GGACR/A.B.A/Frame Data

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System Data[edit]

Defense:x0.89
Guts:0
Weight:Heavyweight (x0.98)
Stun Resistance:80
Prejump:4F
Backdash:Normal: 17f (1~>8f invuln)

Moroha: 16f (1~>8f invuln)

Goku Moroha: 20f (1~>8f invuln)
Wakeup Time:66f (Face Up) / 52f (Face Down)
Unique Movements:


Normal Moves[edit]

Regular Normals[edit]

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
5PGGAC ABA 5P.png 8 Mid 3 2 7 +1 2~4F Upper Body 3 8 1.44 CSJR 1
5KGGAC ABA 5K.png 12 Mid 7 5 6 +1 - 6 5 2.64 SJR 2
c.SGGAC ABA cS.png 26 Mid 7 3 12 -1 - 10 7 2.64 SJR 3
f.SGGAC ABA fS.png 26 Low 9 3 14 ±0 - 11 6 3.84 SJR 4
5HGGAC ABA 5H.png 32 Mid 13 7 27 -15 - 20 6 3.84 SR 5
6PGGAC ABA 6P.png 19x2 Mid 10 3(5)5 10 -1 1~9F Above Knees 10x2 7x2 2.64x2 SR,SJR 3
  • Initial prorate 90%
6HGGAC ABA 6H.png 53 Mid 18 9 25 -15 - 20 18 3.84 SR 5
  • Forced prorate 70%
  • Dizzy modifier x2.5
  • Wallbounces opponent on hit (untechable for 35F)
  • CH midscreen causes wallbounce and knockdown
  • CH near corner causes wallstick (untechable for 92F, stick for 25F)
5DGGAC ABA 5D.png 15 High 25 4 15 -5 - 8 20 2.64 R 3
2PGGAC ABA 2P.png 6 Mid 5 2 6 +2 - 3 8 1.44 CSJR 1
  • Initial prorate 80%
2KGGAC ABA 2K.png 8 Low 7 4 10 -2 - 5 7 2.64 SR 2
  • Initial prorate 70%
2SGGAC ABA 2S.png 22 Mid 8 6 13 -5 - 10 7 2.64 SJR 3
  • Untechable on air hit for 18F
2HGGAC ABA 2H.png 22x2 Mid 14 8(3)7 10 -3 - 10x2 7x2 2.64x2 SJR 3
  • 1st floats and pulls opponent in on hit (untechable for 19F)
2DGGAC ABA 2D.png 25 Low 10 3 15 -4 10~12F Low Profile 8 7 2.64 SJR 3
j.PGGAC ABA jP.png 10 High/Air 5 4 14 - - 3 8 1.44 CSJR 1
j.KGGAC ABA jK.png 16 High/Air 6 8 12 - - 10 7 2.64 SJR 3
  • Floats opponent on hit (untechable on ground hit for 28F)
j.SGGAC ABA jS.png 21 High/Air 7 8 11 - - 10 7 2.64 SJR 3
j.HGGAC ABA jH.png 28 High/Air 15 until landing 0 - - 14 6 3.84 SR 4
  • Causes very little knockback/pushback
j.DGGAC ABA jD.png 35 High/Air 16 4 13+5 after landing - - 10 9 3.84 SR 4
  • Blows back opponent on hit (untechable for 22F)
  • Wallbounces opponent on CH (untechable for 50F)
  • Initial prorate 90%

Moroha Normals[edit]

