User:Shtkn/sandbox: Difference between revisions

From Dustloop Wiki
(WIP of rework of +R ABA's page to remove the tabs for different modes.)
 
(378 intermediate revisions by 5 users not shown)
Line 1: Line 1:
==Test==
==Overview==
===<big>5P</big>===
{{GGACR/CharacterLinks}}
<div class="attackcontainer">
<div id="home-content" class="home-grid">
<div class="attackgallery">
{{card|width=4
<gallery widths="180px" heights="180px">
|header=Overview
GGXRD_Ky_5P.png|asdf lkdjsf laskdjflksjdf
|content= A.B.A is a pure Risk/Reward character who thrives on duality. She can be considered a cross between a rushdown and stance change character, who swaps between two different modes to bulldoze over her opponents.
</gallery>
 
</div>
A.B.A begins the round in '''Normal Mode''' (NM), in which she has neither great damage nor mobility, save for the low-profile slide {{MMC|input=236P|label=Dragging}}. A.B.A plays very defensively in this mode, using her powerful anti-airs in {{clr|1|5P}} and {{clr|3|2S}} alongside her solid grounded pokes to space against her opponent. Her goal in this mode is to navigate neutral against her opponent and attempt to land her signature {{MMC|input=63214H|label=Bonding}} command grab, or otherwise create an opportunity to spend a bloodbag resource for {{MMC|input=63214P|label=Injecting}}.
<div class="attackinfo">
 
{| class="wikitable attackdata"
If either of these conditions are met, A.B.A enters '''Moroha Mode''' (lit. Double-Edge Mode). While in Moroha, A.B.A gains a vastly more powerful moveset. She gains new normals and specials, a massive increase in the damage of her attacks, gains the ability to run (with one of the best run speeds in the game at that), gains access to one of the best pressure toolsets in the game, as well as several other bonuses that force the opponent to think twice about disrespecting her. Most notably, Moroha Mode gives A.B.A access to the best install super in the game, {{MMC|input=6321463214S|label=Altercation}}, allowing her to get into '''Goku Moroha Mode'''. With even better running speed, two airdashes, and a full suite of jump-cancellable normals, Goku Moroha allows A.B.A to blitz her opponent to death before they can even blink.
{{AttackDataHeader-GGXRD-R2}}
 
|-
This comes at a cost, however. In Moroha and Goku Moroha mode, A.B.A's attacks will drain her own health whenever make contact with an opponent, whether that's a hit or block. She also has an active meter which will slowly drain towards empty, and will lose about 30% every time she is knocked down and goes into a wakeup animation. When the meter empties, she forcefully reverts back into NM with {{MMC|input=Suka Motion}}, a lengthy stance that makes her susceptible to eating a full combo or even getting Instant Killed depending on the matchup. She can avoid this vulnerability and regain most of her self-inflicted damage by exiting MM/GM manually via landing another keygrab, consuming a bloodpack, or entering GM. With these many options and resources, A.B.A can be fairly obtuse to learn, and despite her relatively low execution barrier, resource management is key to her gameplan so that her true risk/reward potentials can shine.
{{#lst:GGXRD-R2/Ky Kiske/Data|5P}}
 
|-
A.B.A is best for players who love to balance risk against reward. If you can get around her complex kit, A.B.A will reward you with nearly unmatched aggression as one of the most terrifying characters in the game. Learn to love her double-edged playstyle.
|}
}}
==== ====
{{GGACR/Infobox
*Used for pressure, tick throws, setting up frame traps, Burst-safe combos, and as a situational anti-air.
|fastestAttack= [[#5P|5P]] (3F)
*[[GGXRD-R2/Ky Kiske/Frame Data#Gatling Table.png|Gatling Options:]] {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
|reversal= [[#Judgement|623H]] (Armor 18F/12F)<br/>[[#FB Judgement|623D]] (Armor 18F/12F)<br/>[[#FB Dragging|236D]] (Invincible 26F)<br/>[[#Altercation|6321463214S]] (17F)
While useful, {{clr|1|5P}} is generally a "backup plan". Ky has stronger tools in most situations. This move can be used as a quick all purpose attack that sets up pressure for throws and frame traps, and is safe from Bursts due to it's fast recovery. It hits a bit high up, making it a nice backup anti-air when {{clr|1|6P}} would fail (when the opponent is too close or when your inputs are crossed up.)
}}
</div>
{{ProsAndCons
|intro= puts a strong emphasis on risk/reward by managing her slow, yet versatile, "Normal" Mode and her two incredibly oppressive, but life draining, "Moroha" and "Goku Moroha" Modes.
|pros=
* '''Moroha Mode:''' Successfully chugging a Bloodpack or performing Keygrab transforms A.B.A. from a sluggish golem to a blazingly fast bruiser. Not only does she gain an extremely strong frame-trap offense with multiple ways to open opponents up, but she also gains access to the invalidating {{MMC|input=623H|label=Danzai}}.
** '''Moroha Normals:''' Many of A.B.A's normals in Moroha mode are best-in-class. Her {{MMC|input=2S[m]|label=2S}} and {{clr|3|f.S}} in particular are strong space control tools that lead to great damage on hit.
** '''Moroha Pressure:''' A.B.A's pressure in Moroha mode is very strong as many of her normals (especially {{clr|4|2H}}) crank RISC like no tomorrow. It is not uncommon for A.B.A. to open someone up off of a single frametrap and deal 75 to 80% of their life.
** '''Moroha Endgame:''' When A.B.A. hits 50 tension in Moroha Mode, she can enter Goku Moroha and threaten a game-ending scenario. Not only is the transformation an {{MMC|input=6321463214S|label=oppressive attack}} that leaves her plus, but she gains access to additional airdashes and new jump-cancellable properties on many moves. This causes her damage potential to skyrocket, and one good hit from there can seal out the game.
* '''Deceptive Tangibility:''' A.B.A's infamously bizarre hurtboxes combined with her heavyweight nature can either make it very difficult to combo her properly.
* '''Tanky:''' A.B.A has a high defense modifier and stun resist, and she can self-heal with {{MMC|input=63214P[m]|label=Bloodpack}}, {{MMC|input=63214H|label=Keygrab}}, or when activating {{MMC|input=6321463214S|label=Goku Moroha}} to make up for her health drain.
* '''Normal Mode Can Survive:''' Normal Mode isn't entirely useless, as it has the excellent {{MMC|input=236P|label=Dragging}} to move A.B.A. into position for a Keygrab. She can also choose to control space well with a good amount of anti-airs.  
|cons=
* '''Normal Mode:''' ABA begins every round in Normal Mode, which has somewhat awkward normals, as well as generally poor and committal mobility. ABA often needs to RPS at the start of every round in order to gain access to her stronger tools in Moroha mode.
* '''Health Drain:''' During both Moroha and Goku Moroha, A.B.A. will constantly take self inflicted damage as she hits the opponent, which can only be healed back by using Bloodpacks, Keygrab or Goku Moroha. Poor management of her health can often lead to sudden deaths by abare.
* '''Limited Unique Resource:''' A.B.A. uses her bloodpacks to enter and exit Moroha Mode safely, as well as to enter Goku Moroha, and mismanagement of these can leave her stuck in Normal Mode, or in a disadvantageous position in Moroha Mode with no means of safely escaping it.
* '''Knockdown Vulnerability:''' If A.B.A. exits Moroha Mode without using her command grab or spending a blood bag, she'll enter a very long animation called Suka Motion. This leaves her vulnerable long enough that she can be punished with big combos or even certain IKs.
}}
</div>
</div>


