GGACR/A.B.A/Combos

From Dustloop Wiki
< GGACR‎ | A.B.A
Revision as of 00:06, 27 March 2021 by DQRF (talk | contribs)
Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+P becomes 236P.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
JI = Jump Install
RC = Roman Cancel
FRC = Force Roman Cancel
Keygrab = Bonding - 63214H
Bloodpack = Injecting - 63214P/Displacement - 63214P
Danzai = Judgement - 623H
Butt = Engorgement- 421H
Flipkick = Blunder- 41236K
Orbs = Eradication- j.41236S
AB =  A.B.A
AN =  Anji Mito
AX =  Axl Low
BA =  Baiken
BR =  Bridget
CH =  Chipp Zanuff
DI =  Dizzy
ED =  Eddie
FA =  Faust
IN =  I-No
JA =  Jam Kuradoberi
JO =  Johnny
JU =  Justice
KL =  Kliff Undersn
KY =  Ky Kiske
MA =  May
MI =  Millia Rage
OR =  Order-Sol (HOS)
PO =  Potemkin
RO =  Robo-Ky
SL =  Slayer
SO =  Sol Badguy
TE =  Testament
VE =  Venom
ZA =  Zappa

Template

NOTE: This page is currently under construction! There is unfortunately no dedicated ABA combo thread on dustloop, but there is an AC guide which has remained mostly relevant (Note that double keygrab is mostly gone though):
http://www.dustloop.com/forums/index.php?/forums/topic/119-aba-ac-combo-thread/

Combo Position Tension Gain Works on: Difficulty Notes
combo transcript where Net Gain who Very Easy
combo transcript where Net Gain who Easy
combo transcript where Net Gain who Medium
combo transcript where Net Gain who Hard
combo transcript where Net Gain who Very Hard

Combo List

  • Entries listed in DarkKhaki are either optional or situational.

Normal Combos

Combo Position Damage Tension Gain Works on: Difficulty Notes Video Demonstration
236S -> 46S -> 63214S -> FRC > 66 > 5H > Keystab midscreen XXX XXX XXX Easy https://streamable.com/x1ih6z
Throw > (66) > Keygrab midscreen XXX XXX XXX Easy Your go-to throw option, character specific see details here https://streamable.com/m3290
c.S > 2H > j.S > j.P > j.S > slight delay dj.S > air Keystab midscreen XXX XXX XXX Very Easy Best up close damage into keygrab https://streamable.com/1g1sj
5K > c.S > 2D > Keygrab midscreen XXX XXX XXX Very Easy Standard combo into keygrab https://streamable.com/be53z
6P / > 2S > j.S > j.P > j.S > dj.S > air Keystab Anywhere XXX XXX XXX Very Easy Anti-air https://streamable.com/uf0yet
CH 2S > 2S > 2H > sj.S > j.P > j.S > dj.S > air Keystab Anywhere XXX XXX XXX Easy Anti-air. You need to Jump Install the second 2S for it to work https://streamable.com/ezxalo
5H > 6H > bloodball > 6H > bloodball > j.S > dj.S > keystab corner XXX XXX XXX Easy Dizzy-ing, Flex-ing https://streamable.com/7fydm7