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
5PGGAC ABA 5P.png 11 Mid 3 2 7 +1 2~4F Upper Body 3 8 1.44 CSJR 1
5KGGAC ABA 5K.png 14 Mid 7 5 6 +1 - 6 7 2.64 SJR 2
c.SGGAC ABA cS M.png 33 Mid 9 3 14 ±0 7~22F Foot 14 6 3.84 SJR 4
f.SGGAC ABA fS M.png 24x2 Mid 9 2(2)2 16 -1 - 14x2 6x2 3.84x2 SR 4
  • 1st hit causes very little knockback/pushback
5HGGAC ABA 5H M.png 30, 20 Mid 15 5(6)2 12 ±0 - ?? ?? ?? SR 5, 3
  • Staggers opponent on CH (Max 61F)
  • 2nd hit pulls opponent in on hit
6PGGAC ABA 6P.png 23x2 Mid 10 3,3 17 -6 1~9 Upper Body
10~12F Above Knees
10x2 7x2 2.64x2 SR,CJR 3
  • Initial prorate 90%
6HGGAC ABA 6H M.png 38x2 Mid 15 7,7 30 -18 - 20x2 6x2 3.84x2 SR 5
  • Untechable for 23F
5DGGAC ABA 5D.png 17 High 24 4 15 -5 - 8 20 2.64 R 3
2PGGAC ABA 2P.png 9 Mid 5 2 6 +2 - 3 8 1.44 CSJR 1
  • Initial prorate 80%
2KGGAC ABA 2K.png 13 Low 6 4 10 -2 - 5 7 2.64 SR 2
  • Initial prorate 70%
2SGGAC ABA 2S M.png 33 Mid 12 6 18 -7 - 14 8 3.84 SJR 4
  • Floats opponent, fully untechable on CH
  • Untechable for 23F
2HGGAC ABA 2H M.png 28x2 Mid 17 3,11 6 +2 13~18F Throw 20x2 6,14 3.84x2 SR,CJRF 5
  • 1st hit forces opponent into crouching state on ground hit
  • 2nd hit groundbounces opponent (untechable for 35F)
  • FRC timing 20~22F
2DGGAC ABA 2D M.png 37 Low 12 2 23 -6 - 15 6 3.84 SR 5
j.PGGAC ABA jP.png 13 High/Air 5 4 14 - - 3 8 1.44 CSJR 1
j.KGGAC ABA jK.png 20 High/Air 5 8 12 - - 10 7 2.64 SJR 3
  • Floats opponent on hit (untechable on ground hit for 28F)
j.SGGAC ABA jS M.png 33 High/Air 10 5 12 - - 14 6 3.84 SJR 4
  • Initial prorate 90%
j.HGGAC ABA jH M.png 40 High/Air 12 6 20 - - 20 6 3.84 SR 5
  • Initial prorate 80%
  • Slams down opponent on air hit
  • Slides opponent on CH (untechable for 112F, slides for 30F)
j.DGGAC ABA jD.png 42 High/Air 13 4 13+5 after landing - - 10 9 3.84 SR 4
  • Floats opponent on hit (untechable for 22F)
  • Wallbounces opponent on CH (untechable for 52F)
  • Initial prorate 90%

Goku Moroha Normals[edit]

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
5PGGAC ABA 5P.png 11 Mid 3 2 6 +1 3~4F Upper Body 3 8 1.44 CSJR 1
5KGGAC ABA 5K.png 14 Mid 6 5 4 +3 - 6 7 2.64 SJR 2
c.SGGAC ABA cS M.png 33 Mid 7 3 9 +5 6~17F Foot 14 6 3.84 SJR 4
f.SGGAC ABA fS M.png 24x2 Mid 7 2(2)2 12 +3 - 14x2 6x2 3.84x2 SJR 4
  • 1st hit causes very little knockback/pushback
5HGGAC ABA 5H M.png 30, 20 Mid 11 4(4)2 11 +1 - ?? ?? ?? SJR 5, 3
  • Staggers opponent on CH (Max 61F)
  • 2nd hit pulls opponent in on hit
6PGGAC ABA 6P.png 23x2 Mid 7 2,3 12 -1 1~6F Upper Body
7~8F Above Knees
10x2 7x2 2.64x2 SR,CJR 3
  • Initial prorate 90%
6HGGAC ABA 6H M.png 38x2 Mid 11 7,7 24 -12 - 20x2 6x2 3.84x2 SR 5
  • Floats opponent on hit (untechable for 23F)
5DGGAC ABA 5D.png 17 High 22 4 15 -5 - 8 20 2.64 R 3
2PGGAC ABA 2P.png 9 Mid 5 2 6 +2 - 3 8 1.44 CSJR 1
  • Initial prorate 80%
2KGGAC ABA 2K.png 13 Low 5 4 10 -2 - 5 7 2.64 SR 2
  • Initial prorate 70%
2SGGAC ABA 2S M.png 33 Mid 9 6 9 +2 - 14 8 3.84 SJR 4
  • Floats and knocks down opponent on CH
  • Untechable for 23F
2HGGAC ABA 2H M.png 28x2 Mid 17 3,11 6 +2 13~18F Throw 20x2 6,14 3.84x2 SR,CJRF 5
  • 1st hit forces opponent into crouching state on ground hit
  • 2nd hit groundbounces opponent (untechable for 35F)
  • FRC timing 20~22F
2DGGAC ABA 2D M.png 37 Low 9 2 23 -6 - 15 6 3.84 SJR 5
j.PGGAC ABA jP.png 13 High/Air 4 4 4 - - 3 8 1.44 CSJR 1
j.KGGAC ABA jK.png 20 High/Air 4 8 12 - - 10 7 2.64 SJR 3
  • Floats opponent on hit (untechable on ground hit for 28F)
j.SGGAC ABA jS M.png 33 High/Air 10 4 2 - - 14 6 3.84 SJR 4
  • Initial prorate 90%
j.HGGAC ABA jH M.png 40 High/Air 9 6 20 - - 20 6 3.84 SR 5
  • Initial prorate 80%
  • Slams down opponent on air hit
  • Slides opponent on CH (untechable for 112F, slides for 30F)
j.DGGAC ABA jD.png 42 High/Air 7 4 10+5 after landing - - 10 9 3.84 SJR 4
  • Floats opponent on hit (untechable for 22F)
  • Wallbounces opponent on CH (untechable for 52F)
  • Initial prorate 90%