===<big>Rising Force</big> <span class="input-badge"><small>in IK mode: {{clr|4|236236H}}</small></span>===
==Unique Mechanics==
<div class="attackcontainer">
==={{InvisibleText|Mode Switch}}===
<div class="attackgallery">
{{card|width=4
<gallery widths="180px" heights="180px">
|header=Mode Switch
GGXRD_Ky_RisingForce.png
|content=A.B.A starts every round in her Normal mode.
GGXRD_Ky_RisingForce2.png|''They are modest to greed, generous to the truth of the world, when the heart is peaceful the seven seas cry!''
A.B.A can switch to her Moroha mode by either successfully hitting the opponent with Bonding (keygrab) or by using Injecting (bloodpack). While in Moroha mode, all of A.B.A's normals (notably S and H) and specials are significantly changed for the better, but she must manage a constantly depleting unique meter, and she will inflict self damage upon hitting the opponent or making them block. Also, with 50 meter, A.B.A also has access to a heavily-improved version of this mode called Goku Moroha mode.<br>
</gallery>
 
</div>
The amount of self damage A.B.A takes varies because of different factors: in Moroha mode she takes 50% recoil damage this is raised to 85% in Goku Moroha mode. However all of this it is scaled by A.B.A's own defensive modifier and guts, meaning her self damage is never fixed. As an example this means at full health she takes roughly 44,5% self damage in Moroha and 75,65% in Goku Moroha.
<div class="attackinfo">
}}
{| class="wikitable attackdata"
 
{{AttackDataHeader-GGXRD-R2}}
=={{InvisibleText|Blood Packs}}==
|-
{{card|width=4
{{#lst:GGXRD-R2/Ky Kiske/Data|IK }}
|header=Blood Packs [[File:GGACR_ABA_BloodPack.png|24px]]
|-
|content=A.B.A starts each round with a limited resource known as Blood Packs.
|}
Blood packs can be used as a supplement to her Moroha/Goku Moroha mode and allow her to manually enter/exit said modes in neutral.
==== ====
}}
*Uses animation from {{clr|4|3H}}
=={{InvisibleText|Starter Guide}}==
Ky recites an incantation, a part of a poem based on his ideals as king, to summon a giant Grinder, jumping through it and piercing his enemy in a flash of lightning. Rising Force is a fast Instant Kill, and has it's uses in specific IK setups when [[GGXRD-R2/Offense#Instant_Kill|Conclusion Conditions]] are met.
{{StarterBlurb}}
</div>
=={{InvisibleText|Moroha Mode Movement Stat Changes}}==
</div>
{{card|width=4
===<big>Miss Travailler</big> <span class="input-badge"><small>{{clr|4|236H}}</small></span>===
|header=Moroha Mode Movement Stat Changes
<div class="attackcontainer">
|content=
<div class="attackgallery">
Below is a basic overview of movement stats which change during each of A.B.A's modes. For a full list of movement values, check the [[GGACR/A.B.A/Frame Data#Movement Stats|full frame data page]].
<gallery widths="180px" heights="180px">
{{#cargo_query:tables=ggacrCharacters
GGXRD-R_Elphelt_MissTravailler.png |She's just standing there... MENACINGLY!!
|fields=name=Mode,CONCAT(backdashDuration, "F \(1~", backdashInvulnerability, "F Strike Invuln\)")=Backdash,numberOfAirDashes=Air Dashes,initialDashSpeed=Initial Dash Speed,jumpVXForwards=Forwards Jump Speed,airDashForwardsSpeed=Forwards Air Dash Speed
</gallery>
|where=name in ("A.B.A", "A.B.A (Moroha)", "A.B.A (Goku Moroha)")
</div>
|format=table
<div class="attackinfo">
|order by=Air Dashes, Mode
{| class="wikitable attackdata"
}}
{{AttackDataHeader-GGXRD-R2|version=yes}}
}}
|-
{{FrameChartKey}}
{{AttackVersion|name=Ready|subtitle=236H}}
 
