr|5|5D}} for an Impossible Dust.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.2K}}</big>===<br />
{{InputBadge|Sakuganki}}<br />
{{GGACR Move Card<br />
|input=j.2K<br />
|description=<br />
Fast plummeting, multi-hit move for cross-up shenanigans. Will primarily be FDC/SBC'd into ambiguous {{clr|4|j.H}}. Done by starting the move, but inputting Flawless Defense or Slashback right after to stop the attack from coming out, but still halt your momentum.<br />
*Hits up to three times on the way down and can be cancelled on landing immediately for a conversion.<br />
*Will cause Chipp to plummet down on use, cutting his momentum.<br />
*Carries this property when FDC'd to make crossups ambiguous.<br />
*Completely kills that momentum when SBC'd instead. Makes crossups even further ambiguous.<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGACR Move Card<br />
|input=j.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 10<br />
|recovery = 18<br />
}}<br />
Mixup tool with a crossup hitbox. Mainly used out of wallcling setups occasionally in lieu of {{clr|4|j.H}}.<br />
*Decent damage in air combos.<br />
*Prorates less than {{clr|4|j.H}} as a starter in exchange for only being a single overhead instead of two<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|j.H}}<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGACR Move Card<br />
|input=j.H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 12<br />
|recovery = 26<br />
}}<br />
Two-hit jump-in which, when used from Chipp's FDC, teleport FRC, and/or wallcling setups, leads to his absurd mixup game.<br />
*Primary okizeme tool. Can work as a jump-in when pressure is already established.<br />
*Acts as a crossup mainly out of FDC setups.<br />
*Generally used at the end of high air combos (sometimes into Beta Blade).<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGACR Move Card<br />
|input=j.D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 8<br />
|recovery = 18<br />
|specialRecovery = 5<br />
}}<br />
One of Chipp's most oppressive normals. Aided by Weebspeak.<br />
*Massive, completely disjointed hitbox. Very strong jump-in.<br />
*Tends to knock down or lead to it when close enough to the ground.<br />
*Extremely fast for its damage and size.<br />
*Unreactable out of H/D Teleport FRC.<br />
*Used heavily in Alpha Blade loops for optimal damage.<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GGACR Move Card<br />
|input=Ground Throw<br />
|description=<br />
Has the worst grab range in the game, but can convert into some moves that are 4F or faster without triggering OTG.<br />
*Range offset by Chipp's incredible mobility. Can be impossible to react to done out of wallcling or Zansei Rouga FRC.<br />
*You can opt to link gamma blade for otg setups, a tick of dmg thats unaffected by otg states natural scaling before a round ending kd, or in FB gammas case: an extended kd with set up potential.<br />
*Leads to unburstable damage by combo'ing into Banki Messai (does not work against Faust and Jam)<br />
*Can also convert into FB Beta Blade (universal), or 2P (Potemkin & Justice).<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGACR Move Card<br />
|input=Air Throw<br />
|description=<br />
Average airthrow which scores a knockdown. Gives ample time for oki.<br />
*Puts the opponent opposite the side of which the throw was input.<br />
*Can be followed up with Gamma Blade, but the oki is generally preferable.<br />
}}<br />
<br />
===<big>[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]</big>===<br />
{{GGACR Move Card<br />
|input=DAA<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 5<br />
|recovery = 15<br />
}}<br />
Average Dead Angle. Can be combo'd off of normal hit near the corner.<br />
}}<br />
<br />
==Special Moves==<br />
===<big>Sankakutobi</big>===<br />
{{InputBadge|j.46/64}}<br />
{{GGACR Move Card<br />
|input=j.46<br />
|description=<br />
Wall Cling followed by an angled dive, either about 15° or 45° (if you hold 6 or 3 after leaving the wall). Chipp can act out of it immediately and retains all of his remaining aerial movement options. Leads to very powerful mixups.<br />
*Performed by, while being right next to the wall, hitting ''towards'' the wall, then ''away'' from it. Can be done when Chipp has an air jump or airdash available.<br />
*Cancelling into low airdash {{clr|4|j.H}} or land {{clr|5|2D}} is unreactable, can be further layered if the opponent is slightly out of the corner.<br />
*All of Chipp's air normals, and {{clr|2|41236K}}~{{clr|5|D}} can be cancelled into this, even during startup and recovery<br />
*Teleport can lead into Wall Cling as well, but must be jump installed beforehand.<br />
*Puts Chipp in counter hit state during use, proceed with caution when done outside of okizeme.<br />
*Note: <br />
