Sobosswagner (talk | contribs) (→Ground Throw: added notes regarding which direction the inputs for each throw will send the opponent as well as which normals are best to OS the throw with) |
Sobosswagner (talk | contribs) (→Ground Throw: added notes regarding which direction the inputs for each throw will send the opponent as well as which normals are best to OS the throw with) |
||
Line 3,072: | Line 3,072: | ||
==== ==== | ==== ==== | ||
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}}. | Moroha and Goku Moroha version slams into a ground bounce on hit. Standard range, but easily leads into a lot of damage, especially with a raised Guard Bar. Tick throw with any fast normals ({{clr|1|5P}}, {{clr|1|2P}}, {{clr|2|2K}}) or after vacuuming them in with {{clr|4|5H}}. | ||
{{clr|4|6H}} sends the opponent backward while {{clr|4|4H}} sends them forward. Best OSed with either {{clr|2|5K}} or {{clr|3|c.S}} unless keeping the corner is necessary | |||
'''Additional Frame Data:''' ''Causes ground bounce and knockdown. Forced prorate 50%.'' | '''Additional Frame Data:''' ''Causes ground bounce and knockdown. Forced prorate 50%.'' |
Revision as of 19:04, 23 May 2022
ABA 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 DraggingGuardStartupRecoveryTotal 28Advantage-. By landing her command throw/hitgrab BondingGuardAll(65 pixels)Startup13(4)Recovery30Advantage-32, or spending resources to perfrom InjectingGuardStartupRecoveryTotal 38Advantage-, however, she enters Moroha Mode (lit. Double-Edge Mode). Wherein, she gains a massive shift 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, in Moroha Mode, ABA also has access to the best install super of the game, AltercationGuardMidStartup15+2Recovery26Advantage+5, allowing her to get into Goku Moroha Mode, which the word "overwhelming" doesn't come close to truly describe how terrifying this mode is.
This comes at a cost, however. In Moroha/Goku Moroha mode (MM/GM), ABA's attacks will drain her own health whenever they contact an opponent, on hit or block. She also has an active meter, which will slowly drain towards empty, and will lose about 30% every time she is knocked down and goes into a wakeup animation. When the meter empties, she forcefully reverts back into NM with Suka MotionGuardStartupRecoveryTotal 52Advantage-, 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.
ABA is best for players who love to balance risk against reward. Learn to love her double-edged playstyle.
A.B.A A.B.A puts a strong emphasis on balancing risk/reward to manage between her slow and unremarkable Normal Mode, and incredibly oppresive, but life draining (Goku) Moroha Mode.
- Strong Anti-airs: ABA has access to strong AAs in all modes with great reward on hit, forcing the opponent to approach more carefully.
- Deceptive Tangibility: Being one of a few characters in this game that has janky hurtboxes, ABA often makes the opponent drop their crucial combos and/or knockdowns.
- Great Installs: Normal Moroha mode gives ABA high mobility, oppressive pressure, decent mixups, strong pokes and great damage, not to mention access to Danzai and GM. Her install super Goku Moroha, on the other hand, is one of the best supers in the entire game. GM activation itself is a powerful move, on top of granting her unparalleled offensive capabilities and refilling a good chunk of her drained life.
- Tanky: In spite of her health drain mechanic in MM/GM, she's able to tank a quite a few punches thanks to her high defensive stats.
- Snowball Potential: Even in Normal Mode FB DraggingGuardStartupRecoveryTotal 26Advantage- allows her to escape almost any offense and turn the tables. During installs she gains extremely oppressive frame-trap based offense which leads into very damaging and hard to burst combos.
- Normal Mode: Starting in a rather slow and not very flexible mode, ABA often has to rely on roundstart RPS in certain MUs to gain actual momentum.
- Double-edged Modes: Carelessly mashing buttons in MM (and especially in GMM) can drain ABA's own life away very fast, which potentially leads to deaths by abare.
- Limited Unique Resource: Bad management of bloodpacks can potentially lock her out from being able to enter GMM, or revert back to NM safely.
- Knockdown Vulnerability: If A.B.A. exits Moroha Mode without using her command grab or spending a blood bag, she'll enter a very long animation called Suka Motion. This leaves A.B.A vulnerable long enough that she can be punished by optimized combos or even certain IKs.
A.B.A starts every round in her Normal mode.
A.B.A can switch to her Moroha mode by either successfully hitting the opponent with Bonding (keygrab) or by using Injecting (bloodpack). While in Moroha mode, all of A.B.A's normals (notably S and H) and specials are significantly changed for the better, but she must manage a constantly depleting unique meter, and she will inflict self damage upon hitting the opponent or making them block. Also, with 50 meter, A.B.A also has access to a heavily-improved version of this mode called Goku Moroha mode.A.B.A starts each round with a limited resource known as Blood Packs.
Blood packs can be used as a supplement to her Moroha/Goku Moroha mode and allow her to manually enter/exit said modes in neutral.
Move List
Normal Moves
5P
While 5P isn't much of a traditional FG jab, it sees good use as a reactionary anti-air/counter-poke, with three frames of head invulnerability. Its speed also helps ABA convert falling j.H at any height into 2D > keygrab.
On block, however, this is where the move really shines, as you have the option to mix them up with a proximity throw keygrab or with a frame trap, using either 5K, 2D or 6H, to prevent jump-outs.
Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D
5K
A go-to poke, balancing speed and range amongst Normal Mode's overall slow moveset. Being able to self-cancel on hit and staying plus on block very much helps.
Gatling Options: 5K, c.S, f.S, 5H, 2H, 6H, 5D, 2D
c.S
Proximity normal. Rather important for combos leading to keygrab or rekkas.
Interestingly enough, you can do a reverse gatling cancel on block into 2P to remain more plus.
Gatling Options: 2P, f.S, 2S, 5H, 2H, 6H, 5D, 2D
f.S
Good range and acceptable speed. Will catch opponents off guard due to how far forward it moves, which makes a great frame trap after c.S.
Being safe on block means you can try to go for big frame traps like 5H, 2H, 6H, or even an IAD j.H pressure reset.
Gatling Options: 5H, 2H, 6H, 5D, 2D
5H
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.