{{#lst:GGXRD-R2/Elphelt Valentine/Data|236H}}
==Normal Moves==
|-
===<big>{{clr|1|5P}}</big>===
{{AttackVersion|name=Roll > Ready|subtitle=236K }}
{{GGACR Move Card
{{#lst:GGXRD-R2/Elphelt Valentine/Data|236K}}
|input=5P
|}
|description=
==== ====
{{#invoke:FrameChart|drawFrameData
'''Characteristics'''
|startup  = 3
*All normals change in Shotgun stance. The specials are all the same except that {{clr|4|236H}} leaves Shotgun stance.
|active  = 2
*You CANNOT jump, throw or enter IK mode in Shotgun stance but you can do anything else like blocking, crouching or dashing.
|recovery = 7
*Getting hit in Shotgun stance makes you leave it.
}}
*Any kind of RC in Shotgun stance will keep it unless you did SG-H>RC.
While {{clr|1|5P}} isn't much of a traditional FG jab, it sees good use as a reactionary anti-air/counter-poke, with three frames of head invulnerability. Its speed also helps ABA convert falling {{clr|4|j.H}} at any height into {{clr|5|2D}} > keygrab.
*Not moving or performing any action in Shotgun stance makes you enter a power-up mode that will enhance SG-H's damage, range and properties characterized by a red aura.
 
*Moving or crouching after entering power-up mode will immediately cancel it and you will have to stay idle again to get it back.
On block, however, this is where the move really shines, as you have the option to mix them up with a proximity throw keygrab or with a frame trap, using either {{clr|2|5K}}, {{clr|2|2K}}, {{clr|5|2D}} or {{clr|4|6H}}, to prevent jump-outs.
*Every normal in shotgun stance except SG-H will keep the power-up.
 
*Performing SG-H during power-up mode will do the enhanced version called Powered SG-H and will cancel power-up mode right away.
Whiffs on crouching Faust, Zappa, Kliff, Millia, and Anji (only when in hitstun)
 
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
}}
 
===<big>{{clr|2|5K}}</big>===
{{GGACR Move Card
|input=5K
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 7
|active  = 5
|recovery = 6
}}
A go-to poke, balancing speed and range amongst Normal Mode's overall slow moveset. Being able to self-cancel on hit and staying plus on block very much helps.
 
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|2|5K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
}}
 
===<big>{{clr|3|c.S}}</big>===
{{GGACR Move Card
|input=c.S
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 7
|active  = 3
|recovery = 12
}}
Proximity normal. Rather important for combos leading to keygrab or rekkas.
 
Interestingly enough, you can do a reverse gatling cancel on block into {{clr|1|2P}} to remain more plus.
 
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|2P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
}}
 
===<big>{{clr|3|f.S}}</big>===
{{GGACR Move Card
|input=f.S
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 9
|active  = 3
|recovery = 14
}}
Standing low with acceptable speed. Will catch opponents off guard due to how far forward it moves, which makes a great frame trap after {{clr|3|c.S}}.
 
Being safe on block means you can try to go for big frame traps like {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, or even an IAD {{clr|4|j.H}} pressure reset.
 
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
}}
 
===<big>{{clr|4|5H}}</big>===
{{GGACR Move Card
|input=5H
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 13
|active  = 7
|recovery = 27
}}
A vital normal for Normal Mode ABA. Despite being slow, it practically covers 1/3 of a screen. Knocks down on CH, so it generally works in your favor on a trade. Don't whiff this.
 
On hit, you can combo into keygrab or rekkas > bloodpack to enter MM. On block, thanks to its great pushback, you can cancel into bloodpack or whiff cancel {{clr|5|2D}} to reset back to neutral. You can also cancel into slide and remain fairly safe as a gimmicky way to stay close to the opponent.
 
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
}}
 
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===
{{GGACR Move Card
|input=5D
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 25
|active  = 4
|recovery = 15
}}
Despite its decent nature, you probably won't use this much since you'll mostly be on the defensive in Normal Mode. If you land it, you should do a short air combo into Keygrab.
}}
 
===<big>{{clr|1|6P}}</big>===
{{GGACR Move Card
|input=6P
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 10
|active  = 8
|recovery = 10
|offset  = 3
|inactive = 5
}}
A relatively fast two-hitting {{clr|1|6P}}. Serves its purpose well enough as a situational AA. You can only combo this into 2S though, aside from jump and special cancels.
 
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|3|2S}}
}}
 
===<big>{{clr|4|6H}}</big>===
{{GGACR Move Card
|input=6H
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 18
|active  = 9
|recovery = 25
}}
A move just like ABA: A huge risk to throw out, but it comes with a 2.5x stun modifier, making it inflict CRAZY stun on CH. Land a counter, bloodpack or keygrab, land half a BnB, and watch them get dizzy.
 
Since it hits at a slightly upwards angle, it makes for an OK preemptive AA and tags opponents out of airdashes. If blocked, you can try cancelling to
{{clr|2|236K}} to remain somewhat safer. Don't whiff this.
}}
 
===<big>{{clr|1|2P}}</big>===
{{GGACR Move Card
|input=2P
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 5
|active  = 2
|recovery = 6
}}
2F slower than {{clr|1|5P}}, but more far-reaching and plus on block. Standard crouching jab.
 