Universal Mechanics[edit]

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
Ground ThrowGGAC ABA throw.png see notes 45 dots - - - - - - 6 4.00 - -
  • Causes wallbounce and knockdown in Normal Mode, causes ground bounce and knockdown in Moroha/Goku Moroha Mode
  • Forced prorate 50%
  • Damage per mode: Normal = 40, Moroha and Goku Moroha = 32
Air ThrowGGAC ABA airThrow.png see notes 88 dots - - - - - - 6 4.00 - -
  • Knocks down opponent on hit
  • Forced prorate 50%
  • Damage per mode: Normal = 53, Moroha = 57, Goku Moroha = 45
DAAGGAC ABA fS M.png
Normal
22 Mid 10 2(2)2 20 -12 1~27F All
28~41 Throw
10 7 2.64 R 3
  • Knocks down opponent on hit
  • Initial prorate 50%
DAAGGAC ABA fS M.png
Moroha
28 Mid 10 2(2)2 20 -12 1~15F All
16~27F Throw
10 7 2.64 R 3
  • Initial prorate 50%
  • Wallbounces opponent on hit (untechable for 28F on ground hit)
  • Can only hit once
DAAGGAC ABA fS M.png
Goku Moroha
22 Mid 10 2(2)2 20 -12 1~15F All
16~27F Throw
10 7 2.64 R 3
  • Wallbounces opponent on hit (untechable for 28F on ground hit)
  • Can only hit once

Special Moves[edit]