**You can take yourself out of CH state by: tapping FD/SB, FDC/SBC {{clr|2|j.2K}}, or using F.Shuriken. Each of these options technically come with slight faults given you're either: sacrificing opportunities to react accordingly if you intend to throw out something from wallcling and have no method for buffering said option as soon as wall cling start up is over while also potentially staggering tension gain (applies to FD/SB/F.Shuriken) or exchanging a multipurpose tool that can almost entirely flesh out some of the characters faults for a slightly more defense oriented air stall tool (F.Shuriken).<br />
}}<br />
<br />
===<big>Alpha Blade</big>===<br />
{{InputBadge|{{clr|1|236P}} (Air OK)}}<br />
{{GGACR Move Card<br />
|input=236P,j.236P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 18<br />
|active = 15<br />
|specialRecovery = 34<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 14<br />
|specialRecovery = 21<br />
|frcStart = 14<br />
|frcEnd = 16<br />
}}<br />
Slightly low profile transport attack that can go through the opponent. Combos out of {{clr|4|5H}}/{{clr|4|6H}} when close, or on crouching hit. Can lead to big damage.<br />
*Decent damage. Very unsafe, but properly spaced some characters cannot punish this reliably.<br />
*Completely negates Chipp's momentum when RC'd, can convert out of this.<br />
*Situational mixup tool when used in conjunction with Alpha Plus (FRC).<br />
*Can score a knockdown from farther away when combo conditions are met.<br />
*Spending 25 meter to cancel to FB Alpha Blade will score more damage and lead to knockdown.<br />
*Is airborne from frame 1, making it invulnerable to throws and allowing it to go over moves like Potemkin's {{MiniMoveCard|GGACR|chara=Potemkin|input=236S|label=Slide Head}}.<br />
----<br />
Air version is generally superior to the ground version as it recovers quicker and has more hitstun, leading to combos and Chipp's Alpha Blade loops.<br />
*Recovers quickly enough that it will convert when done as close to the ground as possible .<br />
**This is commonly referred to as Instant Air Alpha/IAA.<br />
*Can be FRC'd during the first three active frames for loops, or other conversions.<br />
**Will launch Chipp upward if done during the ascent of Chipp's jump.<br />
**Loses the ability to cross through the opponent, which can lead to further mixups.<br />
}}<br />
<br />
===<big>Alpha Plus</big>===<br />
{{InputBadge|Ground Alpha Blade > {{clr|4|H}}}}<br />
{{GGACR Move Card<br />
|input=236P > H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 12<br />
|recovery = 12<br />
|frcStart = 6<br />
|frcEnd = 7<br />
}}<br />
Significantly safer followup to Alpha Blade if you end up right on the other side of them, but still punishable. Makes blockstring/raw Alpha Blades more layered.<br />
*Fast, scores a knockdown on hit.<br />
*Can be FRC'd before going active for pressure continuation or making yourself safer.<br />
*Launches them far away and wallsticks on counter hit.<br />
*Has a higher reaching hitbox and can be easily low profiled.<br />
*Puts Chipp in a crouching state on use, giving the opponent a better punish if it's blocked.<br />
}}<br />
<br />
===<big>Beta Blade</big>===<br />
{{InputBadge|{{clr|3|623S}} (Air OK)}}<br />
{{GGACR Move Card<br />
|input=623S,j.623S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 22<br />
|recovery = 17<br />
|specialRecovery = 10<br />
|frcStart = 29<br />
|frcEnd = 30<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 18<br />
|specialRecovery = 8<br />
}}<br />
5F Reversal which is active all the way up. Gets them off of you when you need the breather.<br />
*If RC'd on the first hitbox, Chipp will remain grounded and be able to dash afterwards for a conversion.<br />
*Fully untechable on Counter Hit.<br />
*Auto Jump Installed so you can safely retreat if you spend the meter while airborne.<br />
*Can be FRC'd when the active box ends, can convert on counter hit.<br />
*Has a fairly thin hitbox, take care not to get baited.<br />
*Done with dashing momentum, this can be very difficult to punish.<br />
----<br />
In the air. Wins the air-to-air war when used properly.<br />
*Even faster at frame 3, but less active, no throw invul, and with no FRC point.<br />
*Still fully untechable on Counter Hit, can RC to adjust for more sudden confirm opportunities.<br />
**Its the ver. you see used by most at mid-high lv players as it carries more horizontal than the grounded ver. meaning it allows for meterless conversions while also providing more safety on block/whiff in some cases.<br />
*Solid as a rising aa as well despite the drop in invuln frames (more so when dashing than standing because of the added confirmabilty).<br />
*Mostly used at the end of air combos when you need the damage, but leaves Chipp in a less favorable position.<br />
}}<br />
<br />
===<big>Gamma Blade</big>===<br />
{{InputBadge|{{clr|4|41236H}}}}<br />
{{GGACR Move Card<br />
|input=41236H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 9<br />
|recovery = 29<br />
}}<br />
Projectile that freezes the opponent in place for roughly one second on hit.<br />
*Ignores OTG, allowing for damage extensions after a knockdown.<br />