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
}}
 
===<big>{{clr|2|2K}}</big>===
{{GGACR Move Card
|input=2K
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 7
|active  = 4
|recovery = 10
}}
A low poke with ok range. Leads to either rekkas or {{clr|5|2D}} > Keygrab on hit.
 
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|3|c.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|2D}}
}}
 
===<big>{{clr|3|2S}}</big>===
{{GGACR Move Card
|input=2S
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 8
|active  = 6
|recovery = 13
}}
Fantastic hitboxes makes this move a great anti-air that leads to a short air combo ending with keygrab. Moves ABA slightly forward.
 
Essentially an air KD on CH, so you often can combo into keygrab from trades.
 
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
}}
 
===<big>{{clr|4|2H}}</big>===
{{GGACR Move Card
|input=2H
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 14
|active  = 15
|recovery = 10
|offset  = 8
|inactive = 3
}}
1st hit launches the opponent, which leads to easy combos ending with keygrab. Although {{clr|4|2H}} is slow, its hitboxes are rather disjointed, which can stuff things unexpectedly and might win against jump-ins and moves behind her, or trade with them favorably.
}}


Shotgun stance can be used in both neutral and offense, more notably allowing high damage and scary pressure in the corner.
===<big>{{clr|5|2D}}</big>===
{{GGACR Move Card
|input=2D
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 10
|active  = 3
|recovery = 15
}}
Pretty typical. You'll usually end ground strings with this into keygrab.
}}


{| class="wikitable attackdata"
===<big>{{clr|1|j.P}}</big>===
{{AttackVersion|name=Reload|subtitle={{clr|4|46H}} after SG-H}}
{{GGACR Move Card
{{#lst:GGXRD-R2/Elphelt Valentine/Data|Travailler 46H}}
|input=j.P
|}
|description=
==== ====
{{#invoke:FrameChart|drawFrameData
Can only be used right after SG-H and allows you to keep being in shotgun stance for repeatedly shooting the opponent.
|startup  = 5
Important to master and knowing the rhythm for reloads is key for mastering shotgun loops.
|active  = 4
</div>
|recovery = 14
</div>
}}
===<big>Fire</big> <span class="input-badge"><small>{{clr|4|236H}}~H</small></span>===
Excellent fast A2A with a good disjointed hitbox. You can do neutral/forward jump > {{clr|1|j.P}} as rather safe roundstart option. On hit, you can confirm into (JC) {{clr|1|j.P}} > keygrab.
<div class="attackcontainer">
<div class="attackgallery">
<gallery widths="180px" heights="180px">
GGXRD_Elphelt_Fire.png |Stand still for powered up shot
</gallery>
</div>
<div class="attackinfo">
{| class="wikitable attackdata"
{{AttackDataHeader-GGXRD-R2|version=yes}}
|-
{{AttackVersion|name=Normal|subtitle=}}
{{#lst:GGXRD-R2/Elphelt Valentine/Data|Travailler H}}
|-
{{AttackVersion|name=Charged|subtitle=}}
{{#lst:GGXRD-R2/Elphelt Valentine/Data|Travailler H (Charged)}}
|}
==== ====
The most important Shotgun stance normal and has 2 versions; normal SG-H and powered SG-H.
Both versions have the same pushback on block, hit, and whiff, which isn't affected by faultless defense. They are also considered to be projectiles, and will cancel any projectile that hits once (except overdrives).
{{clr|4|46H}} has to be done right afterwards if you want to keep shotgun stance.


'''Normal SG-H'''
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}
3f normal. Extremely fast for its range. When done close, will give you a hard knockdown, but air hits near the edges of the hitbox will allow the opponent to tech out.
}}
Generally a combo filler that is used either at the end of SG-P strings for a knockdown or looped on air hit for more damage. Useful for combos involving grenade detonation in okizeme or neutral situations.


You can loop {SG-H>46H}xN during corner pressure if you want to, but each shot is -5 on instant block, giving the opponent an opportunity to escape or challenge the attack. However, the hitbox is so big that mashing out of it becomes a big risk. Past a certain distance however you won't get a knockdown and will need a RC to combo afterwards. The main reason why you would still keep looping it however is because of the chip damage, the ridiculous tension gain it gives and the fact that the pushback isn't affected by faultless defense. If the opponent intends to block and wait for you to end up too far to loop it, you can do SG-S and reset pressure for more loops.
===<big>{{clr|2|j.K}}</big>===
{{GGACR Move Card
|input=j.K
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 6
|active  = 8
|recovery = 12
}}
Hits directly above ABA, so this attack functions well as a rising anti-air. As it can launch grounded opponents with fairly generous untechable frames, you use this to convert stray IAD strings (i.e. IAD {{clr|3|j.S}} {{clr|1|j.P}} {{clr|2|j.K}}) into a short air combo ending with keygrab.  


'''Powered SG-H'''
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}
Only one word is necessary to describe this move: Ridiculous.
}}
Ridiculous speed, damage, hitstun and hitbox.
Once Elphelt has the charge, SG-H comes out in ONE FRAME after you press the button.
Midscreen, you won't really get much out of it aside from a knockdown. Also blows the opponent away and causes them to tumble when they land if it lands as a counter hit in the deeper part of the hitbox.
In the corner however, if done close enough, you will get a 35f wallsplat on normal hit and a 71f long one on CH allowing Elphelt to loop powered SG-H into itself for huge damage. Landing a charged shot on the edges of the hitbox is also used in some "sourspot" unblockable setups.