  • Numbers in [ ] is when A.B.A. is in Goku Moroha Mode
Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
DeletionGGAC ABA masshou.png
236S
20 Mid 12 2 17 -5 - 10 7 1.00/2.40 R 3
  • Can cancel into followup from 21F onwards on hit or block
DeletionGGAC ABA masshou.png
236S Moroha
21 Mid 11 2 17 -5 - 10 7 1.00/2.40 R 3
  • Can cancel into followup from 20F onwards on hit or block
  • Untechable for 16F
DeletionGGAC ABA masshou.png
236S Goku Moroha
16 Mid 10 2 17 -5 - 10 7 1.00/2.40 RF 3
  • FRC timing 10~13F
  • Can cancel into followup from 19F onwards on hit or block
  • Untechable for 16F
RuinGGAC ABA fukumetsu.png
Deletion > 46S
26 Mid 6 3 19 -8 - 10 7 1.00/2.40 R 3
  • Forces opponent into crouching state on ground hit and staggers (Max 30F)
  • Can cancel into followup from 10F onwards
RuinGGAC ABA fukumetsu.png
Deletion > 46S Moroha
28 Mid 6 3 19 -8 - 10 7 1.00/2.40 R 3
  • Forces opponent into crouching state on ground hit and staggers (Max 45F)
  • Can cancel into followup from 10F onwards
  • Untechable for 35F on air hit
RuinGGAC ABA fukumetsu.png
Deletion > 46S Goku Moroha
22 Mid 5 3 19 -8 - 10 7 1.00/2.40 RF 3
  • Forces opponent into crouching state on ground hit and staggers (Max 45F)
  • FRC timing 5~8F
  • Can cancel into followup from 8F onwards
  • Untechable for 35F
CondemnationGGAC ABA dangoku.png
Ruin > 63214S
38 Mid 14 3 31 -15 - 20 6 1.50/3.60 RF 5
  • Slides opponent on hit (untechable for 50F, slides for 43F)
  • Forced prorate 90%
  • FRC timing 14~15F
  • Opponent's Burst is disabled on hit
CondemnationGGAC ABA dangoku.png
Ruin > 63214S Moroha
42 Mid 14 3 28 -12 - 20 6 1.50/3.60 RF 5
  • Slides opponent on hit (untechable for 60F, slide for 40F)
  • Forced prorate 90%
  • FRC timing 14~15F
  • Opponent's burst is disabled on hit
CondemnationGGAC ABA dangoku.png
Ruin > 63214S Goku Moroha
33 Mid 14 3 23 -7 - 20 6 1.50/3.60 RF 5
  • Slides opponent on hit (untechable for 60F, slide for 40F)
  • Forced prorate 90%
  • FRC timing 14~17F
  • Opponent's burst is disabled on hit
BondingGGAC ABA ketsugou.png
63214H
0,10[1,8] All (throw range: 65 pixels) 13 12 30 -32 - 3 8 (throw is 6) 1.50/6.00 R 1
  • Listed Recovery is for when the move is blocked. On hit the recovery is 38F
  • Listed Startup and Active frames is for the strike portion. The throw part has Damage 10, Startup 9F, active 1F
  • Changes ABA's mode on hit (Normal changes to Moroha, Moroha and Goku Moroha change back to Normal)
  • When changing back to Normal mode, ABA regains 80% of the self-inflicted damage generated by Moroha/Goku Moroha mode
  • Knocks down opponent on hit
  • ABA in CH state during move
  • Opponent's burst is disabled on hit
  • Can only be RC'd on block
Air BondingGGAC ABA ketsugou.png
j.63214H
0,30[1,24] All 10 3 till landing - - 3 8 1.50/6.00 R 1
  • Changes ABA's mode on hit (Normal changes to Moroha, Moroha and Goku Moroha change back to Normal)
  • When changing back to Normal mode, ABA regains 80% of the self-inflicted damage generated by Moroha/Goku Moroha mode
  • Knocks down opponent on hit
  • ABA is in CH state and air position remains constant from 1~31F
  • Can only be RC'd on block
DraggingGGAC ABA kenin.png
236P Normal Only
- - - - 28F total - 1~2F Above Knees
3~25F Above Feet
- - 1.50/- F -
  • FRC timing 11~13F
RetributionGGAC ABA shoukyaku.png
236K Normal Only
35 High 22 3 20 -4 7~11F Above Knees
12~19F Upper Body
20~22F Above Knees
15 6 2.00/4.80 RF 5
  • Staggers opponent on CH (Max 69F)
  • Initial prorate 90%
  • FRC timing 28~30F
AvoidanceGGAC ABA kihi.png
236H Normal Only
11 All 35 18 40F total +18 - 0 7 1.50/3.60 F 2
  • FRC timing 23~24F
  • Attack is guaranteed to activate after 23F
InjectingGGAC ABA shousei.png
63214P Normal Only
- - - - 38F total - 19~22F All
23F Throw
- - - - -
  • Consumes a blood pack on 20F and changes ABA to Moroha mode
EngorgementGGAC ABA houshoku.png
421H Moroha
48[38] Mid 21[20] 11 14[10] -6[-2] - 20 6 1.50/4.80 R[JR] 5
  • ABA is airborne from 12~31F [11~30F]
  • Floats opponent on hit (untechable for 34F)
  • ABA is in CH state from 1~38F [1~35F]
  • Autojump installs
JudgementGGAC ABA danzai.png
623H Moroha
25,35[20,28] Mid 18[12] 6(20)3[4(14)2] 25[21] -9[-4] 1~20F [1~13F] Throw
1~24F [1~16F] Armor
6x2 14,20 2.50/6.00x2 R[RF] 4,5
  • 1st hit floats opponent on hit (untechable for 30F)
  • 2nd hit groundbounces opponent (untechable for 50F)
  • 2nd hit forced prorate 70%
  • FRC timing 12~14F
  • Armor absorb one non-super hit for half damage
  • 2nd hit disables opponent's burst on hit
DisplacementGGAC ABA bunri.png
63214P Moroha
- - - - 40F total - 9F All
10~13F Throw
- - - F -
  • FRC timing 10~13F
  • Consumes a blood pack, changes ABA to normal mode, and restores 1.2x of the self inflicted Moroha damage on 10F
BlunderGGAC ABA kashitsu.png
41236K Moroha
60[40] High/Air 28 1 29[19] - 11~24F Lower Body
25~30F Foot
11~30F Throw
20 6 2.00/4.80 R[RF] 5
  • Staggers opponent when blocked high (Max 55F)
  • Groundbounces opponent on hit (untechable for 50F)
  • [FRC timing 27~29F]
  • Untechable for 41F
EradicationGGAC ABA konzetsu.png
j.41236S Moroha
38 (rear: 58) All 16 [12] 6 12F after landing - - 0 10 (rear: 2) 1.50/3.60 F 4
  • Untechable for (front part: 26F, back part: 36F)
  • FRC timing 22~23F [15~18F]
  • Attack is guaranteed to activate after 10F [6F]
Suka MotionGGAC ABA sukaMotion.png - - - - 52F total - - - - - - -
  • Happens if (Goku) Moroha gauge drops to 0