**Opponent is considered airborne on hit, as well as followup hits.<br />
**Will not ''remove'' OTG, meaning the opponent can still be in an OTG state once the freeze period ends.<br />
*Will pass through other projectiles and negate one hit of them.<br />
*Cannot be cancelled into or performed while another Gamma Blade is already active.<br />
*Its GB(-20) based scaling loosely equates to {{clr|5|j.D}}'s set proration.<br />
*Will go away if Chipp is hit in the process.<br />
}}<br />
<br />
===<big>Tsuyoshishiki Ten'i</big>===<br />
{{InputBadge|22X}}<br />
{{GGACR Move Card<br />
|input=22P,22K,22S,22H,22D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 25<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 30<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 34<br />
|frcStart = 16<br />
|frcEnd = 18<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 20<br />
|frcStart = 13<br />
|frcEnd = 14<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 20<br />
|frcStart = 13<br />
|frcEnd = 14<br />
}}<br />
Powerful tool which overall allows Chipp to move with unpredictability, score punishes from far away, escape from poor situations, or go for the mixup. Use with practicality or abandon, sometimes Chipp can get away with it.<br />
*Each version has a small window of strike invincibility as Chipp goes invisible.<br />
----<br />
{{clr|1|P}} moves Chipp forwards slightly, about a 1/5th to 1/4th of the screen. The quickest and shortest duration ground teleport.<br />
*Useful for going through slow projectiles with long recovery on prediction.<br />
*The shorter duration can let Chipp nab initiative or a grab very quickly.<br />
*Will pass through the opponent when done at a range a bit shorter than {{clr|1|2P}}. Can burn frames on oki for trickier setups.<br />
----<br />
{{clr|2|K}} moves significantly forward, about 2/3rds of the screen.<br />
*Calls out slow, punishable moves from afar.<br />
*Slightly more recovery than P Teleport, punishes will be a bit stricter.<br />
*Will pass through the opponent at ranges a bit farther than {{clr|4|6H}}.<br />
----<br />
{{clr|3|S}} is a retreating teleport with the most recovery.<br />
*Gets Chipp outta dodge, must be called out with a dashing or forward moving attack.<br />
*Puts Chipp airborne after teleporting, which might not be favorable.<br />
*Is the only TP that's auto jump installed, meaning you can also AJI 22H/D on your landing with decent enough timing.<br />
*Can be FRC'd after changing location with air options intact, allowing Chipp to immediately airdash or double jump for extended pressure or resets.<br />
----<br />
{{clr|4|H}} is a forward aerial homing teleport that puts Chipp above and in front of the opponent. Leads to FRC shenanigans.<br />
*Mainly used after {{clr|4|2H}} for air combo conversions.<br />
*Must be jump installed for further air actions besides using an air normal/special.<br />
**Best if jump installed normally from a gatling string beforehand.<br />
**Can be jump installed by itself by doing 228+H. Will only install options available from super jump; no double jump or wall dive, only airdash.<br />
*FRC allows Chipp to attack from the air almost immediately, setting up powerful resets into vortexes.<br />
*Mix with other teleports against opponents who attempt to call out H Teleport with airthrows.<br />
*Will maintain dashing momentum.<br />
----<br />
{{clr|5|D}} teleports above and behind opponent, but otherwise nearly identical to H Teleport.<br />
*Also used in {{clr|4|2H}} conversions if a sideswap is desired.<br />
*Jump installs the same way as H Teleport.<br />
*Will put Chipp at the wall if done when the opponent is cornered, allowing for immediate Wall Clings if jump installed.<br />
*FRC point and other notes from H Teleport apply here.<br />
}}<br />
<br />
===<big>Tsuyoshishiki Meisei</big>===<br />
{{InputBadge|{{clr|2|214K}}}}<br />
{{GGACR Move Card<br />
|input=214K<br />
|description=<br />
Hide and Seek Cheat Code. Will cause Chipp to fade in and out, making him much more difficult to see and react to.<br />
*Can be stacked twice to make it next to impossible to discern what Chipp is doing.<br />
*Can't be cancelled into. Usually done after a knockdown that gives you ample time, such as Gamma Blade.<br />
*The effect will disappear the moment Chipp takes damage or blocks an attack.<br />
}}<br />
<br />
===<big>Genrouzan</big>===<br />
{{InputBadge|{{clr|2|41236K}}}}<br />
{{GGACR Move Card<br />
|input=41236K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 29<br />
|active = 12<br />
|specialRecovery = 10<br />
}}<br />
Slow command grab with generous strike invincibility during the period that Chipp is invisible. <br />
*Very slow, but can blow through some slower, punishable moves.<br />
*Can be FRC'd on the hit in order to convert further.<br />
*Very active, can be used to catch backdash happy opponents with the correct read<br />
*Is airborne for much of the startup and active frames, throw attempts will whiff but can be air thrown by opponents with good reactions<br />
*Very generous cancel window for {{MMC|input=41236K > D|label=Genrouzan-You}}<br />
}}<br />
<br />
===<big>Resshou</big>===<br />
