GGACR/A.B.A/Frame Data

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Revision as of 00:40, 23 June 2020 by Shtkn (talk | contribs)
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System Data


Normal Moves

Regular 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
5P
  • Upper body invincible 2~4F
5K
c.S
f.S
5H
6P
  • Upper body invincible 1~9F, above knees invincible 10~12F
  • Initial prorate 90%
6H
  • 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
2P
  • Initial prorate 80%
2K
  • Initial prorate 70%
2S
  • Untechable on air hit for 18F
2H
  • 1st floats and pulls opponent in on hit (untechable for 19F)
2D
  • Low profile 10~12F
j.P
j.K
  • Floats opponent on hit (untechable on ground hit for 28F)
j.S
j.H
  • Causes very little knockback/pushback
j.D
  • Blows back opponent on hit (untechable for 22F)
  • Wallbounces opponent on CH (untechable for 50F)
  • Initial prorate 90%

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
5P
  • Upper body invincible 2~4F
5K
c.S
  • Foot invincible 7~22F
f.S
  • 1st hit causes very little knockback/pushback
5H
  • Staggers opponent on CH (Max 61F)
  • 2nd hit pulls opponent in on hit
6P
  • Upper body invincible 1~9F, above knees invincible 10~12F
  • Initial prorate 90%
6H
  • Untechable for 23F
5D
2P
  • Initial prorate 80%
2K
  • Initial prorate 70%
2S
  • Floats opponent, fully untechable on CH
  • Untechable for 23F
2H
  • 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
j.P
j.K
  • Floats opponent on hit (untechable on ground hit for 28F)
j.S
  • Initial prorate 90%
j.H
  • Initial prorate 80%
  • Slams down opponent on air hit
  • Slides opponent on CH (untechable for 112F, slides for 30F)
j.D
  • Floats opponent on hit (untechable for 22F)
  • Wallbounces opponent on CH (untechable for 52F)
  • Initial prorate 90%

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
5P
  • Upper body invincible 3~4F
5K
c.S
  • Foot invincible 6~17F
f.S
  • 1st hit causes very little knockback/pushback
5H
  • Staggers opponent on CH (Max 61F)
  • 2nd hit pulls opponent in on hit
6P
  • Upper body invincible 1~6F, above knees invincible 7~8F
  • Initial prorate 90%
6H
  • Floats opponent on hit (untechable for 23F)
5D
2P
  • Initial prorate 80%
2K
  • Initial prorate 70%
2S
  • Floats and knocks down opponent on CH
  • Untechable for 23F
2H
  • 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
j.P
j.K
  • Floats opponent on hit (untechable on ground hit for 28F)
j.S
  • Initial prorate 90%
j.H
  • Initial prorate 80%
  • Slams down opponent on air hit
  • Slides opponent on CH (untechable for 112F, slides for 30F)
j.D
  • Floats opponent on hit (untechable for 22F)
  • Wallbounces opponent on CH (untechable for 52F)
  • Initial prorate 90%

Universal Mechanics

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
Ground Throw
  • 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
  • Knocks down opponent on hit
  • Forced prorate 50%
  • Damage per mode: Normal = 53, Moroha = 57, Goku Moroha = 45
DAA
Normal
  • Fully invincible 1~27F
  • Throw invincible 28~41F
  • Knocks down opponent on hit
  • Initial prorate 50%
DAA
Moroha
  • 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
  • Fully invincible 1~15F
  • Throw invincible 16~27F
  • Wallbounces opponent on hit (untechable for 28F on ground hit)
  • Can only hit once

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
Deletion
236S
  • Can cancel into followup from 21F onwards on hit or block
Deletion
236S Moroha
  • Can cancel into followup from 20F onwards on hit or block
  • Untechable for 16F
Deletion
236S Goku Moroha
  • FRC timing 10~13F
  • Can cancel into followup from 19F onwards on hit or block
  • Untechable for 16F
Ruin
Deletion > 46S
  • Forces opponent into crouching state on ground hit and staggers (Max 30F)
  • Can cancel into followup from 10F onwards
Ruin
Deletion > 46S Moroha
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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
  • Above knees invincible 1~2F, above feet invincible 3~25F
  • FRC timing 11~13F
Retribution
236K Normal Only
  • 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
  • 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
  • Fully invincible 19~22F, throw invincible 23F
  • Consumes a blood pack on 20F and changes ABA to Moroha mode
Engorgement
421H Moroha
  • 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
  • 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
  • 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
  • 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
  • Untechable for (front part: 26F, back part: 36F)
  • FRC timing 22~23F [15~18F]
  • Attack is guaranteed to activate after 10F [6F]
Suka Motion
  • Happens if (Goku) Moroha gauge drops to 0

Force Breaks

  • 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
Dragging
236D Normal
  • Fully invincible during the move
  • Can pass through opponent from 3F until end of move
  • FRC timing 9~23F
Avoidance
236D Moroha
  • 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
  • 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

  • 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
Evidence: Concealment (1st hit)
632146H
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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

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
Darkness of Ignorance
in IK mode: 236236H
  • IK activation time 68F
  • Fully invincible 6F ~ 4F after super flash

Gatling Table

Normal Mode

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

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

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

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.