GGACR/A.B.A/Frame Data

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< GGACR‎ | A.B.A
Revision as of 21:11, 4 April 2021 by PrivateTarkus (talk | contribs)

System Data


Normal Moves

Regular Normals

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


5KGGAC ABA 5K.png


c.SGGAC ABA cS.png


f.SGGAC ABA fS.png


5HGGAC ABA 5H.png


6PGGAC ABA 6P.png


  • Initial prorate 90%
6HGGAC ABA 6H.png


  • 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


2PGGAC ABA 2P.png


  • Initial prorate 80%
2KGGAC ABA 2K.png


  • Initial prorate 70%
2SGGAC ABA 2S.png


  • Untechable on air hit for 18F
2HGGAC ABA 2H.png


  • 1st floats and pulls opponent in on hit (untechable for 19F)
2DGGAC ABA 2D.png


j.PGGAC ABA jP.png


j.KGGAC ABA jK.png


  • Floats opponent on hit (untechable on ground hit for 28F)
j.SGGAC ABA jS.png


j.HGGAC ABA jH.png


  • Causes very little knockback/pushback
j.DGGAC ABA jD.png


  • Blows back opponent on hit (untechable for 22F)
  • Wallbounces opponent on CH (untechable for 50F)
  • Initial prorate 90%

Moroha Normals

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


5KGGAC ABA 5K.png


c.SGGAC ABA cS M.png


f.SGGAC ABA fS M.png


  • 1st hit causes very little knockback/pushback
5HGGAC ABA 5H M.png


  • Staggers opponent on CH (Max 61F)
  • 2nd hit pulls opponent in on hit
6PGGAC ABA 6P.png


  • Initial prorate 90%
6HGGAC ABA 6H M.png


  • Untechable for 23F
5DGGAC ABA 5D.png


2PGGAC ABA 2P.png


  • Initial prorate 80%
2KGGAC ABA 2K.png


  • Initial prorate 70%
2SGGAC ABA 2S M.png


  • Floats opponent, fully untechable on CH
  • Untechable for 23F
2HGGAC ABA 2H M.png


  • 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


j.PGGAC ABA jP.png


j.KGGAC ABA jK.png


  • Floats opponent on hit (untechable on ground hit for 28F)
j.SGGAC ABA jS M.png


  • Initial prorate 90%
j.HGGAC ABA jH M.png


  • Initial prorate 80%
  • Slams down opponent on air hit
  • Slides opponent on CH (untechable for 112F, slides for 30F)
j.DGGAC ABA jD.png


  • Floats opponent on hit (untechable for 22F)
  • Wallbounces opponent on CH (untechable for 52F)
  • Initial prorate 90%

Goku Moroha Normals

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


5KGGAC ABA 5K.png


c.SGGAC ABA cS M.png


f.SGGAC ABA fS M.png


  • 1st hit causes very little knockback/pushback
5HGGAC ABA 5H M.png


  • Staggers opponent on CH (Max 61F)
  • 2nd hit pulls opponent in on hit
6PGGAC ABA 6P.png


  • Initial prorate 90%
6HGGAC ABA 6H M.png


  • Floats opponent on hit (untechable for 23F)
5DGGAC ABA 5D.png


2PGGAC ABA 2P.png


  • Initial prorate 80%
2KGGAC ABA 2K.png


  • Initial prorate 70%
2SGGAC ABA 2S M.png


  • Floats and knocks down opponent on CH
  • Untechable for 23F
2HGGAC ABA 2H M.png


  • 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


j.PGGAC ABA jP.png


j.KGGAC ABA jK.png


  • Floats opponent on hit (untechable on ground hit for 28F)
j.SGGAC ABA jS M.png


  • Initial prorate 90%
j.HGGAC ABA jH M.png


  • Initial prorate 80%
  • Slams down opponent on air hit
  • Slides opponent on CH (untechable for 112F, slides for 30F)
j.DGGAC ABA jD.png


  • Floats opponent on hit (untechable for 22F)
  • Wallbounces opponent on CH (untechable for 52F)
  • Initial prorate 90%

Universal Mechanics

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


  • 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


  • Knocks down opponent on hit
  • Forced prorate 50%
  • Damage per mode: Normal = 53, Moroha = 57, Goku Moroha = 45
DAAGGAC ABA fS M.png
Normal


  • Knocks down opponent on hit
  • Initial prorate 50%
DAAGGAC ABA fS M.png
Moroha


  • Initial prorate 50%
  • Wallbounces opponent on hit (untechable for 28F on ground hit)
  • Can only hit once
DAAGGAC ABA fS M.png
Goku Moroha


  • 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
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


  • Can cancel into followup from 21F onwards on hit or block
DeletionGGAC ABA masshou.png
236S Moroha


  • Can cancel into followup from 20F onwards on hit or block
  • Untechable for 16F
DeletionGGAC ABA masshou.png
236S Goku Moroha


  • FRC timing 10~13F
  • Can cancel into followup from 19F onwards on hit or block
  • Untechable for 16F
RuinGGAC ABA fukumetsu.png
Deletion > 46S


  • 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


  • 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


  • 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


  • 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


  • 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


  • 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


  • 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


  • 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


  • FRC timing 11~13F
RetributionGGAC ABA shoukyaku.png
236K Normal Only


  • Staggers opponent on CH (Max 69F)
  • Initial prorate 90%
  • FRC timing 28~30F
AvoidanceGGAC ABA kihi.png
236H Normal Only


  • FRC timing 23~24F
  • Attack is guaranteed to activate after 23F
InjectingGGAC ABA shousei.png
63214P Normal Only


  • Consumes a blood pack on 20F and changes ABA to Moroha mode
EngorgementGGAC ABA houshoku.png
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
JudgementGGAC ABA danzai.png
623H Moroha


  • 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


  • 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


  • 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


  • 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


  • Happens if (Goku) Moroha gauge drops to 0

Force Breaks

  • 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


  • Can pass through opponent from 3F until end of move
  • FRC timing 9~23F
AvoidanceGGAC ABA kihi.png
236D Moroha


  • FRC timing 23~24F
  • Attack is guaranteed to activate after 23F
JudgementGGAC ABA danzai.png
623D Moroha


  • 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

  • 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


  • 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


  • 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


  • Floats opponent on hit (untechable for 58F)
  • Hitstop 7F
  • Forced prorate 50%
  • FRC timing 39~42F
Evidence: DestructionGGAC ABA ouro.png
j.632146P Normal


  • Floats opponent on hit (untechable for 34F)
  • Can hit up to a maximum of 4 times
Evidence: DestructionGGAC ABA ouro.png
j.632146P Moroha


  • 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


  • 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


  • 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

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


  • IK activation time 68F

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.