{{InputBadge|{{clr|3|236S}}}}<br />
{{GGACR Move Card<br />
|input=236S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 5<br />
|recovery = 10<br />
}}<br />
First hit of Chipp's rekka series. Sometimes used at the end of combos and pressure.<br />
*+3 on hit, Cannot be thrown out of standing repressure strings on hit or block regardless of ones spacing.<br />
*Leads to either Rokusai or Senshuu<br />
*Done out of {{clr|5|2D}}, can lead to launch confirms into knockdown with microdash {{clr|1|5P}} or {{clr|4|5H}}, depending on the character.<br />
**Also sometimes confirmed into {{clr|4|2H}} for high air combos.<br />
*Floats on CH, leading to a full combo.<br />
}}<br />
<br />
===<big>Rokusai</big>===<br />
{{InputBadge|Resshou > {{clr|3|236S}}}}<br />
{{GGACR Move Card<br />
|input=236S > 236S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 1<br />
|recovery = 25<br />
}}<br />
Second hit in Chipp's Rekka series, can still cancel to Senshuu. Significantly unsafer than the first.<br />
*Hits low against players upbacking or expecting an overhead.<br />
*Slightly disjointed at the foot.<br />
*-6 on hit.<br />
*Staggers on CH for a bigger conversion.<br />
*Sometimes RC'd on hit for a further grounded conversion (e.g. {{clr|4|6H}} IAA), but this is expensive and not usually worth it.<br />
}}<br />
<br />
===<big>Senshuu</big>===<br />
{{InputBadge|Resshou > {{clr|2|236K}}\Rokusai > {{clr|2|236K}}}}<br />
{{GGACR Move Card<br />
|input=236S > 236K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 25<br />
|active = 6<br />
|recovery = 10<br />
|specialRecovery = 12<br />
|frcStart = 15<br />
|frcEnd = 17<br />
}}<br />
Third hit rekka, which hits overhead and leads into a full launch combo on hit but is pretty slow and unsafe. Not recommended to be used often unless Rokusai is confirmed CH.<br />
*Sometimes used after {{clr|5|2D}} > Resshou based on the opponent's character.<br />
*Places Chipp airborne during use with an auto jump install for metered use.<br />
*FRC allows for shenanigans, but similar to {{clr|2|6K}} this FRC is mostly a gimmick.<br />
}}<br />
<br />
===<big>Shuriken</big>===<br />
{{InputBadge|{{clr|1|j.214P}}}}<br />
{{GGACR Move Card<br />
|input=j.214P Slow,j.214P Fast<br />
|description=<br />
Slow version is a Participation Prize. Use this awful version solely for the sake of getting to the good version.<br />
*Extremely slow "projectile" which doesn't act as a projectile, and exists just to keep the good version from being one of the best moves in the game.<br />
*Completely stalls Chipp on use, holding him in the air and preventing further action until he lands.<br />
**Despite this weakness, some characters lack the means to reliably punish Chipp if used out of a triple/high jump.<br />
**''Do not Tiger Knee this''. Chipp will fly up in the direction he was traveling but will be unable to act for the entire arc.<br />
*Be smart about when to use this, as the benefit of having fast shuriken is very enticing.<br />
----<br />
Fast version is a Trophy Wife. One of the most versatile moves in Chipp's toolkit.<br />
*Extremely fast tool which can change the followups of many of Chipp's normals on hit/block.<br />
*Recovers almost immediately, allowing Chipp to extend things with a airdashes or other jumps.<br />
*Can cover Chipp's approaches or retreats.<br />
*Still only does 1 damage but is otherwise excellent at everything else it does.<br />
*Both versions will disappear if Chipp is hit.<br />
*Neither version is actually considered a projectile, and are unaffected by Potemkins {{MMC|chara=Potemkin|input = 63214S|label = Flick}}. Can be very good for stalling vs him<br />
}}<br />
<br />
==Force Breaks==<br />
===<big>Genrouzan-You</big>===<br />
{{InputBadge|{{clr|2|41236K}} > {{clr|5|D}}}}<br />
{{GGACR Move Card<br />
|input=41236K > D<br />
|description=<br />
Calls out jump attempts out of Leaf Grab. Strong tool which can be converted from based on distance.<br />
*70 damage and knockdown, with a generous cancel window out of Genrouzan.<br />
*Combos out of air hit {{clr|4|5H}}/{{clr|4|6H}}, and can be linked from with {{clr|3|f.S}} if close enough.<br />
*Can be cancelled into Wall Cling, allowing for further conversion.<br />
*Substitutes for Alpha Blade loops in the corner in terms of ease, but comes with an 85% forced prorate.<br />
}}<br />
<br />
===<big>FB Alpha Blade Plus</big>===<br />
{{InputBadge|Ground Alpha Blade > {{clr|5|D}}}}<br />
{{GGACR Move Card<br />
|input=236P > D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 27<br />
|active = 15<br />
|recovery = 25<br />
}}<br />
Double Dip for another Alpha Blade with a significantly larger hitbox. Gives back big damage for 25 meter.<br />
*Wallbounces the opponent on hit for bigger damage. Lets Chipp hit the big numbers.<br />
*Will always put Chipp a set distance in front of the opponent on use, making it easier to punish.<br />
*Can be input anywhere before and during the active window for Alpha Blade (ground only).<br />