Powered SG-H can be particularly strong during pressure too and an easy and low risk way to finish off an opponent with low health.
===<big>{{clr|3|j.S}}</big>===
It deals 8% chip damage alone (ignores guts rating) and removes 20% tension if the opponent FD it while being +5 on normal block.
{{GGACR Move Card
</div>
|input=j.S
</div>
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 7
|active  = 8
|recovery = 11
}}
Pretty safe to just throw this around in neutral. Works well in most situations due to its speed and good hitbox.


===<big>Thrust</big> <span class="input-badge"><small>{{clr|4|236H}}~P</small></span>===
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|4|j.H}}
<div class="attackcontainer">
}}
<div class="attackgallery">
<gallery widths="180px" heights="180px">
GGXRD-R_Elphelt_Thrust.png |Fast, frame trap
</gallery>
</div>
<div class="attackinfo">
{| class="wikitable attackdata"
{{AttackDataHeader-GGXRD-R2}}
|-
{{#lst:GGXRD-R2/Elphelt Valentine/Data|Travailler P}}
|}
==== ====
Arguably the best 3f normal in the game. SG-P has a great hitbox and damage for its range while still being +1 on block with little pushback making it an excellent move for stagger pressure.
However, the only combo that you will get out of it will generally be SG-P xN>SG-H which deals average damage. Thankfully and despite its speed, SG-P doesn't prorate so RCing the final SG-H allow you to get some great damage.
The main reasons why you should use this move is mostly for tension gain and you can use SG-D if you notice that the opponent respects too much for some corner carry midscreen and high damage in the corner.
</div>
</div>
===<big>Roll</big> <span class="input-badge"><small>{{clr|4|236H}}~K</small></span>===
<div class="attackcontainer">
<div class="attackgallery">
<gallery widths="180px" heights="180px">
GGXRD-R_Elphelt_Roll.png |Crossup and evasion tool
</gallery>
</div>
<div class="attackinfo">
{| class="wikitable attackdata"
{{AttackDataHeader-GGXRD-R2}}
|-
{{#lst:GGXRD-R2/Elphelt Valentine/Data|Travailler K}}
|}
==== ====
Despite being a roll, this move has invulnerability frames instead of low profiling certain attacks. It is also affected by dash momentum so you will generally use it with a microdash.
This move is the sole reason why the opponent has to be very careful when dealing with Elphelt's shotgun in neutral situations as she will be able to whiff punish pretty much anything with an SG-H CH and it only has 14 vulnerable frames.
You will mostly use it in reaction against projectiles in some matchups. Any other situations will generally require a hard read which makes it really useful only in certain matchups.


During pressure, Elphelt can cross-up the opponent with it and make quite a lot of reversals whiff thanks to its invul frames. It will however lose quite badly against {{clr|1|2P}} mashing so you will have to make sure that your opponent respects your pressure before using it.
===<big>{{clr|4|j.H}}</big>===
{{GGACR Move Card
|input=j.H
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 15
|active  = 1
}}
One of the defining features of ABA's Normal mode. Shrinks her hurtbox down and stays active until landing. Certainly a good jump-in, with which you can also do crossups, though do note its small hitbox.


Overall, a rather matchup dependent tool with situational crossup mixup applications when grenade is out.
Generally safe enough on standing block that you can cancel it to {{clr|1|5P}} to extend your pressure. If IB'd though, you can be punished by DPs or throws, though you can gamble with keygrab as a frametrap. High risk - high reward.
</div>
}}
</div>


===<big>Launch</big> <span class="input-badge"><small>{{clr|4|236H}}~S</small></span>===
===<big>{{clr|5|j.D}}</big>===
<div class="attackcontainer">
{{GGACR Move Card
<div class="attackgallery">
|input=j.D
<gallery widths="180px" heights="180px">
|description=
GGXRD-R_Elphelt_Launch.png |Anti jump, moves forward
{{#invoke:FrameChart|drawFrameData
</gallery>
|startup  = 16
</div>
|active  = 4
<div class="attackinfo">
|recovery = 13
{| class="wikitable attackdata"
|specialRecovery = 5
{{AttackDataHeader-GGXRD-R2}}
}}
|-
Nice horizontal range, but very slow. Works mainly as a preemptive AA. On CH, provided you're close enough to the opponent, you might be able to get a keygrab. Otherwise, just use a bloodpack after hits.
{{#lst:GGXRD-R2/Elphelt Valentine/Data|Travailler S}}
}}
|}
==== ====
Doesn't gatling from anything and only gatling into SG-K. Staggers on hit.
Can be used in neutral with a microdash for more range. Lots of untechable frames on air hit. Excellent move for confirming grenade explosions into air combos or shotgun loops as well as situational anti-air purposes.
You can however be thrown or hit out of it quite easily during pressure, and it is -4 on instant block. Don't rely on it too much.


During pressure, the fact that it's slow makes it great against opponents who think that they can fuzzy jump SG-D. Use SG-S to prove how wrong they are.
==Universal Mechanics==
===<big>Ground Throw</big>===
{{GGACR Move Card
|input=Ground Throw
|description=
Tosses them away into a knockdown. Your best option after landing a grab is often to (dash) keygrab. Can wallbounce if you're near the corner.