On hit, you can combo into keygrab or rekkas > bloodpack to enter MM. On block, thanks to its great pushback, you can cancel into bloodpack or whiff cancel 2D to reset back to neutral. You can also cancel into slide and remain fairly safe as a gimmicky way to stay close to the opponent.
Gatling Options: 6H, 5D, 2D
5D
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.
6P
A relatively fast two-hitting 6P. Serves its purpose well enough as a situational AA. You can only combo this into 2S though, aside from jump and special cancels.
Gatling Options: 2S
6H
A move just like ABA: A huge risk to throw out, but it comes with a 2.5x stun modifier, making it inflict CRAZY stun on CH. Land a counter, bloodpack or keygrab, land half a BnB, and watch them get dizzy.
Since it hits at a slightly upwards angle, it makes for an OK preemptive AA and tags opponents out of airdashes. If blocked, you can try cancelling to 236K to remain somewhat safer.
Don't whiff this.
2P
2f slower than 5P, but more far-reaching and plus on block. Standard crouching jab.
Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D
Additional Frame Data: *Initial prorate 80%.
2K
A low poke with OK range. Leads to either rekkas or 2D > Keygrab on hit.
Gatling Options: c.S, 2S, 5H, 2H, 6H, 2D
Additional Frame Data: *Initial prorate 70%.
2S
Fantastic hitboxes makes this move a great anti-air that leads to a short air combo ending with keygrab. Moves ABA slightly forward.
Essentially an air KD on CH, so you often can combo into keygrab from trades.
Gatling Options: 2H, 5D, 2D
2H
1st hit launches the opponent, which leads to easy combos ending in keygrab. Although 2H is slow, its hitboxes are rather disjointed, which can stuff things unexpectedly and might win against jump-ins and moves behind her, or trade with them favorably.
Additional Frame Data: 1st floats and pulls opponent in on hit (untechable for 19F).
2D
Pretty typical. You'll usually end ground strings with this into keygrab.
j.P
Excellent fast A2A with a good disjointed hitbox. You can do neutral/forward jump > j.P as rather safe roundstart option. On hit, you can confirm into (JC) j.P > keygrab.
Gatling Options: j.P, j.K, j.S, j.H, j.D
j.K
Hits directly above ABA, so this attack functions well as a rising anti-air. As it can launch grounded opponents with fairly generous untechable frames, you use this to convert stray IAD strings (i.e. IAD j.S j.P j.K) into a short air combo ending with keygrab.
Gatling Options: j.P, j.S, j.H, j.D
Additional Frame Data: Floats opponent on hit (untechable on ground hit for 28F).
j.S
Pretty safe to just throw this around in neutral. Works well in most situations due to its speed and good hitbox.
Gatling Options: j.P, j.H
j.H
One of the defining features of ABA's Normal mode. Shrinks her hurtbox down and stays active until landing. Certainly a good jump-in, with which you can also do crossups, though do note its small hitbox.
Generally safe enough on standing block that you can cancel it to 5P to extend your pressure. If IB'd though, you can be punished by DPs or throws, though you can gamble with keygrab as a frametrap.
High risk - high reward.
Additional Frame Data: Causes very little knockback/pushback.
j.D
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.
Additional Frame Data: Wallbounces on CH (untechable for 50F).
Universal Mechanics
Ground Throw
- GGAC ABA NM throw.png
Head over Heels
Tosses them away into a knockdown. Your best option after landing a grab is often to (dash) keygrab. Can wallbounce if you're near the corner.
6H sends the opponent backward while 4H sends them forward. Best OSed with either 5K or c.S unless keeping the corner is necessary
Additional Frame Data: Causes wallbounce and knockdown. Forced prorate 50%.
Air Throw
Standard airthrow. (Dash) keygrab is possible if you airthrow them close to the ground, for a burst safe mode switch.
Additional Frame Data: Knocks down opponent on hit. Forced prorate 50%.
Dead Angle Attack
ABA's Dead angle is faster than most dead angles and comes with significantly more invulnerability and knocks down the opponent. However, it's usually a much better use of meter if you can IB > FB slide (see below) their pressure/oki, especially when your back is against the corner.
On regular hit, you can keygrab out of the knockdown. Oddly enough, this is not possible on CH.
Special Moves
Deletion
236S
The start of ABA's rekkas. One of the better hitboxes in NM. Works great as a knockdown tool in case 2D > keygrab isn't possible.
At midscreen, you should always go for the full rekkas to get enough frame advantage to use bloodpack, or FRC the last one for the keygrab. It's unsafe, but its long range and decent pushback can make it a bit safer. Otherwise, it's a rather slow poke that shouldn't be thrown around in neutral recklessly.
Additional Frame Data: Can cancel into followup from 21F onwards on hit or block.
Ruin
Deletion -> 46S
2nd part of the rekkas. Staggers on hit, but it’s rather wimpy in Normal Mode and requires an RC to get any sort of advantage. You can also frame trap with this, but can easily be disrespected by almost all reversal options, or just backdash.
Additional Frame Data: Forces crouching state and staggers on ground hit (max 30F). Can cancel into followup from 10F onwards.
Condemnation
Ruin -> 63214S
The last part of her rekkas. Forces ground-slide state on hit. Has an FRC point just as Paracelsus gets slammed to the ground. Plays an important part in the standard Normal to Moroha Mode BnB, which is [xx > 1st rekka > 2nd rekka > 3rd rekka FRC > dash > filler > keygrab].
In the corner, provided ABA's close enough to the opponent, you can do continue the combo meterlessly by linking with c.S/f.S/2S > keygrab, or 2K c.S > keygrab (on mids/heavies only), though both of this are rather tight.
The frame trap between 2nd and 3rd rekka has a gap, so it is highly gimmicky and is generally unsafe, especially on block, so avoid overusing this.
Additional Frame Data: FRC timing 14~15F. Forces ground slide state on hit (untechable for 60F, slides for 40F). Opponent's Burst is disabled on hit.
Bonding
63214H (Air OK)
Keygrab. The most important move in your arsenal. Your top priority is to land or combo into this in Normal Mode, as it'll knock down, do some damage, and transform ABA into Moroha Mode.
This move acts as both a command throw and a strike. If from anywhere from frames 6-9, the opponent is in a throwable state and the move is in range, it will grab them. Afterwards, it will turn into a strike for the remainder of its active frames, meaning that the move can also be combo'd into. If the strike is blocked, however, it becomes very unsafe.
