GGACR/A.B.A/Frame Data

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System Data[edit]

Defense Modifier: x 0.89
Guts Rating: 0
Stun Resistance: 80
Prejump: 4
Backdash Time: 17 (Normal) 16 (Moroha) 20 (Goku Moroha)
Backdash Invincibility: 1-8
Wakeup (Face Up/Down): 66 / 52

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.
5P 8 1.44 3 8 1 Mid CSJR 3 2 7 +1
  • Upper body invincible 2~4F
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
  • Upper body invincible 1~9F, above knees invincible 10~12F
  • Initial prorate 90%
6H 53 3.84 20 18 5 Mid SR 18 9 25 -15
  • 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)
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
  • Initial prorate 80%
2K 8 2.64 5 7 2 Low SR 7 4 10 -2
  • Initial prorate 70%
2S 22 2.64 10 7 3 Mid SJR 8 6 13 -5
  • Untechable on air hit for 18F
2H 22x2 2.64x2 10x2 7x2 3 Mid SJR 14 8(3)7 10 -3
  • 1st floats and pulls opponent in on hit (untechable for 19F)
2D 25 2.64 8 7 3 Low SJR 10 3 15 -4
  • Low profile 10~12F
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 -
  • Floats opponent on hit (untechable on ground hit for 28F)
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 -
  • Causes very little knockback/pushback
j.D 35 3.84 10 9 4 High, Air SR 16 4 13+5 after landing -
  • Blows back opponent on hit (untechable for 22F)
  • Wallbounces opponent on CH (untechable for 50F)
  • Initial prorate 90%

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.
5P 11 1.44 3 8 1 Mid CSJR 3 2 7 +1
  • Upper body invincible 2~4F
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
  • Foot invincible 7~22F
f.S 24x2 3.84x2 14x2 6x2 4 Mid SR 9 2(2)2 16 -1
  • 1st hit causes very little knockback/pushback
5H 30, 25 ?? ?? ?? 5, 3 Mid SR 15 5(6)2 12 ±0
  • Staggers opponent on CH (Max 61F)
  • 2nd hit pulls opponent in on hit
6P 23x2 2.64x2 10x2 7x2 3 Mid SR,CJR 10 3,3 17 -6
  • Upper body invincible 1~9F, above knees invincible 10~12F
  • Initial prorate 90%
6H 38x2 3.84x2 20x2 6x2 5 Mid SR 15 7,7 30 -18
  • Untechable for 23F
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
  • Initial prorate 80%
2K 13 2.64 5 7 2 Low SR 6 4 10 -2
  • Initial prorate 70%
2S 33 3.84 14 8 4 Mid SJR 12 6 18 -7
  • Floats opponent, fully untechable on CH
  • Untechable for 23F
2H 28x2 3.84x2 20x2 6,14 5 Mid SR,CJRF 17 3,11 6 +2
  • Throw invincible 13~18F
  • 1st hit forces opponent into crouching state on ground hit
  • 2nd hit groundbounces opponent (untechable for 35F)
  • FRC timing 20~22F
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 -
  • Floats opponent on hit (untechable on ground hit for 28F)
j.S 33 3.84 14 6 4 High, Air SJR 10 5 12 -
  • Initial prorate 90%
j.H 40 3.84 20 6 5 High, Air SR 12 6 20 -
  • Initial prorate 80%
  • Slams down opponent on air hit
  • Slides opponent on CH (untechable for 112F, slides for 30F)
j.D 42 3.84 10 9 4 High, Air SR 13 4 13+5 after landing -
  • Floats opponent on hit (untechable for 22F)
  • Wallbounces opponent on CH (untechable for 52F)
  • Initial prorate 90%

