GGACR/A.B.A/Frame Data
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System Data[edit]
Defense[edit]
x0.89
Guts Rating[edit]
0
Weight[edit]
Heavyweight (0.98x)
Stun Resistance[edit]
80
Prejump[edit]
4f
Backdash[edit]
Normal: 17f (1~>8f invuln)
Moroha: 16f (1~>8f invuln)
Goku Moroha: 20f (1~>8f invuln)
Wakeup Time[edit]
66f (Face Up) / 52f (Face Down)
Movement Options[edit]
Double Jump, 1 Airdash, Ground Dash (Run)
Normal Moves[edit]
Regular Normals[edit]
Version | Damage | 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. | 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. | 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. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | CancelWhat this attack can cancel into. | 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 betwen 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. |
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5P | 8 | 1.44 | 3 | 8 | 1 | Mid | CSJR | 3 | 2 | 7 | +1 |
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5K | 12 | 2.64 | 6 | 5 | 2 | Mid | SJR | 7 | 5 | 6 | +1 |
c.S | 26 | 2.64 | 10 | 7 | 3 | Mid | SJR | 7 | 3 | 12 | -1 |
f.S | 26 | 3.84 | 11 | 6 | 4 | Low | SJR | 9 | 3 | 14 | ±0 |
5H | 32 | 3.84 | 20 | 6 | 5 | Mid | SR | 13 | 7 | 27 | -15 |
6P | 19x2 | 2.64x2 | 10x2 | 7x2 | 3 | Mid | SR,SJR | 10 | 3(5)5 | 10 | -1 |
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6H | 53 | 3.84 | 20 | 18 | 5 | Mid | SR | 18 | 9 | 25 | -15 |
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5D | 15 | 2.64 | 8 | 20 | 3 | High | R | 25 | 4 | 15 | -5 |
2P | 6 | 1.44 | 3 | 8 | 1 | Mid | CSJR | 5 | 2 | 6 | +2 |
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2K | 8 | 2.64 | 5 | 7 | 2 | Low | SR | 7 | 4 | 10 | -2 |
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2S | 22 | 2.64 | 10 | 7 | 3 | Mid | SJR | 8 | 6 | 13 | -5 |
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2H | 22x2 | 2.64x2 | 10x2 | 7x2 | 3 | Mid | SJR | 14 | 8(3)7 | 10 | -3 |
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2D | 25 | 2.64 | 8 | 7 | 3 | Low | SJR | 10 | 3 | 15 | -4 |
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j.P | 10 | 1.44 | 3 | 8 | 1 | High/Air | CSJR | 5 | 4 | 14 | - |
j.K | 16 | 2.64 | 10 | 7 | 3 | High/Air | SJR | 6 | 8 | 12 | - |
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j.S | 21 | 2.64 | 10 | 7 | 3 | High/Air | SJR | 7 | 8 | 11 | - |
j.H | 28 | 3.84 | 14 | 6 | 4 | High/Air | SR | 15 | until landing | 0 | - |
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j.D | 35 | 3.84 | 10 | 9 | 4 | High/Air | SR | 16 | 4 | 13+5 after landing | - |
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Moroha Normals[edit]
Version | Damage | 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. | 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. | 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. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | CancelWhat this attack can cancel into. | 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 betwen 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. |
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5P | 11 | 1.44 | 3 | 8 | 1 | Mid | CSJR | 3 | 2 | 7 | +1 |
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5K | 14 | 2.64 | 6 | 7 | 2 | Mid | SJR | 7 | 5 | 6 | +1 |
c.S | 33 | 3.84 | 14 | 6 | 4 | Mid | SJR | 9 | 3 | 14 | ±0 |
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f.S | 24x2 | 3.84x2 | 14x2 | 6x2 | 4 | Mid | SR | 9 | 2(2)2 | 16 | -1 |
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5H | 30, 25 | ?? | ?? | ?? | 5, 3 | Mid | SR | 15 | 5(6)2 | 12 | ±0 |
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6P | 23x2 | 2.64x2 | 10x2 | 7x2 | 3 | Mid | SR,CJR | 10 | 3,3 | 17 | -6 |
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6H | 38x2 | 3.84x2 | 20x2 | 6x2 | 5 | Mid | SR | 15 | 7,7 | 30 | -18 |
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5D | 17 | 2.64 | 8 | 20 | 3 | High | R | 24 | 4 | 15 | -5 |
2P | 9 | 1.44 | 3 | 8 | 1 | Mid | CSJR | 5 | 2 | 6 | +2 |
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2K | 13 | 2.64 | 5 | 7 | 2 | Low | SR | 6 | 4 | 10 | -2 |
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2S | 33 | 3.84 | 14 | 8 | 4 | Mid | SJR | 12 | 6 | 18 | -7 |
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2H | 28x2 | 3.84x2 | 20x2 | 6,14 | 5 | Mid | SR,CJRF | 17 | 3,11 | 6 | +2 |
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2D | 37 | 3.84 | 15 | 6 | 5 | Low | SR | 12 | 2 | 23 | -6 |
j.P | 13 | 1.44 | 3 | 8 | 1 | High/Air | CSJR | 5 | 4 | 14 | - |
j.K | 20 | 2.64 | 10 | 7 | 3 | High/Air | SJR | 5 | 8 | 12 | - |
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j.S | 33 | 3.84 | 14 | 6 | 4 | High/Air | SJR | 10 | 5 | 12 | - |