- Listed Recovery is for when the move is blocked. On hit the recovery is 38F
- Data in brackets is for the throw portion
- Changes ABA's mode on hit (Normal changes to Moroha, Moroha and Goku Moroha change back to Normal)
- Knocks down opponent on hit
- ABA is in CH state during the move
- Opponent's burst is disabled on hit
- Can only be RC'd on block
Dragging
236P
Vitally useful. Being an evasive slide, A.B.A. becomes very low-profile when executing this move, making it great for sliding under projectiles or anticipated pokes for a throw > Keygrab. You can even slide under stuff like 2Ps or Robo-Ky’s knee bazooka! Just beware of lows/being thrown before the slide is over.
Has an FRC point just as A.B.A. tucks herself inward, which can be used as a last resort to cancel the slide if baited, or to bait your opponent into attempting a punish. At times, slide can also be a gimmicky movement option, especially after 5H on CH/block or 6H on hit.
Additional Frame Data: FRC timing 11~13F.
Retribution
236K or Ruin -> 236K
A far reaching overhead. Throw and feet invincible mid kick, making for a good meaty. Slightly unsafe on block, tho it has a rather late FRC point, so you can use it to confirm into 5P > xxx > keygrab. Staggers on CH for quite a while, giving you a free keygrab. Can also be used in place of the 3rd Rekka (63214S).
Additional Frame Data: Staggers opponent on CH (max 69F). FRC timing 28~30F.
Avoidance
236H
A slow-starting projectile that travels for a short distance before fading away with some lingering active frames, this move can be annoying to punish from a distance due to its fast recovery. After ending a Moroha combo with an air Keygrab, you can toss this out upon landing for a good oki tool. If you have 25%, you can FRC just as the projectile appears and Bloodpack for an almost entirely safe transformation back into Moroha.
It's not guaranteed to come out if you get hit, but you'll sometimes get away with it in neutral to give your opponent something to deal with while you sneak in a quick Bloodpack, or bait them into your AAs.
Additional Frame Data: FRC timing 23~24F. Attack is guaranteed to activate after 23F.
Injecting
63214P
Bloodpack. Burns one blood bag to put ABA in Moroha mode without having to land a combo or Keygrab. Has some strange invulnerability near the end of the animation.
This is just as important as keygrab, as it guarantees transformation on frame 23. Do this after max range 5H on block, from a distance, or if you're feeling ballsy and want to use the very late, very short invuln frames to go through something like Slidehead.
Additional Frame Data: Consumes a blood pack on 20F and changes ABA to Moroha mode.
Force Breaks
FB Dragging
236D
The best move in Normal Mode. Just like regular slide, except it's entirely invincible for its full duration, and thus completely unpunishable except against those who throw on the first frame it ends.
It will evade oki, including meaty setups. It will slide through moves and supers, even stuff like Raoh’s Bellows Malice, for easy Keygrabs. It has a huge FRC point, which is highly useful in certain situations since you can FRC to choose which side of the opponent A.B.A will appear on, or to buffer into a surprise Keygrab. A 25% "reversal" option never looked so good.
Additional Frame Data: Can pass through opponent from 3F until end of move. FRC timing 9~23F.
Overdrive Attacks
Evidence: Concealment
632146H
Normal mode exclusive. Despite not having full invul all the way through startup, it can kind of work as a reversal, sometimes.
Better for damage if you can actually land a kill combo in normal mode, or delay the followup hits into a frametrap. It also has FRC points on every hit, in case you want to extend into pressure or make it safe. Note that the 2nd followup of this super has much less untechable frames, so you might want to end it after the 1st one for an easy keygrab.
Additional Frame Data: Floats opponent on hit (untechable for 58F). Forced prorate 50%. FRC timing 19~22F after super flash. Can cancel into 2nd hit 10~43F.
It's probably best to cancel into the followup hit this most of the time since it'll push the opponent back and make the move safer despite being -26.
Additional Frame Data: FRC timing 26~29F; Can cancel into 3rd hit 1~26F.
Evidence: Destruction
j.632146P
Highly situational air super, with some startup invuln. You can use this to end air combos with it if it'll kill, or extend ground ones via TK'ing after f.S. Can often mix the opponent up on block as it's an overhead.
Additional Frame Data: Floats opponent on hit (untechable for 34F). FRC timing 35~38F.
Normal Moves
In Moroha mode, ABA's attacks receive slight to moderate damage boosts, along with different, greatly improved S, H, and D normals.
5P
While 5P isn't much of a traditional FG jab, it sees good use as a reactionary anti-air/counter-poke, with three frames of head invulnerability. Its speed also helps ABA convert falling j.H at any height into MM c.S > 2H > etc, or f.S > rekkas.
On block, you can mix the opponent up with tick throws, or extend your pressure into 2H to remain plus.
Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D
5K
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.
Gatling Options: 6P, 5K, c.S, f.S, 2S, 5H, 6H, 5D, 2D
c.S
A great pressure starter/extender that cranks up their guardbar rather well. In Moroha mode, this normal gains a monstrous hitbox along with foot invuln during startup and active frames, while being just 2f slower than NM c.S. Cancel this into f.S, 5H, or 2H to continue your pressure.
As it's 0 on block, you can also try to frametrap with her gatling options or with specials, or even Goku Moroha activation (6321463214S).
Gatling Options: 6P, f.S, 2S, 5H, 2H, 6H, 5D, 2D
f.S
With its amazing range and disjointed hitboxes, Moroha f.S is a staple for your neutral, and is also a beefy poke to start your pressure game.
As it hits twice, you can throw this out to stuff hyper armored moves or familiars that eat hits (Little Eddie, Zappa's Dog, Dizzy's Fish), which nicely leads to 5H or rekkas. No longer hits low unlike in Normal mode.
Gatling Options: 2S, 5H, 2H, 6H, 5D, 2D
Additional Frame Data: 1st hit causes very little knockback/pushback.
5H
Even though it's 2f slower than NM 5H, this move hits twice, builds a ridiculous amount of guard bar on block, and vacuums on the second hit, which is also an important part in your Moroha refresh combos (xxx > 5H with both hits > 1st rekka > 2nd rekka > double keygrab). On crouching opponents, you can also combo this into 6H for optimal damage and meter gain.