Moroha Combos

Combo Position Damage Tension Gain Works on: Difficulty Notes Video Demonstration
f.S > 2H > IAD > j.S > j.H > Orbs > 2S > Butt Near corner XXX XXX XXX Very Easy A staple in ABA's combo game, the IAD timing varies between characters
c.S/f.S > 2H > delay IAD > j.SH > 236S -> 46S -> 63214S > 236S -> 46S -> 63214S Anywhere XXX XXX XXX Easy Corner Carry https://streamable.com/wa3k6y
c.S/f.S > 2H > delay IAD > j.SH > orbs > 5H(2) > Danzai > 66 5H(2) > FB Danzai > bloodpack > keystab near corner XXX XXX XXX Easy Moroha refresh https://streamable.com/zyz422
236S -> 46S -> 63214S > f.S(1) > 236S -> 46S -> 63214S > 236S -> 46S -> 236K near corner XXX XXX KY, PO, AN, JO, RO, TE, ZA Medium Meterless conversion off rekkas on standing opponents https://twitter.com/CaptainFlameGuy/status/1319396545159176193
5P > c.S > 2S > SJC > jSH > Keygrab XXX XXX XXX XXX Very Easy Anti-Air
5P > c.S > 2S > SJC > j.SHD > orbs > sj.kSH > keystab near corner XXX XXX XXX Easy Anti-Air https://streamable.com/532d1m
5P > c.S > 2S > SJC > j.SHD > orbs > 2S > sj.SH > keystab near corner XXX XXX XXX Easy Anti-Air https://streamable.com/akio0s
Throw > 5H(2) > Danzai(2) > 66 jSHD > j.41236S > (66) > j.S > dj.S > air Keygrab midscreen XXX XXX XXX Easy Corner carry, knockdown
c.S/f.S > 2H/2D > 236S -> 46S -> 63214S > (FRC > 66) > 236S -> 46S -> 63214S midscreen XXX XXX XXX Easy Corner carry, knockdown https://streamable.com/rxh73
c.S/f.S > 2H/2D > 236S -> 46S -> 63214S > FRC > 66 > c.S > 2S > Butt midscreen XXX XXX XXX Easy Corner carry, knockdown https://streamable.com/2etp7
c.S/f.S > 2H/2D > 236S -> 46S -> 63214S > FRC > 66 > 5H(2) > 623H > (66) > j.S > dj.SH > air Keygrab midscreen XXX XXX XXX Easy Damage https://streamable.com/lhphk
c.S/f.S > 2H(2) > Danzai(2) > 66 jSHD > Orbs midscreen XXX XXX XXX Very Easy Corner carry
c.S/f.S > 2H(2) > [66 jSHD > slight delay Orbs]x2 > j.S > dj.S > air Keygrab near corner XXX XXX XXX Very Easy Corner carry https://streamable.com/bc9hj
c.S/f.S > 2H(2) > Delay IAD > j.S > j.SH > orbs > 236S -> 46S -> 236K near corner XXX XXX XXX Very Easy Unblockable setup https://streamable.com/qtf3ny
c.S/f.S > 2H(2) > delay IAD > j.S > slight delay j.H > Orbs > (66) > 5H(2) > Danzai(2) > Danzai(1) > 6321463214S near corner XXX XXX XXX Medium Damage, Moroha refresh First part of: https://streamable.com/iayyi
Throw > 5H(2) > Danzai(2) > 66 j.SHD > Orbs > 66 j.SHD > Orbs > 66 > j.S > dj.SHD midscreen XXX XXX XXX Easy Corner carry https://streamable.com/g994g5
Throw > 66 5H(2) > Danzai(2) > 66 5H(2) > Danzai(2) > Danzai(1) > 6321463214S near corner XXX XXX XXX Easy Moroha refresh, Unblockable setup https://streamable.com/dn66he
D > homing jump > dj.H > 66 j.SHD > Orbs > 66 j.SHD > Orbs > 66 > j.S > dj.SH > keystab midscreen XXX XXX XXX Easy Corner carry, impossible dust https://streamable.com/7azzr9
D > delayed IAD > j.K > IAD > orbs > 66 j.SHD > Orbs > 66 j.SHD > Orbs > 66 j.SHD corner XXX XXX XXX Easy Impossible dust https://streamable.com/3ylaw4
CH 2S > delayed IAD > j.SH > orbs > 236S -> 46S -> 63214S > 236S -> 46S -> 63214S midscreen XXX XXX XXX Medium Anti-air https://streamable.com/6gxcp2

Goku Moroha Combos

Combo Position Damage Tension Gain Works on: Difficulty Notes Video Demonstration
(236D > 66 > Flipkick hits) > 66 > c.S > 2S > Butt > IAD > slight delay j.Sj.H > Orbs > 66 > j.SHD > dj.HSH anywhere XXX XXX XXX Medium Damage Second part of: https://streamable.com/iayyi

Combo Theory

For ground hits, you'll usually string into 2H or Rekkas, then combo into Orb, Butt, or Rekka loops depending on what you want. "What you want" could be damage, knockdown/oki, Moroha gauge refresh, or corner carry. These choices are both affected and determined by distance to corner, available tension, special properties (e.g. if they got launched by the starter being CH), number of hits early in the combo, positioning, Bloodpacks remaining, Moroha gauge remaining, the opponent's guard gauge, and other factors.

The combo route choices are less obvious in +R for A.B.A. now that [strike Keygrab]x2 is gone, but some generalizations are: Low on gauge? Combo into Keygrab, or if possible, Goku Moroha for full gauge refresh and knockdown. Not low on gauge? Combo for damage or corner push. Depending on the combo, you can also end in Keygrab and possibly have time to Bloodpack before they wakeup, but this is riskier now that you have less time to get the Bloodpack out. You’ll recover at about the same time so you won’t be able to pressure, but hey, you refreshed your bar. Then there’s the new “end combo with Bloodpack FRC > Keygrab” thing, a complete transform that restores 120% self-inflicted damage as a pseudo-replacement for double Keygrab. The uses for this are a bit limited and IMO it's overly difficult--for only 25% more meter, you could refresh by going into Goku Moroha with much greater ease and have enough time for a sweeter oki setup (not to mention that simply being in Goku Moroha is a great reward in itself).

Video Examples

Navigation