**Done too early, the first Alpha Blade won't hit.<br />
**Can be used on block to fake them out and hit from the other side first, but this is somewhat slow.<br />
*Must be delayed slightly to connect against lighter characters.<br />
}}<br />
<br />
===<big>FB Beta Blade</big>===<br />
{{InputBadge|{{clr|5|623D}} (Air OK)}}<br />
{{GGACR Move Card<br />
|input=623D,j.623D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 13<br />
|inactive2 = 7<br />
|active3 = 13<br />
|recovery = 30<br />
|specialRecovery = 5<br />
}}<br />
Beta Blade on PCP. Invincible for nearly half a second. Monster of a reversal.<br />
*Invincible until 26F, 4 hits, launches them extremely high and far away.<br />
*Tacks on higher damage at the end of air combos.<br />
*Combos non-OTG after throw, but is frame perfect.<br />
*CH state during a bulk of the active frames and a few frames of recovery, making it a bit riskier than regular Beta Blade.<br />
*No FRC or auto jump install, but otherwise still a stronger reversal.<br />
*There is a wide enough gap between the 1st and 2nd hit that a handful of characters can reversal/low profile through (or IB > AT), few get much out of doing this in most cases but its still something decent to keep in mind when dealing with this yourself or throwing it out against others.<br />
}}<br />
<br />
===<big>FB Gamma Blade</big>===<br />
{{InputBadge|{{clr|5|41236D}}}}<br />
{{GGACR Move Card<br />
|input=41236D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 9<br />
|recovery = 19<br />
}}<br />
Stronger version of Gamma Blade that freezes the opponent in place for roughly one and a half seconds on hit. Allows for some real jank.<br />
*Functionally similar to regular Gamma Blade, but it lasts about twice as long and travels approx. 33%~ farther (almost full screen).<br />
*The opponent's state will change based on what hits them during the freeze period, and will carry over.<br />
**E.G. {{clr|4|6H}} will cause the opponent to floor bounce once the freeze period ends.<br />
**Will not ''remove'' OTG, meaning the opponent can still be in an OTG state once the freeze period ends.<br />
*In counter hit state for 33F.<br />
*Significantly positive on block. Startup, Active, and Damage are all otherwise the same as regular Gamma Blade.<br />
}}<br />
<br />
==Overdrives==<br />
===<big>Zansei Rouga</big>===<br />
{{InputBadge|{{clr|4|632146H}}}}<br />
{{GGACR Move Card<br />
|input=632146H<br />
|description=<br />
Extremely high damage Overdrive, but incredibly slow and requires specific conditions to combo into. Can be used for nonsense with enough meter to FRC, or when the opponent is very low on health.<br />
*260 base damage, but will only combo out of aerial {{clr|4|6H}}, and only if close enough, and not against Sols.<br />
*A full 33F of invincibility makes this a fullscreen callout/punish against very high recovery moves.<br />
**Despite this, Beta Blade still makes for a better reversal.<br />
*Does not have to be blocked in alternating directions ''unless'' FD'd, so will catch players unaware if they are low on health and must FD to survive.<br />
*Can be FRC'd before/on the 1st or 3rd hits. This will make it safe or allow for immediate land > throw/mixup setups.<br />
*Will not trigger the last hit on some standing or crouching characters on block as they are too short for the 5th hit to make contact.<br />
*Will likely get you IK'd by over half the cast if they trigger the 6th hit on block, as it allows the opponent ample time to back up, go into IK mode, and trigger it as the last hit whiffs.<br />
}}<br />
<br />
===<big>Banki Mesai</big>===<br />
{{InputBadge|{{clr|2|236236K}}}}<br />
{{GGACR Move Card<br />
|input=236236K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 2<br />
|inactive2 = 5<br />
|active3 = 4<br />
|inactive4 = 1<br />
|active5 = 1<br />
|inactive6 = 4<br />
|active7 = 2<br />
|inactive8 = 7<br />
|active9 = 2<br />
|inactive10 = 6<br />
|active11 = 2<br />
|inactive12 = 5<br />
|active13 = 4<br />
|inactive14 = 7<br />
|active15 = 2<br />
|inactive16 = 9<br />
|active17 = 4<br />
|inactive18 = 4<br />
|active19 = 1<br />
|inactive20 = 3<br />
|active21 = 1<br />
|inactive22 = 6<br />
|active23 = 2<br />
|inactive24 = 11<br />
|active25 = 1<br />
|inactive26 = 2<br />
|active27 = 1<br />
|inactive28 = 3<br />
|active29 = 4<br />
|inactive30 = 4<br />
|active31 = 2<br />
|inactive32 = 6<br />
|active33 = 1<br />
|inactive34 = 6<br />
|active35 = 4<br />
|inactive36 = 5<br />
|active37 = 3<br />
|inactive38 = 4<br />
|active39 = 21<br />
|inactive40 = 3<br />
|active41 = 13<br />
|inactive42 = 7<br />
|active43 = 13<br />
|recovery = 47<br />
|specialRecovery = 10<br />
}}<br />
Tacks on at the end of ranged hits for easy damage and knockdown. Even less safe than Zansei Rouga.<br />
*Good for ending a round as the high number of hits is useful for offsetting damage reduction due to guts and scaling.<br />
*Only has invincibility after the super flash, preventing this from use as a reversal.<br />
*Fast enough to combo non-OTG after a throw (except against Faust and Jam on whom it will not work).<br />