Due to its lenient cancel window, you can also frame trap with Moroha ABA's various gatling options: either 2H, 6H, 2D, or even rekkas, allowing you to keep the opponent close and get their guard bar flashing in about a second. An excellent pressure tool that is somehow 0 on block.
There is a gap between 5H 2nd hit and the first hit of 2H on block that can be reversaled through, but is unthrowable on normal block. 3 frame normals such as Sol and Order-Sols 5K or A.B.As 5P will beat this. 4 frame normals will trade with the second hit but will leave A.B.A at enough advantage for her to be able to combo dash c.S. 5H 1st hit to 2H is gapless unless IBed
Gatling Options: 2S, 2H, 6H, 5D, 2D
5D
Moroha version is one frame faster and leads to Impossible Dust combos. Sometimes throwing out a slow overhead works.
6P
In Moroha mode, its hitbox is a little altered since Paracelsus' head changes shape, but functions the same as NM's. On block, you can now cancel it to 6H to reset or end pressure.
Gatling Options: 2S, 6H
6H
No longer a slow CH stun fishing move in Moroha, 6H now hits twice, gains jump cancels, sports exceptional range, cranks the guardbar nicely, and hurts a lot more. The fact that you can jump cancel this means that on block, you get to do some gimmicky pressure resets via 6H (1) > IAD j.H. Alternatively, you can just do 236S to end pressure more safely.
On its own, this move mostly sees use against people trying to backdash her oki on wakeup in the corner, or those trying to low profile f.S or 5H from far away. If you managed to land a hit from max range, rekkas or butt (421H, air hit only) are your only meterless options.
2P
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.
Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 6H, 5D, 2D
Additional Frame Data: Initial prorate 80%.
2K
Aside from a slight damage boost, this move is virtually the same as the NM version. Useful for opening the opponent up during mixups.
Gatling Options: 6P, c.S, f.S, 2S, 6H, 5D, 2D
Additional Frame Data: Initial prorate 70%.
2S
A fantastic anti-air. Despite being 50% slower than NM 2S, it makes up for having ludicrous hitboxes and range. When done preemptively, this will hard punish most jump-ins. Great reward on CH. On block , you get a gimmicky high/low mixup with 5D and 2D, but going for 2D into rekkas is usually preferred.
Gatling Options: 5D, 2D
Additional Frame Data: Untechable for 23F. Floats opponent on CH, fully untechable.
2H
One of the most oppressive normals in the game, it does practically everything: moving ABA forward, forcing crouching state on the 1st hit, launching on the 2nd hit, cranking the opponent's GB and being +2 on block. A great combo tool and pressure extender that the opponent will learn to respect in no time.
Being slightly airborne before going active means ABA is throw-invuln during this window, so you can use this as a nice meaty button. To top it off, MM 2H also has an FRC point just as the axe touches the ground for the 2nd hit, which is excellent for applying baits or pressure. Insane.
Gatling Options: 2S
Additional Frame Data: 1st hit forces crouching state on ground hit. 2nd hit ground bounces (untechable for 35F). FRC timing 20~22F.
2D
In Morohaville, 2D's range grows from standard to absurd. Near the corner, you can confirm into rekka loops (except on Axl, Baiken, Bridget, Millia, and May). At max range, you can use it to bait reversals, and include a hitstop OS with rekkas. It will convert on hit, but you'll be safe on whiff, as long as you space it properly.
Notably, on CH or against light characters, you can combo this into GM activation, leading to a nice damaging combo with knockdown and oki.
j.P
Mostly identical to NM version, but you can now chain it on block to the improved MM j.H to keep pressuring the opponent from air to ground.
Gatling Options: j.P, j.K, j.S, j.H, j.D
j.K
Being 1f faster in Moroha mode means this move works rather nicely as a rising air-to-air now, even though 2S still yields far better rewards on CH. You will mostly use this move in tandem with her fuzzy high/low mixup along with j.S.
Gatling Options: j.P, j.S, j.D
Additional Frame Data: Floats opponent on hit (untechable on ground hit for 28F).
j.S
Excellent air-to-air. Slightly slower in comparison to NM j.S, but has much better range, damage, and attack level. Crucial for her fuzzy high/low mixups.
Your standard setup for fuzzies is [j.S > dj.S > falling j.H > land] into more combos. These lead to BIG damage, upwards of 300+ depending on guard bar and available tension. Since it combos to j.P or j.K, you can fuzzy guard by doing [j.S > j.K] or [j.S > j.P]. The latter isn't as useful since the hitstun on j.P is subpar, but the reward from j.S > j.K is superb. Knock an opponent down in the corner do [running j.S > j.K > dj.S > j.H]. Done properly, this is airtight, and if the opponent blocks low at any point, they're getting fuzzied. Other options include land > throw after the fuzzy, or do more j.Ps.
Gatling Options: j.P, j.K, j.H, j.D
j.H
ABA's notorious air normal. Aside from gaining huge hitboxes in Moroha, j.H also tucks her hurtbox upwards, making it great not just for air-to-air interactions, but also for jump-ins, especially crossups. The built-in OS with airthrow doesn't do your opponents any favors either, so don't hesitate throwing this out in neutral.
On CH, you can easily confirm it into a short KD combo or ludicrous damage, despite its prorate. On normal hit/block from IAD height, you can link it to 5P, which easily leads to your ground strings. People hate this move.
Gatling Options: j.D
Additional Frame Data: Initial prorate 80%. Slides opponent on CH (untechable for 112F, slides for 30F).
j.D
Faster and more far-reaching than NM version, so j.D can occasionally be used as a CH fishing move in neutral, as you have higher rewards in Moroha. This move is also a key ingredient in A.B.A.’s Orb loop. Otherwise, there are better air-to-air options.
Additional Frame Data: Wallbounces opponent on CH (untechable for 52F).
Universal Mechanics
Ground Throw
- GGACR ABA MM throw.png
Dunked
Moroha and Goku Moroha version slams into a ground bounce on hit. Standard range, but easily leads into a lot of damage, especially with a raised Guard Bar. Tick throw with any fast normals (5P, 2P, 2K) or after vacuuming them in with 5H.
6H sends the opponent backward while 4H sends them forward. Best OSed with 5K unless keeping the corner is necessary
Additional Frame Data: Causes ground bounce and knockdown. Forced prorate 50%.