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j.H | 40 | 3.84 | 20 | 6 | 5 | High/Air | SR | 12 | 6 | 20 | - |
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j.D | 42 | 3.84 | 10 | 9 | 4 | High/Air | SR | 13 | 4 | 13+5 after landing | - |
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Goku Moroha Normals[edit]
Version | Damage | 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. | 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. | 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. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | CancelWhat this attack can cancel into. | 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 betwen 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. |
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5P | 11 | 1.44 | 3 | 8 | 1 | Mid | CSJR | 3 | 2 | 6 | +1 |
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5K | 14 | 2.64 | 6 | 7 | 2 | Mid | SJR | 6 | 5 | 4 | +3 |
c.S | 33 | 3.84 | 14 | 6 | 4 | Mid | SJR | 7 | 3 | 9 | +5 |
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f.S | 24x2 | 3.84x2 | 14x2 | 6x2 | 4 | Mid | SJR | 7 | 2(2)2 | 12 | +3 |
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5H | 30, 25 | ?? | ?? | ?? | 5, 3 | Mid | SJR | 11 | 4(4)2 | 11 | +1 |
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6P | 23x2 | 2.64x2 | 10x2 | 7x2 | 3 | Mid | SR,CJR | 7 | 2,3 | 12 | -1 |
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6H | 38x2 | 3.84x2 | 20x2 | 6x2 | 5 | Mid | SR | 11 | 7,7 | 24 | -12 |
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5D | 17 | 2.64 | 8 | 20 | 3 | High | R | 22 | 4 | 15 | -5 |
2P | 9 | 1.44 | 3 | 8 | 1 | Mid | CSJR | 5 | 2 | 6 | +2 |
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2K | 13 | 2.64 | 5 | 7 | 2 | Low | SR | 5 | 4 | 10 | -2 |
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2S | 33 | 3.84 | 14 | 8 | 4 | Mid | SJR | 9 | 6 | 9 | +2 |
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2H | 28x2 | 3.84x2 | 20x2 | 6,14 | 5 | Mid | SR,CJRF | 17 | 3,11 | 6 | +2 |
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2D | 37 | 3.84 | 15 | 6 | 5 | Low | SJR | 9 | 2 | 23 | -6 |
j.P | 13 | 1.44 | 3 | 8 | 1 | High/Air | CSJR | 4 | 4 | 4 | - |
j.K | 20 | 2.64 | 10 | 7 | 3 | High/Air | SJR | 4 | 8 | 12 | - |
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j.S | 33 | 3.84 | 14 | 6 | 4 | High/Air | SJR | 10 | 4 | 2 | - |
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j.H | 40 | 3.84 | 20 | 6 | 5 | High/Air | SR | 9 | 6 | 20 | - |
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j.D | 42 | 3.84 | 10 | 9 | 4 | High/Air | SJR | 7 | 4 | 10+5 after landing | - |
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Universal Mechanics[edit]
Special Moves[edit]
- Numbers in [ ] is when A.B.A. is in Goku Moroha Mode
Version | Damage | 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. | 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. | 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. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | CancelWhat this attack can cancel into. | 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 betwen 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. |
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Deletion 236S |
20 | 1.00/2.40 | 10 | 7 | 3 | Mid | R | 12 | 2 | 17 | -5 |
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Deletion 236S Moroha |
21 | 1.00/2.40 | 10 | 7 | 3 | Mid | R | 11 | 2 | 17 | -5 |
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Deletion 236S Goku Moroha |
16 | 1.00/2.40 | 10 | 7 | 3 | Mid | RF | 10 | 2 | 17 | -5 |
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Ruin Deletion > 46S |
26 | 1.00/2.40 | 10 | 7 | 3 | Mid | R | 6 | 3 | 19 | -8 |
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Ruin Deletion > 46S Moroha |
28 | 1.00/2.40 | 10 | 7 | 3 | Mid | R | 6 | 3 | 19 | -8 |
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Ruin Deletion > 46S Goku Moroha |
22 | 1.00/2.40 | 10 | 7 | 3 | Mid | RF | 5 | 3 | 19 | -8 |
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Condemnation Ruin > 63214S |
38 | 1.50/3.60 | 20 | 6 | 5 | Mid | RF | 14 | 3 | 31 | -15 |
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Condemnation Ruin > 63214S Moroha |
42 | 1.50/3.60 | 20 | 6 | 5 | Mid | RF | 14 | 3 | 28 | -12 |
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Condemnation Ruin > 63214S Goku Moroha |
33 | 1.50/3.60 | 20 | 6 | 5 | Mid | RF | 14 | 3 | 23 | -7 |
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Bonding 63214H |
0,10[1,8] | 1.50/6.00 | 3 | 8 (throw is 6) | 1 | All (throw range: 65 pixels) | R | 13 | 12 | 30 | -32 |
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Air Bonding j.63214H |