*Will also fully combo after a Leaf Throw against Potemkin, Jam, Johnny, Testament, Zappa, Kliff, and Justice.<br />
*90% of the cast can IK this on block. FD'ing will push Chipp out far enough that the remaining hits will continue to whiff.<br />
**Can still be RC'd if any part made contact beforehand, so Chipp can still make himself safe with 100 meter.<br />
}}<br />
<br />
==Instant Kill==<br />
===<big>Delta End</big>===<br />
{{InputBadge|During IK Mode: {{clr|4|236236H}}}}<br />
{{GGACR Move Card<br />
|input=236236H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 56<br />
|active = 119<br />
|recovery = 43<br />
|specialRecovery = 16<br />
}}<br />
The absolute ''slowest'' IK in the entire game, both in prep time and startup. Don't even consider it.<br />
<br />
Can still be used against ABA, but only when using FB Gamma to give prep time due to the incredibly slow activation time<br />
}}<br />
<br />
==Colors==<br />
{{GGACRColors|Character=Chipp Zanuff}}<br />
<br />
==Navigation==<br />
{{notice|To edit frame data, edit values in [[GGACR/Chipp Zanuff/Data]].}}<br />
{{Overview/SEO|summary=Chipp Zanuff is Guilty Gear's dedicated pixie character with insane mobility and mixup, but paper-thin defense.}}<br />
{{GGACR/Navigation}}<br />
[[Category:Guilty Gear XX Accent Core + R]]</div>Sobosswagnerhttps://www.dustloop.com/wiki/index.php?title=GGACR/Chipp_Zanuff/Matchups&diff=362415GGACR/Chipp Zanuff/Matchups2023-01-05T07:23:46Z<p>Sobosswagner: /* Matchups */</p>
<hr />
<div>{{Overview/navigation}}<br />
{{MFlag|stub}}<!-- Empty -->{{MFlag|expert}}<br />
==Matchups==<br />
'''NOTE:''' The old matchup subforums can be found here: http://www.dustloop.com/forums/index.php?/forums/forum/57-chipp-matchups/<br />
<br />
'''Things to note when discussing matchups:'''<br><br />
-General ratio<br><br />
-Optimal/inoptimal spacings<br><br />
-Strong/Weak buttons<br><br />
-Things to watch out for<br><br />
-Character specific confirms<br><br />
-etc etc<br />
<br />
{| class="wikitable"<br />
! {{Character Label|GGACR|A.B.A|24px}}<br />
| -/- || <br />
|-<br />
! {{Character Label|GGACR|Anji Mito|24px}}<br />
| -/- || <br />
|-<br />
! {{Character Label|GGACR|Axl Low|24px}}<br />
| -/- || <br />
|-<br />
! {{Character Label|GGACR|Baiken|24px}}<br />
| -/- || <br />
|-<br />
! {{Character Label|GGACR|Bridget|24px}}<br />
| -/- || <br />
|-<br />
! {{Character Label|GGACR|Chipp Zanuff|24px}}<br />
| -/- || <br />
|-<br />
! {{Character Label|GGACR|Dizzy|24px}}<br />
| -/- || 6p solves the mu<br />
|-<br />
! {{Character Label|GGACR|Eddie|24px}}<br />
| -/- || <br />
|-<br />
! {{Character Label|GGACR|Faust|24px}}<br />
| -/- || <br />
|-<br />
! {{Character Label|GGACR|I-No|24px}}<br />
| -/- || <br />
|-<br />
! {{Character Label|GGACR|Jam Kuradoberi|24px}}<br />
| -/- || <br />
|-<br />
! {{Character Label|GGACR|Justice|24px}}<br />
| -/- || <br />
|-<br />
! {{Character Label|GGACR|Johnny|24px}}<br />
| -/- || <br />
|-<br />
! {{Character Label|GGACR|Kliff Undersn|24px}}<br />
| -/- || <br />
|-<br />
! {{Character Label|GGACR|Ky Kiske|24px}}<br />
| -/- || <br />
|-<br />
! {{Character Label|GGACR|May|24px}}<br />
| -/- || <br />
|-<br />
! {{Character Label|GGACR|Millia Rage|24px}}<br />
| -/- || <br />
|-<br />
! {{Character Label|GGACR|Order-Sol|24px}} <br />
| -/- || <br />
|-<br />
! {{Character Label|GGACR|Potemkin|24px}}<br />
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'''Overview:'''<br />
The famous funny matchup that everyone involved in hates. You hate it cause Pot kills you in two hits and Pot hates it cause getting those two hits can be excruciatingly painful, and sometimes the matchup turns into Bridget vs Pot 2. Both of you have oki that’s relatively difficult to escape or OS out of, but you have to do yours significantly more than he has to do his due to the health differences. If you can get him into your blender you can make his life miserable, but he does much the same if he gets a knockdown. <br />
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'''Positioning:''' <br />
Your positioning in this matchup will change a lot largely depending on the health situation at the time. If you have a health lead in the matchup you can timer scam and let him try and come to you. Staying airborne can allow you to deal with things like {{MMC|chara=Potemkin|input=236S|label=Slidehead}}, but playing airborne too long can open you up to his anti-airs, which are both highly damaging and lead into Pots nasty oki game. Playing outside the range of his longer range normals can often force Pot into taking risky approach options like jumping or using Hammerfall<br />
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'''Chipp Dos:'''<br />