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.
5P 8 1.44 3 8 1 Mid CSJR 3 2 6 +1
  • Upper body invincible 3~4F
5K 11 2.64 6 7 2 Mid SJR 6 5 4 +3
c.S 26 3.84 14 6 4 Mid SJR 7 3 9 +5
  • Foot invincible 6~17F
f.S 19x2 3.84x2 14x2 6x2 4 Mid SJR 7 2(2)2 12 +3
  • 1st hit causes very little knockback/pushback
5H 30, 25 ?? ?? ?? 5, 3 Mid SJR 11 4(4)2 11 +1
  • Staggers opponent on CH (Max 61F)
  • 2nd hit pulls opponent in on hit
6P 18x2 2.64x2 10x2 7x2 3 Mid SR,CJR 7 2,3 12 -1
  • Upper body invincible 1~6F, above knees invincible 7~8F
  • Initial prorate 90%
6H 30x2 3.84x2 20x2 6x2 5 Mid SR 11 7,7 24 -12
  • Floats opponent on hit (untechable for 23F)
5D 13 2.64 8 20 3 High R 22 4 15 -5
2P 7 1.44 3 8 1 Mid CSJR 5 2 6 +2
  • Initial prorate 80%
2K 10 2.64 5 7 2 Low SR 5 4 10 -2
  • Initial prorate 70%
2S 26 3.84 14 8 4 Mid SJR 9 6 9 +2
  • Floats and knocks down opponent on CH
  • Untechable for 23F
2H 22x2 3.84x2 20x2 6,14 5 Mid SR,CJRF 17 3,11 6 +2
  • Throw invincible 13~18F
  • 1st hit forces opponent into crouching state on ground hit
  • 2nd hit groundbounces opponent (untechable for 35F)
  • FRC timing 20~22F
2D 29 3.84 15 6 5 Low SJR 9 2 23 -6
j.P 10 1.44 3 8 1 High, Air CSJR 4 4 4 -
j.K 16 2.64 10 7 3 High, Air SJR 4 8 12 -
  • Floats opponent on hit (untechable on ground hit for 28F)
j.S 26 3.84 14 6 4 High, Air SJR 10 4 2 -
  • Initial prorate 90%
j.H 32 3.84 20 6 5 High, Air SR 9 6 20 -
  • Initial prorate 80%
  • Slams down opponent on air hit
  • Slides opponent on CH (untechable for 112F, slides for 30F)
j.D 33 3.84 10 9 4 High, Air SJR 7 4 10+5 after landing -
  • Floats opponent on hit (untechable for 22F)
  • Wallbounces opponent on CH (untechable for 52F)
  • Initial prorate 90%

Universal Mechanics[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.
Ground Throw see notes 4.00 - 6 - 45 dots - - - - -
  • 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 Throw see notes 4.00 - 6 - 88 dots - - - - -
  • Knocks down opponent on hit
  • Forced prorate 50%
  • Damage per mode: Normal = 53, Moroha = 57, Goku Moroha = 45
DAA
Normal
22 2.64 10 7 3 Mid R 10 2(2)2 20 -12
  • Fully invincible 1~27F
  • Throw invincible 28~41F
  • Knocks down opponent on hit
  • Initial prorate 50%
DAA
Moroha
28 2.64 10 7 3 Mid R 10 2(2)2 20 -12
  • Fully invincible 1~15F
  • Throw invincible 16~27F
  • Initial prorate 50%
  • Wallbounces opponent on hit (untechable for 28F on ground hit)
  • Can only hit once
DAA
Goku Moroha
22 2.64 10 7 3 Mid R 10 2(2)2 20 -12
  • Fully invincible 1~15F
  • Throw invincible 16~27F
  • 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
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.
Deletion
236S
20 1.00/2.40 10 7 3 Mid R 12 2 17 -5
  • Can cancel into followup from 21F onwards on hit or block
Deletion
236S Moroha
21 1.00/2.40 10 7 3 Mid R 11 2 17 -5
  • Can cancel into followup from 20F onwards on hit or block
  • Untechable for 16F
Deletion
236S Goku Moroha
16 1.00/2.40 10 7 3 Mid RF 10 2 17 -5
  • FRC timing 10~13F
  • Can cancel into followup from 19F onwards on hit or block
  • Untechable for 16F
Ruin
Deletion > 46S
26 1.00/2.40 10 7 3 Mid R 6 3 19 -8
  • Forces opponent into crouching state on ground hit and staggers (Max 30F)
  • Can cancel into followup from 10F onwards
Ruin
Deletion > 46S Moroha
28 1.00/2.40 10 7 3 Mid R 6 3 19 -8
  • 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
Ruin
Deletion > 46S Goku Moroha
22 1.00/2.40 10 7 3 Mid RF 5 3 19 -8
  • 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
Condemnation
Ruin > 63214S
38 1.50/3.60 20 6 5 Mid RF 14 3 31 -15
  • Slides opponent on hit (untechable for 50F, slides for 43F)
  • Forced prorate 90%
  • FRC timing 14~15F
  • Opponent's Burst is disabled on hit
Condemnation
Ruin > 63214S Moroha
42 1.50/3.60 20 6 5 Mid RF 14 3 28 -12
  • Slides opponent on hit (untechable for 60F, slide for 40F)
  • Forced prorate 90%
  • FRC timing 14~15F
  • Opponent's burst is disabled on hit
Condemnation
Ruin > 63214S Goku Moroha
33 1.50/3.60 20 6 5 Mid RF 14 3 23 -7
  • Slides opponent on hit (untechable for 60F, slide for 40F)
  • Forced prorate 90%
  • FRC timing 14~17F
  • Opponent's burst is disabled on hit
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
  • 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 Bonding
j.63214H
0,30[1,24] 1.50/6.00 3 8 1 All R 10 3 till landing -
  • 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
Dragging
236P Normal Only
- 1.50/- - - - - F - - 28F total -
  • Above knees invincible 1~2F, above feet invincible 3~25F
  • FRC timing 11~13F
Retribution
236K Normal Only
35 2.00/4.80 15 6 5 High RF 22 3 20 -4
  • 6-27F feet and throw invincibility
  • Feet and throw invincible 6~27F
  • Staggers opponent on CH (Max 69F)
  • Initial prorate 90%
  • FRC timing 28~30F
Avoidance
236H Normal Only
11 1.50/3.60 0 7 2 All F 35 18 40F total +18
  • Above knees invincible 7~11F, Upper body invincible 12~19F, above knees invincible 20~22F
  • FRC timing 23~24F
  • Attack is guaranteed to activate after 23F
Injecting
63214P Normal Only
- - - - - - - - - 38F total -
  • Fully invincible 19~22F, throw invincible 23F
  • Consumes a blood pack on 20F and changes ABA to Moroha mode
Engorgement
421H Moroha
48[38] 1.50/4.80 20 6 5 Mid R[JR] 21[20] 11 14[10] -6[-2]
  • 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
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]
  • Throw invincible 1~20F [1~13F]
  • 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
  • Can absorb one non-super hit for half damage from 1~24F [1~16F]
  • 2nd hit disables opponent's burst on hit
Displacement
63214P Moroha
- - - - - - F - - 40F total -
  • Fully invincible on 9F
  • Strike invincible 10~13F
  • 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
Blunder
41236K Moroha
60[40] 2.00/4.80 20 6 5 High, Air R[RF] 28 1 29[19] -
  • Lower body invincible 11~24F, foot invincible 25~30F
  • Throw invincible 11~30F
  • Staggers opponent when blocked high (Max 55F)
  • Groundbounces opponent on hit (untechable for 50F)
  • [FRC timing 27~29F]
  • Untechable for 41F
Eradication
j.41236S Moroha
38 (rear: 58) 1.50/3.60 0 10 (rear: 2) 4 All F 16 [12] 6 12F after landing -
  • Untechable for (front part: 26F, back part: 36F)
  • FRC timing 22~23F [15~18F]
  • Attack is guaranteed to activate after 10F [6F]
Suka Motion - - - - - - - - - 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
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.
Dragging
236D Normal
- - - - - - F - - total: 26 -
  • Fully invincible during the move
  • Can pass through opponent from 3F until end of move
  • FRC timing 9~23F
Avoidance
236D Moroha
18,10x5 -/1.20 0 ? 2 All F 51 3(6)3 total 38 +45
  • Above knees invincible 7~11F and 20~22F, upper body invincible 12~19F
  • FRC timing 23~24F
  • Attack is guaranteed to activate after 23F
Judgement
623D Moroha
25,35[20,28] - 14x2 6x2 4 Mid R [RF] 18[12] 6(20)3[4(14)2] 25[21] -11[-6]
  • 2nd hit has 80% Forced Prorate
  • Throw invincible 1~20F [1~13F]
  • 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]
  • Can absorb non-super attacks for half damage 1~24F [1~16F] (no limit?)