Force Breaks[edit]

  • Numbers in [ ] is when A.B.A. is in Goku Moroha Mode
Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
DraggingGGAC ABA kenin.png
236D Normal
- - - - total: 26 - 1~End All - - - F -
  • Can pass through opponent from 3F until end of move
  • FRC timing 9~23F
AvoidanceGGAC ABA kihi.png
236D Moroha
18,10x5 All 51 3(6)3 total 38 +45 7~11F, 20~22F Above Knees
12~19F Upper Body
0 ? -/1.20 F 2
  • FRC timing 23~24F
  • Attack is guaranteed to activate after 23F
JudgementGGAC ABA danzai.png
623D Moroha
25,35 [20,28] Mid 18 [12] 6(20)3 [4(14)2] 25 [21] -11 [-6] 1~20F [1~13F] Throw
1~24F [1~16F] Armor
14x2 6x2 - R [RF] 4
  • 2nd hit has 80% Forced Prorate
  • 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
  • [FRC timing 12~14F]
  • Armor absorbs non-super attacks for half damage (no limit?)

Overdrives[edit]

  • Numbers in [ ] is when A.B.A. is in Goku Moroha Mode
Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
Evidence: Concealment (1st hit)GGAC ABA shoukoIntoku.png
632146H
68 Mid 9+10 6 34 -14 1~14F All
6~22F Above Feet, Throw
14~42F Low Profile
20 12x2,18 - F 5
  • Floats opponent on hit (untechable for 58F)
  • Hitstop 7F
  • Forced prorate 50%
  • FRC timing 10~13F after super flash
  • Can cancel into Shouko: Intoku (2nd hit) 1~34F after super flash
Evidence: Concealment (2nd hit)GGAC ABA shoukoIntoku.png
632146H > 236H
68 Mid 26 6 34 -14 22~29F Above Feet
30~49F Low Profile
20 12 - F 5
  • Floats opponent on hit (untechable for 58F)
  • Hitstop 7F
  • Forced prorate 50%
  • FRC timing 26~29F
  • Can cancel into Shouko: Intoku (3rd hit) 1~26F
Evidence: Concealment (3rd hit)GGAC ABA shoukoIntoku.png
2nd > 236H
108 Mid 39 6 34 -14 35~42F Above Feet
43~62 Low Profile
- 18 - F 5
  • Floats opponent on hit (untechable for 58F)
  • Hitstop 7F
  • Forced prorate 50%
  • FRC timing 39~42F
Evidence: DestructionGGAC ABA ouro.png
j.632146P Normal
35x4 High/Air 9+3 24 till landing+11 - 1~11F All 14x4 6x4 - R 4
  • Floats opponent on hit (untechable for 34F)
  • Can hit up to a maximum of 4 times
Evidence: DestructionGGAC ABA ouro.png
j.632146P Moroha
26x4[20x4] Mid 9+3 24 till landing+11 - 1~14F All 20x4 6x4 - RF 5
  • Floats opponent on hit (untechable for 34F)
  • Can cancel into Moroha Followup from 42F until landing
  • Can hit up to a maximum of 4 times
  • FRC timing 36~39F
  • Untechable for 44F
Moroha FollowupGGAC ABA ouro.png
Destruction > 214K Moroha
26x4[20x4] High,High/Airx3 2+5 38 till landing+11 - 1~8F All 20x4 6x4 - R 5
  • Floats opponent on hit (untechable for 24F)
  • Can hit up to a maximum of 4 times
  • Untechable for 44F
AltercationGGAC ABA henshitsu.png
6321463214S Moroha
10 Mid 15+2 3 26 +5 1~15F All 20 10 - - 5
  • Also costs 1 Blood Pack
  • Staggers opponent on ground hit (Max 32F)
  • Wallbounces opponent on air hit (untechable for 50F)
  • Cannot be interrupted
  • Can pass through projectiles
  • Can be cancelled from any move except aerial moves, Ketsugou, Houshoku and Konzetsu
  • Puts A.B.A into Goku Moroha mode and fills Gauge to 100%

