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System Data
Normal Moves
Regular Normals
Moroha Normals
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air Faultless Defense Low: Low or air FD Mid: Any ground block or air FD |
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. | RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. | On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. | Invulnerability | ||||
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5P | ||||||||||
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5K | ||||||||||
c.S | ||||||||||
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f.S | ||||||||||
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5H | ||||||||||
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6P | ||||||||||
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6H | ||||||||||
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5D | ||||||||||
2P | ||||||||||
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2K | ||||||||||
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2S | ||||||||||
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2H | ||||||||||
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2D | ||||||||||
j.P | ||||||||||
j.K | ||||||||||
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j.S | ||||||||||
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j.H | ||||||||||
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j.D | ||||||||||
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Goku Moroha Normals
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air Faultless Defense Low: Low or air FD Mid: Any ground block or air FD |
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. | RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. | On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. | Invulnerability | ||||
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5P | ||||||||||
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5K | ||||||||||
c.S | ||||||||||
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f.S | ||||||||||
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5H | ||||||||||
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6P | ||||||||||
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6H | ||||||||||
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5D | ||||||||||
2P | ||||||||||
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2K | ||||||||||
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2S | ||||||||||
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2H | ||||||||||
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2D | ||||||||||
j.P | ||||||||||
j.K | ||||||||||
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j.S | ||||||||||
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j.H | ||||||||||
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j.D | ||||||||||
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Universal Mechanics
Special Moves
- Numbers in [ ] is when A.B.A. is in Goku Moroha Mode
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air Faultless Defense Low: Low or air FD Mid: Any ground block or air FD |
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. | RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. | On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. | Invulnerability | ||||
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Deletion 236S | ||||||||||
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Deletion 236S Moroha | ||||||||||
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Deletion 236S Goku Moroha | ||||||||||
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Ruin Deletion > 46S | ||||||||||
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Ruin Deletion > 46S Moroha | ||||||||||
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Ruin Deletion > 46S Goku Moroha | ||||||||||
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Condemnation Ruin > 63214S | ||||||||||
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Condemnation Ruin > 63214S Moroha | ||||||||||
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Condemnation Ruin > 63214S Goku Moroha | ||||||||||
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Bonding 63214H | ||||||||||
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Air Bonding j.63214H | ||||||||||
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Dragging 236P Normal Only | ||||||||||
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Retribution 236K Normal Only | ||||||||||
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Avoidance 236H Normal Only | ||||||||||
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Injecting 63214P Normal Only | ||||||||||
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Engorgement 421H Moroha | ||||||||||
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Judgement 623H Moroha | ||||||||||
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Displacement 63214P Moroha | ||||||||||
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Blunder 41236K Moroha | ||||||||||
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Eradication j.41236S Moroha | ||||||||||
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Suka Motion | ||||||||||
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Force Breaks
- Numbers in [ ] is when A.B.A. is in Goku Moroha Mode
Overdrives
- Numbers in [ ] is when A.B.A. is in Goku Moroha Mode
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air Faultless Defense Low: Low or air FD Mid: Any ground block or air FD |
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. | RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. | On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. | Invulnerability | ||||
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Evidence: Concealment (1st hit) 632146H | ||||||||||
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Evidence: Concealment (2nd hit) 632146H > 236H | ||||||||||
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Evidence: Concealment (3rd hit) 2nd > 236H | ||||||||||
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Evidence: Destruction j.632146P Normal | ||||||||||
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Evidence: Destruction j.632146P Moroha | ||||||||||
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Moroha Followup Destruction > 214K Moroha | ||||||||||
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Altercation 6321463214S Moroha | ||||||||||
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Instant Kill
Gatling Table
Normal Mode
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
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, 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
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 | |
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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)
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.- A.B.A [★]
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