0,30[1,24] | 1.50/6.00 | 3 | 8 | 1 | All | R | 10 | 3 | till landing | - |
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Dragging 236P Normal Only |
- | 1.50/- | - | - | - | - | F | - | - | 28F total | - |
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Retribution 236K Normal Only |
35 | 2.00/4.80 | 15 | 6 | 5 | High | RF | 22 | 3 | 20 | -4 |
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Avoidance 236H Normal Only |
11 | 1.50/3.60 | 0 | 7 | 2 | All | F | 35 | 18 | 40F total | +18 |
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Injecting 63214P Normal Only |
- | - | - | - | - | - | - | - | - | 38F total | - |
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Engorgement 421H Moroha |
48[38] | 1.50/4.80 | 20 | 6 | 5 | Mid | R[JR] | 21[20] | 11 | 14[10] | -6[-2] |
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Judgement 623H Moroha |
25,35[20,28] | 2.50/6.00x2 | 6x2 | 14,20 | 4,5 | Mid | R[RF] | 18[12] | 6(20)3[4(14)2] | 25[21] | -9[-4] |
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Displacement 63214P Moroha |
- | - | - | - | - | - | F | - | - | 40F total | - |
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Blunder 41236K Moroha |
60[40] | 2.00/4.80 | 20 | 6 | 5 | High/Air | R[RF] | 28 | 1 | 29[19] | - |
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Eradication j.41236S Moroha |
38 (rear: 58) | 1.50/3.60 | 0 | 10 (rear: 2) | 4 | All | F | 16 [12] | 6 | 12F after landing | - |
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Suka Motion | - | - | - | - | - | - | - | - | - | 52F total | - |
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Force Breaks[edit]
- Numbers in [ ] is when A.B.A. is in Goku Moroha Mode
Overdrives[edit]
- Numbers in [ ] is when A.B.A. is in Goku Moroha Mode
Version | Damage | 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. | 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. | 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. | GuardHow this attack can be guarded. Throws have their throw range listed instead. | CancelWhat this attack can cancel into. | 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 betwen 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. |
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Evidence: Concealment (1st hit) 632146H |
68 | - | 20 | 12x2,18 | 5 | Mid | F | 9+10 | 6 | 34 | -14 |
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Evidence: Concealment (2nd hit) 632146H > 236H |
68 | - | 20 | 12 | 5 | Mid | F | 26 | 6 | 34 | -14 |
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Evidence: Concealment (3rd hit) 2nd > 236H |
108 | - | - | 18 | 5 | Mid | F | 39 | 6 | 34 | -14 |
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Evidence: Destruction j.632146P Normal |
35x4 | - | 14x4 | 6x4 | 4 | High/Air | R | 9+3 | 24 | till landing+11 | - |
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Evidence: Destruction j.632146P Moroha |
26x4[20x4] | - | 20x4 | 6x4 | 5 | Mid | RF | 9+3 | 24 | till landing+11 | - |
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Moroha Followup Destruction > 214K Moroha |
26x4[20x4] | - | 20x4 | 6x4 | 5 | High,HAx3 | R | 2+5 | 38 | till landing+11 | - |
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Altercation 6321463214S Moroha |
10 | - | 20 | 10 | 5 | Mid | - | 15+2 | 3 | 26 | +5 |
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Instant Kill[edit]
Gatling Table[edit]
Normal Mode[edit]
P | K | S | H | D | Cancel | |
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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 |
P | K | S | H | D | Cancel | |
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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]
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 |
P | K | S | H | D | Cancel | |
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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]
P | K | S | H | D | Cancel | |
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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 |
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)
[edit]
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To edit frame data, edit values in GGACR/A.B.A/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.
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A.B.A [★]
Anji Mito [★]
Axl Low [★]
Baiken [★]
Bridget [★]
Chipp Zanuff [★]
Dizzy [★]
Eddie [★]
Faust [★]
I-No [★]
Jam Kuradoberi [★]
Johnny [★]
Justice [★]
Kliff Undersn [★]
Ky Kiske [★]
May [★]
Millia Rage [★]
Order-Sol [★]
Potemkin [★]
Robo-Ky [★]
Slayer [★]
Sol Badguy [★]
Testament [★]
Venom [★]
Zappa [★]
Click [★] for character's full frame data
System Explanations