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.
Evidence: Concealment (1st hit)
632146H
68 - 20 12x2,18 5 Mid F 9+10 6 34 -14
  • Fully invincible 1F~5F after super flash
  • Above feet and throw invincible 6-13F after super flash, Low profile 14~33F after super flash
  • 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)
632146H > 236H
68 - 20 12 5 Mid F 26 6 34 -14
  • Above feet invincible 22~29F
  • Low profile 30~49F
  • 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)
2nd > 236H
108 - - 18 5 Mid F 39 6 34 -14
  • Above feet invincible 35~42F
  • Low profile 43~62F
  • Floats opponent on hit (untechable for 58F)
  • Hitstop 7F
  • Forced prorate 50%
  • FRC timing 39~42F
Evidence: Destruction
j.632146P Normal
35x4 - 14x4 6x4 4 High, Air R 9+3 24 till landing+11 -
  • Fully invincible 1F ~ 2F after super flash
  • Floats opponent on hit (untechable for 34F)
  • Can hit up to a maximum of 4 times
Evidence: Destruction
j.632146P Moroha
26x4[20x4] - 20x4 6x4 5 Mid RF 9+3 24 till landing+11 -
  • Fully invincible 1F ~ 5F after super flash
  • 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 Followup
Destruction > 214K Moroha
26x4[20x4] - 20x4 6x4 5 High,HAx3 R 2+5 38 till landing+11 -
  • Fully invincible 1F ~ 6F after super flash
  • Floats opponent on hit (untechable for 24F)
  • Can hit up to a maximum of 4 times
  • Untechable for 44F
Altercation
6321463214S Moroha
10 - 20 10 5 Mid - 15+2 3 26 +5
  • Fully invincible 1~15F
  • 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]

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.
Darkness of Ignorance
in IK mode: 236236H
Fatal - 14 - - All - 6+30 5 40 -28
  • IK activation time 68F
  • Fully invincible 6F ~ 4F after super flash

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. 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.
Guilty Gear XX Accent Core Plus Re
Click [★] for character's frame data
System Explanations

HUDControlsFrame Data & System Data


Movement/CancelingOffenseDefenseDamage/Combo SystemTension/Burst GaugeMisc