Air Throw
Identical to NM version. As usual, (dash) keygrab is possible if you airthrow them close to the ground, for a burst safe mode switch.
Additional Frame Data: Knocks down opponent on hit. Forced prorate 50%.
Dead Angle Attack
The Moroha and Goku Moroha versions are faster than NM's. Useful if you're low on Moroha meter and under pressure so you can get them off of you, or to keep them in the corner, but don't go and get it baited. You can't really combo out of it on regular hit, but you can go for a tech trap afterwards. On CH, you can easily combo out of it as long as your back isn't to the corner for a nice, albeit heavily prorated, combo.
Additional Frame Data: Wallbounces on hit.
Special Moves
Deletion
236S
The start of ABA's rekkas. Having better hitboxes and startup, along with the forward momentum boost before its active frames, Moroha 236S is a rather nice poke you often can throw out in neutral that's difficult to low profile. It's unsafe, but its long range and decent pushback make it safe-ish from afar.
Additional Frame Data: Can cancel into followup from 20F onwards on hit or block.
Ruin
Deletion -> 46S
2nd part of the rekkas. In Moroha, aside from the usual frame trap after 1st rekka, you can also immediately cancel to GM activation 6321463214S, with 50 meter. More importantly, you can also do a Moroha gauge refresh combo [xxx > 2nd rekka > keygrab x2] thanks to its stagger effect on hit.
Additional Frame Data: Staggers on hit (max 30F). Untechable for 35F on air hit. Can cancel into followup from 8F onwards.
Condemnation
Ruin -> 63214S
The last part of her rekkas. In Moroha, it gain even more groundslide time, which allows you to do rekka loops [xx > 2D > 1st rekka > 2nd rekka > delayed 3rd rekka] x 2/3. Still pretty unsafe on block, but the opponent still has to respect it due to its FRC point, as well as the fact you can activate GM as late as possible.
Additional Frame Data: FRC timing 14~15F. Forces ground slide state on hit (untechable for 60F, slides for 40F). Opponent's Burst is disabled on hit.
Bonding
63214H (Air OK)
In Moroha, keygrab heals ABA for 80% of the self inflicted damage she sustained, while switching her back to Normal mode. You'll want to go into this when comboing to end it, but specifically when your Moroha meter is close to empty: generally better to play it safe than sorry.
If the move initially lands as a throw, ABA can follow up with another keygrab, meaning that going into a raw throw keygrab will let you OTG another and go right back into Moroha mode if you were in it to start with. This allows you to refresh Moroha mode with double keygrabs via 2nd rekka stagger [xxx > 2nd rekka > keygrab x2]. However, this double pickup doesn't work if the first lands as a strike (except on ABA herself), but she can instead do some combos that lead into Bloodpack FRC > keygrab.
- Listed Recovery is for when the move is blocked. On hit the recovery is 38F
- Data in brackets is for the throw portion
- Changes ABA's mode on hit (Normal changes to Moroha, Moroha and Goku Moroha change back to Normal)
- Knocks down opponent on hit
- ABA is in CH state during the move
- Opponent's burst is disabled on hit
- Can only be RC'd on block
Engorgement
421H
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.
Additional Frame Data: Floats opponent on hit (untechable for 34F). Auto jump installs.
Judgment
623H
Danzai. Having throw invuln and single hyper armor for the first hit, launching on both hits, sporting huge hitboxes and huge pushback on block to help make this one of the best specials in the game. It will blow up pokes or telegraphed poke out attempts, can AA, beat reversals or throws, or even absorb blue Burst!
Just be sure to keep the following in mind: it only absorbs one hit, so multi-hitters or fast attacks will beat it. This move also loses to supers, and gets punished by the gap inbetween the hits, if the opponent blocks the first one. Some characters also have char-specific ways to deal with Danzai as well, so keep in mind to not overuse it. Additionally, the super armor won't keep you alive if you're already near death.
As Danzai is a special move, it is also cancellable to GM activation (with 50 meter), making it a particularly dangerous offensive option.
Additional Frame Data: 1st hit floats opponent on hit (untechable for 30F). 2nd hit groundbounces opponent (untechable for 50F). 2nd hit has forced prorate 70%. 2nd hit disables opponent's burst on hit.
Displacement
63214P
Bloodpack exit. Spends one pack to return to Normal Mode and restore 120% of self-inflicted damage. Has an FRC point to make recovery less punishable.
Additional Frame Data: FRC timing 10~13F. Restores 1.2x of the self inflicted Moroha damage on 10F.
Blunder
41236K or Ruin -> 236K
- GGACR Flipkick.png
Flipkick. Throw-invuln overhead that causes stagger if blocked standing, so essentially a ground unblockable. Launches the opponent on hit (higher on CH).
Best used with 50 meter to cancel into GM activation [flipkick > GM activation > etc]. Notably, if the opponent chooses to immediately burst the GM activation after flipkick, their burst WILL whiff and you get a juicy punish.
Additional Frame Data: Staggers opponent when blocked high (max 55F). Groundbounces opponent on hit (untechable for 50F).
Eradication
j.41236S
Orbs. A slow but rather far-reaching air special, you should use this move preemptively in neutral to deter the opponent from being too mash-happy during air-to-air situations. Since this move creates projectiles, they’ll linger and sometimes trade (usually with the rear orb) when you get hit first. On CH, you usually get a short air combo or a short ground one ending with butt.
You can also use this move low to the ground as a meaty to bait wake-up throw attempts. Moreover, it's possible for both orbs to touch the opponent on oki situations, which will hurt a LOT on hit, though this is usually not reversal safe. Has an FRC point to remain safe, though, just as A.B.A. begins to tuck her outstretched leg back in, right when the orbs become active. Dash jump at downed opponent > orbs (FRC) on top of them > 2K, 5D, etc. to begin pressure.
Additional Frame Data: FRC timing 22~23F. Attack is guaranteed to activate after 10F. Untechable for 26F (for rear orb: 36F).
Suka Motion
Moroha Gauge reaches 0
Occurs when the Moroha gauge completely empties. ABA is stuck in a lengthy recovery animation that isn't cancelable into anything. If this happens to you, it's very likely that you'll lose the round.