Humorously, if the opponent isn't mashing out of stagger, SG-S will grey combo into itself indefinitely on the ground.
{{clr|4|6H}} sends the opponent backward while {{clr|4|4H}} sends them forward. Best OSed with either {{clr|2|5K}} or {{clr|3|c.S}} unless keeping the corner is necessary
</div>
}}
</div>


===<big>Demolish</big> <span class="input-badge"><small>{{clr|4|236H}}~D</small></span>===
===<big>Air Throw</big>===
<div class="attackcontainer">
{{GGACR Move Card
<div class="attackgallery">
|input=Air Throw
<gallery widths="180px" heights="180px">
|description=
GGXRD-R_Elphelt_Demolish.png |Command grab, slow but scary
Standard airthrow. (Dash) keygrab is possible if you airthrow them close to the ground, for a burst safe mode switch.
</gallery>
}}
</div>
<div class="attackinfo">
{| class="wikitable attackdata"
{{AttackDataHeader-GGXRD-R2}}
|-
{{#lst:GGXRD-R2/Elphelt Valentine/Data|Travailler D}}
|}
==== ====
Slow command grab that is special cancelable.
Generally, your only combo(tensionless) midscreen is SG-D>{{clr|2|214K}} which leads to poor damage but great corner carry. With tension, one can cancel into 236S and RC it to re-enter normal stance and perform an air combo.
In the corner however, it leads straight into shotgun loops and unblockable setups, and allows the highest damage output for a command grab in the game thanks to the fact that it only has 70% initial proration. It should also be noted that the loops following SG-D generally allow you to get up to 90% tension.
A frightening mixup tool when you consider how strong her stagger pressure and okizeme is.


Frame advantage listed is when throw is successful. [ ] value is when opponent is in the corner.
===<big>Dead Angle Attack</big>===
{{GGACR Move Card
|input=DAA
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 12
|active  = 7
|recovery = 29
}}
ABA's Dead angle is faster than most dead angles and comes with significantly more invulnerability and knocks down the opponent. However, it's usually a much better use of meter if you can IB > FB slide (see below) their pressure/oki, especially when your back is against the corner.


</div>
On regular hit, you can keygrab out of the knockdown. Oddly enough, this is not possible on CH.
</div>
}}


===<big>Charged Stun Edge</big> <span class="input-badge"><small>{{clr|4|236H}}</small></span>===
===<big>Blue Burst</big>===
<div class="attackcontainer">
{{GGACR_Move_Card
<div class="attackgallery">
|input=D+X
<gallery widths="180px" heights="180px">
|description=
GGXRD_Ky_ChargedStunEdge.png|Large Coconut
{{#invoke:FrameChart|drawFrameData
GGXRD_Ky_ChargedStunEdge2.png|Large Stationary Coconut
|startup  = 17
</gallery>
|active  = 6
</div>
|recovery = 24
<div class="attackinfo">
|specialRecovery = 3
{| class="wikitable attackdata"
}}
{{AttackDataHeader-GGXRD-R2|version=yes}}
A.B.A has a unique Blue Burst. Unlike other characters, her Burst has 2F less startup and 3F shorter recovery.  
|-
}}
{{AttackVersion|name=Normal}}
{{#lst:GGXRD-R2/Ky Kiske/Data|236H}}
|-
{{AttackVersion|name=Fortified|subtitle=}}
{{#lst::GGXRD-R2/Ky Kiske/Data|236H Grinder}}
|-
|}
==== ====
*Used for okizeme, zoning, and occasionally as a pressure reset.
*Can be avoided with low profile moves
Charged Stun Edge (CSE) is a powered up version of Ky's Stun Edge. It is larger and slower than the normal variant, and hits three times instead of one. It's mainly used for safe, easy okizeme after a knockdown due to it's considerable startup and recovery, yet large amount of frame advantage (+14). In neutral it has it's uses, especially to attempt to cover an approach. Once it's out, you can instant airdash over it and use {{clr|4|j.H}} to lock the opponent down or follow behind it on the ground and react to jump out attempts. It's use as a pressure reset is limited and risky, but can catch opponents playing passively and give you another mixup attempt. With YRC, it becomes much easier to use in neutral, and less risky as a pressure reset.
----
*Used for okizeme, and occasionally as a zoning tool.
*Clashes with projectiles
*Can be avoided with low profile moves.
DC Charged Stun Edge is also known as DC CSE. Firing a CSE through a Grinder will cause it to transform into a stationary rotating blade that functions similarly to CSE. It hits 6 times, and is more advantageous on block than CSE (+18). Using this attack for okizeme gives you plenty of time to jump in and go for a high/low mixup that covers a lot of the opponent's defensive options. It can also be used in neutral, especially by YRCing CSE, then running in front of it and placing a Grinder. Standing inside of DC CSE is a good way to deal with projectiles, and approach the opponent.
</div>
</div>
===<big>5A</big>===
<div class="attackcontainer">
<div class="attackgallery">
<gallery widths="180px" heights="180px">
BBTag_Jin_5A.png |Doesn't seem like the BBCF 2.0 nerf carried over.
BBTag_Jin_5AA.png |Enables strong mix-ups, but vulnerable to Reject Guards.
BBTag_Jin_5AAA.png |Sekkajin
BBTag_Jin_5AAAA.png |Imagine being raw Astral punishable because you sheathe your sword like a tool after you attack.
</gallery>
</div>
<div class="attackinfo">
{| class="wikitable attackdata"
{{AttackDataHeader-BBTag|version=yes}}
|-
{{AttackVersion|name=5A}}
{{#lst:BBTag/Jin Kisaragi/Data|5A}}
|}
==== ====
* Hits twice.
* Throw cancelable on either hit.
* Jump cancelable on hit on either hit.
* Both hits vacuum opponents.