# 5P in pressure a lot. One of Pots most common defensive options is IBing something and punishing it with Pot buster, backdashing out of it, or simply using the extra advantage and lower pushback to challenge your offense. 5P is conventionally not a good pressure tool in most matchups due to it whiffing on crouchers, but Pot can’t duck your 5P, and its gapless even if he IBs it<br />
# IB normals canceled into HFB. Hammerfall Break is one of Pots primary pressure tools, that when combined with the vacuum effect on his 2S gives Pot a frightening vortex on block. Instant Blocking many of his common normals that are cancelled into HFB, in particular 2S can give you more opportunities to challenge Potemkins pressure<br />
# Keep fast shuriken handy. Potemkin can’t flick Shuriken, and proper shuriken runaway can be very obnoxious for him to deal with as a result of this. Sitting on a life lead with fast shuriken to pester Pot and chip away at his health bar is boring but it gets the job done and you should never count out the effectiveness of just sitting on a life lead<br />
# Respect Pot Buster. Potemkin Buster is one of the scariest moves in the game for a reason. 3 frames, throw and low invincible with enormous range gives Pot access to one of the scariest punishes and reversal options in the game. Know when your pressure ends, know when to back off and reset to neutral instead of running bad pressure that will get you put in the blender<br />
# Recognize when your pressure ends. One of the more important aspects is recognizing that yes, at some point you have to end your pressure vs Pot, back off and give him space till you get your next hit. If you have a life lead you should be 100% fine with playing neutral with Pot till you get a good hit on him and start your pressure game again<br />
# Play the clock if you need to. Pot hates runaway more than he hates traditional zoning. If you have a life lead, never be afraid to sit on it and keep your distance from Potemkin, only engaging when it's beneficial for you to do so. Fast Shuriken is very useful for this as mentioned above due to Pot not being able to flick it<br />
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'''Chipp Don’ts:'''<br />
# Don’t meaty 2P or 2K. Pot Buster low crushes during startup on top of being throw invincible, 3 frames and reaching well outside the range of your normals. Meaty 2P/2K will just get you killed. Stick to meaty 5P or 5K, even if it means sacrificing a mixup opportunity<br />
# Don’t overextend. Run safe pressure when possible and don’t give Pot too many chances to escape or Pot Buster. <br />
# Don’t get impatient. Be fine playing a lot of neutral vs Pot and don’t think that you absolutely 100% need to go in all the time. Pot thrives when his opponent is in his face due to his ability to use universal defensive options better than almost anyone else. <br />
# Don't jump recklessly. Pots anti-airs both do high damage and lead into his nasty oki game due to most of them comboing into Heat Knuckle. His 6P is great due to its speed, hitboxes and cancel options, and while 2H is much slower, if it counter hits you'll likely lose the round due to the enormous stun modifier coupled with Chipps low stun resistance. Jumping is still important but should be used carefully <br />
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'''Potemkin moves to watch out for:'''<br />
# {{MMC|chara=Potemkin|input=632146P|label=Potemkin Buster}} is obviously the big move, the move that Pots kit is built around and one that you’re gonna be thinking of a lot when you fight him. It's his fastest reversal option (discounting throw) and is used very liberally both offensively and defensively. If this hits it takes off a grip of health and puts you in his offense, so be aware of when he may want to use this on both offense and defense. The most common offense point he’ll do this on is 2S cancelled into HFB due to it leaving you point blank and 0 on block. Defensively Potemkin will often use mechanics like {{keyword|instant block}} or {{keyword|slashback}} in order to create holes in your offense or simply make moves that would otherwise be safe unsafe so that he can Buster through them. <br />
# {{MMC|chara=Potemkin|input=5K|label=5K}} is one of Pots most common meaties due to its disjointed hitbox at the feet, long active frames allowing it to catch most backdashes, and plethora of gatling options to continue pressure with. Also a low, so take care to watch your toes on wakeup<br />
# {{MMC|chara=Potemkin|input=6k|label=6K}} is Pots preferred overhead, and can be particularly deadly when he has meter stocked. Very fast, and importantly throw invincible which will blow you up for mashing throw on defense vs him (you probably weren’t but this is another good incentive not to). Importantly, this move shares its startup animation with Slidehead, which up close is a low<br />
# {{MMC|chara=Potemkin|input =2S|label =2S}}, one of the cornerstones of Potemkins offense. At a big fat 0 on block when canceled into HFB, a vacuum effect on hit and block as well as staggering on counter hit, this is comfortably one of if not Pots best normal. Mixing up Instant Blocking this attack to make it canceled to HFB punishable, or FDing it to make it too plus to tick throw after are viable ways of dealing with this in pressure. Additionally, if your opponent is autopiloting 5K->2S on block, Instant Blocking 5K