Suka Motion will not activate while ABA is in the middle of another move's animation., so you can continue to perform gatlings and special cancels after the Moroha gauge disappears, as long as she:
- Is in the middle of an attack animation
- Follows regular Moroha's gatling rules (you will not be able to do gatlings that are only possible in Goku Moroha)
- Does not return to neutral state on the ground (you can still jump cancel after the gauge runs out, but Suka Motion will activate upon the next landing)
If your Moroha gauge runs out mid-combo/blockstring, you can end it quickly with keygrab, bloodpack exit, or activate GM to recover safely.
Force Breaks
FB Avoidance
236D
Moroha-exclusive bloodball. A lingering projectile that hits 6 times. Thanks to its FRC point (identical to NM version), you get to set up some cheesy setups by doing FB bloodball FRC > dash in, followed up by either throw or flipkick, though this can be backdashed. However, it's better to save that meter for GM activation most of the time.
Additional Frame Data: .FRC timing 23~24F. Attack is guaranteed to activate after 23F.
FB Judgment
623D
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.
Additional Frame Data: 1st hit floats opponent on hit (untechable for 30F). 2nd hit groundbounces opponent on hit (untechable for 70F). 2nd hit removes OTG status from opponent on hit. 2nd hit has 80% forced prorate.
Overdrive Attacks
Evidence: Destruction
j.632146P
No longer hits overhead, but now allows you to follow up with additional hits by inputting j.214K for some extra damage. Its usage is identical to NM version, though, and there's an even better super you can do in Moroha mode for which you should really save up meter.
Additional Frame Data: Floats opponent on hit (untechable for 34F).
The follow up j.214K travels backwards and hits overhead again. Even more gimmicky than NM version.
Altercation
6321463214S
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 421H), rendering Moroha ABA a constant threat whenever she has 50 meter.
In this state, ABA gains a tremendous speed boost for both her movement and her attacks, double airdash, jump cancels for most of her normals, extra FRC points for many of her specials along with wider FRC windows, and extra properties for some of her moves. But most importantly, her gatling limitations are removed, as she can now cancel any normal into anything, as well as reverse cancel them (i.e. 6P > 5H > 6P > 5H > etc). Let them know fear.
Do note that in GM, ABA also inflicts more self-damage on hit/block, so make sure to not overextend in pressure.
Additional Frame Data: Staggers opponent on ground hit (max 32F). Wallbounces opponent on air hit (untechable for 50F). Can be cancelled from any move except air moves, keygrab, and butt. Puts ABA in GM mode and refills Moroha gauge back to 100%. Heals back 80% of the self-inflicted damage during Moroha mode.
Normal Moves
In Goku Moroha mode, almost all of ABA's normals gain jump cancel points, and also can chain into either themselves or each other, letting you reverse cancel strings you normally couldn't in Moroha mode.
5P
While 5P isn't much of a traditional FG jab, it sees good use as a reactionary anti-air/counter-poke, with three frames of head invulnerability. Its speed also helps ABA convert falling j.H at any height into MM c.S > 2H > etc, or f.S > rekkas.
On block, you can mix the opponent up with tick throws, or extend your pressure into 2H to remain plus.
Gatling Options: (any other normal, including itself)
5K
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.
Gatling Options: (any other normal, including itself)
c.S
A great pressure starter/extender that cranks up their guardbar rather well. In Moroha mode, this normal gains a monstrous hitbox along with foot invuln during startup and active frames, while being just 2f slower than NM c.S. Cancel this into f.S, 5H, or 2H to continue your pressure.
Gatling Options: (any other normal)
f.S
With its amazing range and disjointed hitboxes, Moroha f.S is a staple for your neutral, and is also a beefy poke to start your pressure game.
As it hits twice, you can throw this out to stuff hyper armored moves or familiars that eat hits (Little Eddie, Zappa's Dog, Dizzy's Fish), which nicely leads to 5H or rekkas. No longer hits low unlike in Normal mode.
Gatling Options: (any other normal except c.S)
Additional Frame Data: 1st hit causes very little knockback/pushback.
5H
Even though it's 2f slower than NM 5H, this move hits twice, builds a ridiculous amount of guard bar on block, and vacuums on the second hit, which is also an important part in your Moroha refresh combos (xxx > 5H with both hits > 1st rekka > 2nd rekka > double keygrab). On crouching opponents, you can also combo this into 6H for optimal damage and meter gain.
Due to its lenient cancel window, you can also frame trap with Moroha ABA's various gatling options: either 2H, 6H, 2D, or even rekkas, allowing you to keep the opponent close and get their guard bar flashing in about a second. An excellent pressure tool that is somehow 0 on block.
There is a gap between 5H 2nd hit and the first hit of 2H on block that can be reversaled through, but is unthrowable on normal block. 3 frame normals such as Sol and Order-Sols 5K or A.B.As 5P will beat this. 4 frame normals will trade with the second hit but will leave A.B.A at enough advantage for her to be able to combo dash c.S. 5H 1st hit to 2H is gapless unless IBed
Gatling Options: (any other normal)
5D
Goku version is another one frame faster and leads to Impossible Dust combos. Sometimes throwing out a slow overhead works.
6P
In Moroha mode, its hitbox is a little altered since Paracelsus' head changes shape, but functions the same as NM's. On block, you can now cancel it to 6H to reset or end pressure.
Gatling Options: (any other normal)
6H
No longer a slow CH stun fishing move in Moroha, 6H now hits twice, gains jump cancels, sports exceptional range, cranks the guardbar nicely, and hurts a lot more. The fact that you can jump cancel this means that on block, you get to do some gimmicky pressure resets via 6H (1) > IAD j.H. Alternatively, you can just do 236S to end pressure more safely.
On its own, this move mostly sees use against people trying to backdash her oki on wakeup in the corner, or those trying to low profile f.S or 5H from far away. If you managed to land a hit from max range, rekkas or butt (421H, air hit only) are your only meterless options.
Gatling Options: (any other normal)
2P
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.
Gatling Options: (any other normal, including itself)
Additional Frame Data: Initial prorate 80%.
2K
Aside from a slight damage boost, this move is virtually the same as the NM version. Useful for opening the opponent up during mixups.
Gatling Options: (any other normal)
Additional Frame Data: Initial prorate 70%.
2S
A fantastic anti-air. Despite being 50% slower than NM 2S, it makes up for having ludicrous hitboxes and range. When done preemptively, this will hard punish most jump-ins. Great reward on CH. On block , you get a gimmicky high/low mixup with 5D and 2D, but going for 2D into rekkas is usually preferred.