Old 5B. Fast kick that pulls opponents closer to Jin for pressure and mix-ups. Has short range when compared to most other 5As. Second hit whiffs at the first hit's max range. Can cancel into 2A and back, allowing him to use this move twice in the same string.
==Special Moves==
{| class="wikitable attackdata"
===<big>Deletion</big>===
{{AttackVersion|name=5AA}}
{{InputBadge|{{clr|3|236S}}}}
{{#lst:BBTag/Jin Kisaragi/Data|5AA}}
{{GGACR Move Card
|}
|input=236S
==== ====
|description=
* Has Frostbite properties.
{{#invoke:FrameChart|drawFrameData
* Throw cancelable.
|startup  = 12
|active  = 2
|recovery = 17
}}
The start of ABA's rekkas. One of the better hitboxes in NM. Works great as a knockdown tool in case {{clr|5|2D}} > keygrab isn't possible.


Old 6D. Jin creates a jagged wall of ice that, thanks to his drive, has high hitstun, making it effective for canceling into slower moves. As of 2.0, this move has massive hitstun and blockstun, making it safe on block, allowing him to combo into 5C against grounded opponents, and makes an immediate cancel into 5C a true blockstring. However, it is now impossible to frame trap into Sekkajin as even the most delayed cancel is still a true blockstring. Has less vertical range than the animation implies. Last point in his A Smart Combo that can cancel into B normals. Be sure to avoid going into this too often in blockstrings as it has high recovery on whiff and will leave Jin vulnerable if the opponent Reject Guards.
At midscreen, you should always go for the full rekkas to get enough frame advantage to use bloodpack, or FRC the last one for the keygrab. It's unsafe, but its long range and decent pushback can make it a bit safer. Otherwise, it's a rather slow poke that shouldn't be thrown around in neutral recklessly.
}}


{| class="wikitable attackdata"
===<big>Ruin</big>===
{{AttackVersion|name=5AAA}}
{{InputBadge|{{clr|3|236S}} > {{clr|3|46S}}}}
{{#lst:BBTag/Jin Kisaragi/Data|5AAA}}
{{GGACR Move Card
|}
|input=236S > 46S
==== ====
|description=
* Hits 4 times.
{{#invoke:FrameChart|drawFrameData
* Staggers grounded opponents on hit.
|startup  = 6
* Launches airborne opponents away on hit.
|active  = 3
* Only cancels into 5AAAA if the final hit connected or was blocked.
|recovery = 19
}}
2nd part of the rekkas. Staggers on hit, but it’s rather wimpy in Normal Mode and requires an RC to get any sort of advantage. You can also frame trap with this, but can easily be disrespected by almost all reversal options, or just backdash.
}}


Old 22C. Jin slashes multiple times at lightning speed before returning his sword to its sheathe. The only normal this move can cancel into is 5AAAA, which makes this move difficult to use in blockstrings. Devastating starter due to its high damage and fantastic scaling but as 5AA can no longer frame trap into this move using it as a starter is very unlikely and highly situational. The stun is greatly extended on grounded counter hit, allowing Jin to continue the combo into essentially any attack. The final hit of this move is safe on block but is punishable if the opponent Reject Guards an earlier hit.
===<big>Condemnation</big>===
{{InputBadge|{{clr|3|46S}} > {{clr|3|63214S}}}}
{{GGACR Move Card
|input=236S > 46S > 63214S
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 14
|active  = 3
|recovery = 31
|frcStart = 14
|frcEnd = 15
}}
The last part of her rekkas. Forces ground-slide state on hit. Has an FRC point just as Paracelsus gets slammed to the ground. Plays an important part in the standard Normal to Moroha Mode BnB, which is [xx > 1st rekka > 2nd rekka > 3rd rekka FRC > dash > filler > keygrab].


{| class="wikitable attackdata"
In the corner, provided ABA's close enough to the opponent, you can do continue the combo meterlessly by linking with {{clr|3|c.S}}/{{clr|3|f.S}}/{{clr|3|2S}} > keygrab, or {{clr|2|2K}} {{clr|3|c.S}} > keygrab (on mids/heavies only), though both of this are rather tight.
{{AttackVersion|name=5AAAA}}
{{#lst:BBTag/Jin Kisaragi/Data|5AAAA}}
|}
==== ====
* Has Frost End properties.
* Hits twice.
* First hit switches sides on both hit and block.
* Second hit only occurs if the first successfully hit the point character.
* Second hit launches opponents away on hit.
* Passes through on frames 18-29.
* Opponent cannot Cross Burst during this attack.


Old 22C~D. Jin dashes through the opponent and freezes them with a slash from his sword. Upon sheathing his blade, the opponent is broken out the ice. This is a good combo ender due to it's high damage, good scaling, quick start-up, and safe-jump oki. Very easy to extend via assists thanks to the full freeze on hit, though note that the opponent is invincible until they thaw out so make sure to time assists properly. Hilariously unsafe on block or whiff so only use this move in combos. Must be canceled into immediately after the final hit of Sekkajin or this move will fail to come out.
The frame trap between 2nd and 3rd rekka has a gap, so it is highly gimmicky and is generally unsafe, especially on block, so avoid overusing this.
</div>
}}
</div>