creates a gap between the gatlings that can give you an escape route<br />
# {{MMC|chara=Potemkin|input=2H|label=2H}}. The killer, one of Pots scariest moves when used correctly. The massive vertical hitbox on this coupled with the extra dizzy modifier can make this a frightening callout to Chipp jumping and can often spell disaster if used at the right time. <br />
# {{MMC|chara=Potemkin|input=j.S|label=j.S}} is Pots best air normal and one that you’ll see a lot of. On air hit it will slam you back down to the ground, giving Pot a chance to start running his oki, and on counterhit groundbounces you for a juicy combo that will likely hurt a lot. Its a tad slow and vulnerable to air-to-airs however, and can be beaten out during startup with things like Chipps j.P or j.K<br />
# {{MMC|chara=Potemkin|input=j.D|label=j.D}}. More of a pesky normal than one that’s overly strong. Often clashes or outright beats most traditional anti-airs, including Beta Blade. 6P can beat it out with proper timing but is often prone to clash or lose outright if mistimed. Beta Blade clash->j.K can be an effective anti-air, as well as IBing the attack and punishing with air throw<br />
# {{MMC|chara=Potemkin|input=[4]6H|label=Hammerfall}}. If Pot Buster is Pots most important move this is a close number two. Hammerfall and more importantly {{MMC|chara=Potemkin|input=[4]6H > P|label=Hammerfall Brake}} are the core of Pots pressure game. Hammerfall itself is a single hit armored lunge that Potemkin can use to advance through pokes and nab a punish. It's very unsafe on block but has an FRC point to make Potemkin very advantageous on block. Hammerfall Brake is what gives Potemkins up-close game its teeth, as it allows him to turn his higher level normals into tick throw opportunities, or surprise you with a sudden burst of movement into a command grab to try and catch you asleep at the wheel or autopiloting your defense. Recognizing a Pot players usage of Hammerfall and Brake in their pressure is one of the most important things you can do in the matchup and will help you find opportunities to get out of his pressure<br />
# {{MMC|chara=Potemkin|input=623H|label=Heat Knuckle}} is Pots anti-air special that will very quickly deter you from jumping recklessly at him. It primarily sees use as a combo ender due to its oki, but it also sees use as a tool to keep you from jumping out of his pressure, or simply jumping in general. The hitbox is much larger than his hand implies, and is very disjointed, making it difficult to challenge from the air without outright beating it during its startup<br />
# {{MMC|chara=Potemkin|input=236S|label=Slidehead}} is Potemkins fullscreen unblockable and one of his answers to zoning. Importantly, the part that’s unblockable only hits the floor, and can be avoided by backdashing, jumping, or with Chipp, using 6K or Alpha Blade. <br />
# {{MMC|chara=Potemkin|input=632146H|label=Giganter}} is Pots good super, and the super you’ll more than likely be seeing the most of from Pot. It can be used as a reversal but the slow startup both before and after the freeze as well as lack of throw invincibility after can lead to it being rather easy to either option select, or simply throw on reaction. This move is very dangerous when used offensively however, particularly in the corner as it gives Pot a chance to run a mixup without fear of reversals or other defensive options, as even if he gets hit the mirror will stay out and will hit the opponent after they hit him. And as Chipp, this move will stun you if it hits you, counter hit or no counter hit<br />
# {{MMC|chara=Potemkin|input=236236S|label=Heavenly Potemkin Buster}} is Pots bad super, but still one to look out for. It’s an anti-air grab similar to Heat Knuckle, and can be used as a combo ender for Pot to cash out on damage, but is more often used for Pots hard reading you jumping. The hitbox is decently big and can catch you doing things like airdashes or triple jumping. Beating this move is as simple as staying grounded when he has 50 meter. If it whiffs Pot retains his air actions but is very high in the air with Pots limited air mobility, leaving him rather open to anti-airs. j.D is a common option Pot players use to return to the ground <br />
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|-<br />
! {{Character Label|GGACR|Robo-Ky|24px}}<br />
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|-<br />
! {{Character Label|GGACR|Slayer|24px}}<br />
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! {{Character Label|GGACR|Sol Badguy|24px}}<br />
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! {{Character Label|GGACR|Testament|24px}}<br />
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! {{Character Label|GGACR|Venom|24px}}<br />
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! {{Character Label|GGACR|Zappa|24px}}<br />
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==Navigation==<br />
<center>{{Character Label|GGACR|Chipp Zanuff|42px}}</center><br />
{{Overview/navigation}}<br />
{{GGACR/Navigation}}</div>Sobosswagner