Gatling Options: (any other normal except c.S and f.S, including itself)
Additional Frame Data: Untechable for 23F. Floats opponent on CH, fully untechable.
2H
One of the most oppressive normals in the game, it does practically everything: moving ABA forward, forcing crouching state on the 1st hit, launching on the 2nd hit, cranking the opponent's GB and being +2 on block. A great combo tool and pressure extender that the opponent will learn to respect in no time.
Being slightly airborne before going active means ABA is throw-invuln during this window, so you can use this as a nice meaty button. To top it off, MM 2H also has an FRC point just as the axe touches the ground for the 2nd hit, which is excellent for applying baits or pressure. Insane.
Gatling Options: (any other normal)
Additional Frame Data: 1st hit forces crouching state on ground hit. 2nd hit forces ground bounce (untechable for 35F). FRC timing 20~22F.
2D
In Morohaville, 2D's range grows from standard to absurd. Near the corner, you can confirm into rekka loops (except on Axl, Baiken, Bridget, Millia, and May). At max range, you can use it to bait reversals, and include a hitstop OS with rekkas. It will convert on hit, but you'll be safe on whiff, as long as you space it properly.
Gatling Options: (any other normal)
j.P
Mostly identical to NM version, but you can now chain it on block to the improved MM j.H to keep pressuring the opponent from air to ground.
Gatling Options: (any other normal, including itself)
j.K
Being 1f faster in Moroha mode means this move works rather nicely as a rising air-to-air now, even though 2S still yields far better rewards on CH. You will mostly use this move in tandem with her fuzzy high/low mixup along with j.S.
Gatling Options: (any other normal, including itself)
Additional Frame Data: Floats opponent on hit (untechable on ground hit for 28F).
j.S
Excellent air-to-air. Slightly slower in comparison to NM j.S, but has much better range, damage, and attack level. Crucial for her fuzzy high/low mixups.
Your standard setup for fuzzies is [j.S > dj.S > falling j.H > land] into more combos. These lead to BIG damage, upwards of 300+ depending on guard bar and available tension. Since it combos to j.P or j.K, you can fuzzy guard by doing [j.S > j.K] or [j.S > j.P]. The latter isn't as useful since the hitstun on j.P is subpar, but the reward from j.S > j.K is superb. Knock an opponent down in the corner do [running j.S > j.K > dj.S > j.H]. Done properly, this is airtight, and if the opponent blocks low at any point, they're getting fuzzied. Other options include land > throw after the fuzzy, or do more j.Ps.
Gatling Options: (any other normal)
j.H
ABA's notorious air normal. Aside from gaining huge hitboxes in Moroha, j.H also tucks her hurtbox upwards, making it great not just for air-to-air interactions, but also for jump-ins, especially crossups. The built-in OS with airthrow doesn't do your opponents any favors either, so don't hesitate throwing this out in neutral.
On CH, you can easily confirm it into a short KD combo or ludicrous damage, despite its prorate. On normal hit/block from IAD height, you can link it to 5P, which easily leads to your ground strings. People hate this move.
Gatling Options: (any other normal)
Additional Frame Data: Initial prorate 80%. Slides opponent on CH (untechable for 112F, slides for 30F).
j.D
Faster and more far-reaching than NM version, so j.D can occasionally be used as a CH fishing move in neutral, as you have higher rewards in Moroha. This move is also a key ingredient in A.B.A.’s Orb loop. Otherwise, there are better air-to-air options.
Additional Frame Data: Wallbounces opponent on CH (untechable for 52F).
Universal Mechanics
Ground Throw
- GGACR ABA MM throw.png
Dunked
Moroha and Goku Moroha version slams into a ground bounce on hit. Standard range, but easily leads into a lot of damage, especially with a raised Guard Bar. Tick throw with any fast normals (5P, 2P, 2K) or after vacuuming them in with 5H.
6H sends the opponent backward while 4H sends them forward. Best OSed with either 5K or c.S unless keeping the corner is necessary
Additional Frame Data: Causes ground bounce and knockdown. Forced prorate 50%.
Air Throw
Identical to NM version. As usual, (dash) keygrab is possible if you airthrow them close to the ground, for a burst safe mode switch.
Additional Frame Data: Knocks down opponent on hit. Forced prorate 50%.
Dead Angle Attack
The Moroha and Goku Moroha versions are faster than NM's. Useful if you're low on Moroha meter and under pressure so you can get them off of you, or to keep them in the corner, but don't go and get it baited. You can't really combo out of it on regular hit, but you can go for a tech trap afterwards. On CH, you can easily combo out of it as long as your back isn't to the corner for a nice, albeit heavily prorated, combo.
Additional Frame Data: Wallbounces on hit.
Special Moves
Deletion
236S
The start of ABA's rekkas. Having better hitboxes and startup, along with the forward momentum boost before its active frames, Moroha 236S is a rather nice poke you often can throw out in neutral that's difficult to low profile. It's unsafe, but its long range and decent pushback make it safe-ish from afar.
Additional Frame Data: FRC timing 10~13F. Can cancel into followup from 19F onwards on hit or block.
Ruin
Deletion -> 46S
2nd part of the rekkas. In Moroha, aside from the usual frame trap after 1st rekka, you can also immediately cancel to GM activation 6321463214S, with 50 meter. More importantly, you can also do a Moroha gauge refresh combo [xxx > 2nd rekka > keygrab x2] thanks to its stagger effect on hit.
Additional Frame Data: FRC timing 5~8F. Staggers on hit (max 30F). Untechable for 35F on air hit. Can cancel into followup from 8F onwards.
Condemnation
Ruin -> 63214S
The last part of her rekkas. In Moroha, it gain even more groundslide time, which allows you to do rekka loops [xx > 2D > 1st rekka > 2nd rekka > delayed 3rd rekka] x 2/3. Still pretty unsafe on block, but the opponent still has to respect it due to its FRC point, as well as the fact you can activate GM as late as possible.
Additional Frame Data: FRC timing 14~17F. Forces ground slide state on hit (untechable for 60F, slides for 40F). Opponent's Burst is disabled on hit.