Instant Kill[edit]

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
Darkness of IgnoranceGGAC ABA IK.png
in IK mode: 236236H
Fatal All 6+30 5 40 -28 6~10F All 14 - - - -
  • IK activation time 68F

Gatling Table[edit]

Normal Mode[edit]

Ground Gatlings
P K S H D Cancel
5P 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2P 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
6P - - 2S 2H - Jump on 2nd hit, Sp
5K - 5K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2K - - c.S, 2S 5H, 2H, 6H 2D Sp
c.S 2P - - 5H, 2H, 6H 5D, 2D Jump, Sp
f.S - 2K c.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2S - 5K - 2H 5D, 2D Jump, Sp
5H - - - 6H 5D, 2D Sp
2H 6P - - - - Jump, Sp
6H 6P - - 5H - Sp
5D - - - - - homing jump
2D - - - - - Jump, Sp
Air Gatlings
P K S H D Cancel
j.P j.P j.K j.S j.H j.D Jump, Sp
j.K j.P - j.S j.H j.D Jump, Sp
j.S j.P - - j.H - Jump, Sp
j.H - - - - - Sp
j.D - - - - - Sp

Moroha Mode[edit]

Ground Gatlings
P K S H D Cancel
5P 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2P 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 6H 5D, 2D Jump, Sp
6P - - 2S 6H - Jump, Sp
5K 6P 5K c.S, f.S, 2S 5H, 6H 5D, 2D Jump, Sp
2K 6P - c.S, f.S, 2S 6H 5D, 2D Sp
c.S 6P - f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
f.S - - 2S 5H, 2H, 6H 5D, 2D Sp
2S - - - - 5D, 2D Jump, Sp
5H - - - 2H, 6H 5D, 2D Sp
2H - - 2S - - Jump, Sp
6H - - - - - Jump, Sp
5D - - - - - homing jump
2D - - - - - Sp
Air Gatlings
P K S H D Cancel
j.P j.P j.K j.S j.H j.D Jump, Sp
j.K j.P - j.S - j.D Jump, Sp
j.S j.P j.K - j.H j.D Jump, Sp
j.H - - - - j.D Sp
j.D - - - - - Sp

Goku Moroha Mode[edit]

Ground Gatlings
P K S H D Cancel
5P 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2P 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
6P 5P, 2P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
5K 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 6H 5D, 2D Jump, Sp
2K 5P, 2P, 6P 5K c.S, f.S, 2S 6H 5D, 2D Sp
c.S 5P, 2P, 6P 5K, 2K f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
f.S 5P, 2P, 6P 5K, 2K 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2S 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
5H 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 2H, 6H 5D, 2D Jump, Sp
2H 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 6H 5D, 2D Jump, Sp
6H 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Sp
5D - - - - - homing jump
2D 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D Jump, Sp
Air Gatlings
P K S H D Cancel
j.P j.P j.K j.S j.H j.D Jump, Sp
j.K j.P j.K j.S j.H j.D Jump, Sp
j.S j.P j.K - j.H j.D Jump, Sp
j.H j.P j.K j.S - j.D Sp
j.D - - - - - Jump, Sp
  • 5D can be only canceled into Homing Jump on ground hit
Black = On Hit or Block
Green = Available on whiff
S = Special Attacks and Overdrives (aka: Specials and Supers)
Su = Overdrives (aka: Supers)

Navigation[edit]

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