Bonding
63214H (Air OK)
In Moroha, keygrab heals ABA for 80% of the self inflicted damage she sustained, while switching her back to Normal mode. You'll want to go into this when comboing to end it, but specifically when your Moroha meter is close to empty: generally better to play it safe than sorry.
If the move initially lands as a throw, ABA can follow up with another keygrab, meaning that going into a raw throw keygrab will let you OTG another and go right back into Moroha mode if you were in it to start with. This allows you to refresh Moroha mode with double keygrabs via 2nd rekka stagger [xxx > 2nd rekka > keygrab x2]. However, this double pickup doesn't work if the first lands as a strike (except on ABA herself), but she can instead do some combos that lead into Bloodpack FRC > keygrab.
- Listed Recovery is for when the move is blocked. On hit the recovery is 38F
- Data in brackets is for the throw portion
- Changes ABA's mode on hit (Normal changes to Moroha, Moroha and Goku Moroha change back to Normal)
- Knocks down opponent on hit
- ABA is in CH state during the move
- Opponent's burst is disabled on hit
- Can only be RC'd on block
Engorgement
421H
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.
Additional Frame Data: Floats opponent on hit (untechable for 34F). Auto jump installs.
Judgment
623H
Danzai. Having throw invuln and single hyper armor for the first hit, launching on both hits, sporting huge hitboxes and huge pushback on block to help make this one of the best specials in the game. It will blow up pokes or telegraphed poke out attempts, can AA, beat reversals or throws, or even absorb blue Burst!
Just be sure to keep the following in mind: it only absorbs one hit, so multi-hitters or fast attacks will beat it. This move also loses to supers, and gets punished by the gap inbetween the hits, if the opponent blocks the first one. Some characters also have char-specific ways to deal with Danzai as well, so keep in mind to not overuse it. Do note that the super armor won't keep you alive if you're already near death.
As Danzai is a special move, it is also cancellable to GM activation (with 50 meter), making it a particularly dangerous offensive option.
Additional Frame Data: 1st hit floats opponent on hit (untechable for 30F). 2nd hit groundbounces opponent (untechable for 50F). 2nd hit has forced prorate 70%. 2nd hit disables opponent's burst on hit. FRC timing 12~14F.
Displacement
63214P
Bloodpack exit. Spends one pack to return to Normal Mode and restore 120% of self-inflicted damage. Has an FRC point to make recovery less punishable.
Additional Frame Data: FRC timing 10~13F. Restores 1.2x of the self inflicted Moroha damage on 10F.
Blunder
41236K or Ruin -> 236K
- GGACR Flipkick.png
Flipkick. Throw-invuln overhead that causes stagger if blocked standing, so essentially a ground unblockable. Launches the opponent on hit (higher on CH).
Goku FRC point can be used to option select common responses (e.g. backdash, Dead Angle during unblockable setup).
Additional Frame Data: Staggers opponent when blocked high (max 55F). Groundbounces opponent on hit (untechable for 50F). FRC timing 27~29F.
Eradication
j.41236S
Orbs. A slow but rather far-reaching air special, you should use this move preemptively in neutral to deter the opponent from being too mash-happy during air-to-air situations. Since this move creates projectiles, they’ll linger and sometimes trade (usually with the rear orb) when you get hit first. On CH, you usually get a short air combo or a short ground one ending with butt.
You can also use this move low to the ground as a meaty to bait wake-up throw attempts. Moreover, it's possible for both orbs to touch the opponent on oki situations, which will hurt a LOT on hit, though this is usually not reversal safe. Has an FRC point to remain safe, though, just as A.B.A. begins to tuck her outstretched leg back in, right when the orbs become active. Dash jump at downed opponent > orbs (FRC) on top of them > 2K, 5D, etc. to begin pressure.
Additional Frame Data: FRC timing 15~18F. Attack is guaranteed to activate after 6F. Untechable for 26F (for rear orb: 36F).
Suka Motion
Moroha Gauge reaches 0
Occurs when the Moroha gauge completely empties. ABA is stuck in a lengthy recovery animation that isn't cancelable into anything. If this happens to you, it's very likely that you'll lose the round.
Suka Motion will not activate while ABA is in the middle of another move's animation., so you can continue to perform gatlings and special cancels after the Moroha gauge disappears, as long as she:
- Is in the middle of an attack animation
- Follows regular Moroha's gatling rules (you will not be able to do gatlings that are only possible in Goku Moroha)
- Does not return to neutral state on the ground (you can still jump cancel after the gauge runs out, but Suka Motion will activate upon the next landing)
If your Moroha gauge runs out mid-combo/blockstring, you can end it quickly with keygrab or bloodpack exit to recover safely.
Force Breaks
FB Avoidance
236D
Moroha-exclusive bloodball. A lingering projectile that hits 6 times. Thanks to its FRC point (identical to NM version), you get to set up some cheesy setups by doing FB bloodball FRC > dash in, followed up by either throw or flipkick, though this can be backdashed. However, it's better to save that meter for GM activation most of the time.
Additional Frame Data: .FRC timing 23~24F. Attack is guaranteed to activate after 23F.
FB Judgment
623D
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.
Additional Frame Data: 1st hit floats opponent on hit (untechable for 30F). 2nd hit groundbounces opponent on hit (untechable for 70F). 2nd hit removes OTG status from opponent on hit. 2nd hit has 80% forced prorate. FRC timing 12~14F.
Overdrive Attacks
Evidence: Destruction
j.632146P
No longer hits overhead, but now allows you to follow up with additional hits by inputting j.214K for some extra damage. Its usage is identical to NM version, though, and there's an even better super you can do in Moroha mode for which you should really save up meter.
Additional Frame Data: Floats opponent on hit (untechable for 34F).
The follow up j.214K travels backwards and hits overhead again. Even more gimmicky than NM version.
Instant Kill
Darkness of Ignorance
During IK Mode: 236236H
Standard IK. Rather useful after CH NM 6H punish attempts.
Additional Frame Data: IK mode activation time 68F.
Colors
To select your color, press the corresponding button while in the designated "color set". Color sets can be toggled through by hitting the Respect button.
- Only selectable on the Arcade and PC-Rollback versions of the game.
- Available on home ports, and are selected by pressing the Rec. Enemy button on the Slash or Reload color sets, respectively. Gold characters are powered up versions, Shadow characters have infinite tension. Both are banned from tournament play.