==={{IconText|Savage Rampage Follow-ups|GBVS_SoulForgeIcon|Right}}===
===<big>Bonding</big>===
<div class="attackcontainer">
{{InputBadge|{{clr|4|63214H}} (Air OK)}}
<div class="attackgallery">
{{GGACR Move Card
<gallery widths="180px" heights="180px">
|input=63214H,j.63214H
GBVS_Vaseraga_RisingSlash.png|Rising Slash
|description=
GBVS_Vaseraga_SweepingSlash.png|Sweeping Slash
{{#invoke:FrameChart|drawFrameData
GBVS_Vaseraga_CrushingStrike.png|Crushing Strike
|startup  = 13
GBVS_Vaseraga_RavagingStomp.png|Ravaging Stomp
|active  = 12
GBVS_Vaseraga_GreatScytheGrynoth.png|Great Scythe Grynoth
|recovery = 30
</gallery>
}}
</div>
Keygrab. The most important move in your arsenal.  
<div class="attackinfo">
Your top priority is to land or combo into this in Normal Mode, as it'll knock down, do some damage, and transform ABA into Moroha Mode.
{| class="wikitable attackdata"
{{AttackDataHeader-GBVS|version=yes}}
|-
{{AttackVersion|name=Rising Slash|subtitle=Savage Rampage > {{clr|1|L}} }}
{{#lst:GBVS/Vaseraga/Data|22X L}}
|}
==== ====
Swings Grynoth in a high slash, hitting both airborne foes and those standing nearby. This is the fastest move Vaseraga has from stance. This move does not hit crouching foes. If done from EX stance {{clr|4|22H}}, it's +8 on block. Due to the low recovery, when used as a frametrap during march, it will often leave you plus on spot dodge, allowing you to keep your turn or in the EX version's case punish the spot dodge.


{| class="wikitable attackdata"
This move acts as both a command throw and a strike. If from anywhere from frames 4-9, the opponent is in a throwable state and the move is in range, it will grab them. Afterwards, it will turn into a strike for the remainder of its active frames, meaning that the move can also be combo'd into. If the strike is blocked, however, it becomes very unsafe.
{{AttackVersion|name=Sweeping Slash|subtitle=Savage Rampage > {{clr|3|M}} }}
}}
{{#lst:GBVS/Vaseraga/Data|22X M}}
|}
==== ====
Swings Grynoth in a low sweep, knocking down any standing foes nearby. This move can be used to catch a foe attempting to back out range. If done from EX stance {{clr|4|22H}}, it's safe on block at -4.
This is the longest ranged move Vaseraga has in stance. It also has the most active frames, allowing you to tag opponents quite easily for bad spacing/not blocking low.


{| class="wikitable attackdata"
===<big>Dragging</big>===
{{AttackVersion|name=Crushing Strike|subtitle=Savage Rampage > {{clr|4|H}} }}
{{InputBadge|{{clr|1|236P}}}}
{{#lst:GBVS/Vaseraga/Data|22X H}}
{{GGACR Move Card
|}
|input=236P
==== ====
|description=
Swings Grynoth in a vertical downward slash, causing guard crush when fully charged.  
{{#invoke:FrameChart|drawFrameData
|recovery = 28
|frcStart = 11
|frcEnd = 13
}}
Vitally useful. Being an evasive slide, A.B.A. becomes '''very''' low-profile when executing this move, making it great for sliding under projectiles or anticipated pokes for a throw > Keygrab. You can even slide under stuff like {{clr|1|2P}}s or Robo-Ky’s knee bazooka! Just beware of lows/being thrown before the slide is over.


{{clr|4|22H}}~{{clr|4|H}} is a very important part of Vaseraga's kit. The move is safe on block and can be granted armor by [[GBVS/Vaseraga#Soul Forge|Soul Forge]]. These properties encourage the enemy to attempt to poke out of it in order to avoid the guard crush, which you can punish by releasing the button to hit them before they break your armor however there is a specific timing to spotdodge that will allow them to avoid the guard crush and punish. The move is also prominently used as filler in his corner 214X loops, and as an ender in the corner BnB combo. Effective use of this move is essential for Vaseraga players.  
Has an FRC point just as A.B.A tucks herself inward, which can be used as a last resort to cancel the slide if baited, or to bait your opponent into attempting a punish. At times, slide can also be a gimmicky movement option, especially after {{clr|4|5H}} on CH/block or {{clr|4|6H}} on hit.
Outside of combos, it is your main frametrap option while in stance. If this move counter hits the opponent or catch them while airborne it will lead into game ending damage.
}}


{| class="wikitable attackdata"
===<big>Retribution</big>===
{{AttackVersion|name=Ravaging Stomp|subtitle=Savage Rampage > {{clr|2|U}} }}
{{InputBadge|{{clr|2|236K}}\{{clr|3|46S}} > {{clr|2|236K}}}}
{{#lst:GBVS/Vaseraga/Data|22X U}}
{{GGACR Move Card
|}
|input=236K
==== ====
|description=
Stomps on Grynoth unleashing a damaging blast. This skill has armor properties independent of Soul Forge and will soak many hits. This followup is significantly more unsafe on block than the {{clr|4|H}} followup, a property that when combined with its unique armor property, means that it is intended to be used as a bait and punish against enemy reversals when you do not already have armor ready. When you have soul forge already, you can use it to react to the hitstop of multi-hitting reversals and score a punish. This takes a lot of practice, but it will make Savage Rampage even more threatening.
{{#invoke:FrameChart|drawFrameData
|startup  = 22
|active  = 3
|recovery = 20
|frcStart = 28
|frcEnd = 30
}}
A far reaching overhead. Throw and feet invincible mid kick, making for a good meaty. Slightly unsafe on hit/block, though it has a rather late FRC point, so you can use it to confirm into {{clr|2|5K}}/{{clr|3|c.S}} > xxx > keygrab. Staggers on CH for quite a while, giving you a free keygrab. Can also be used in place of the 3rd Rekka ({{clr|3|63214S}}).
}}


{| class="wikitable attackdata"
===<big>Avoidance</big>===
{{AttackVersion|name=March|subtitle=Savage Rampage > 66}}
{{InputBadge|{{clr|4|236H}}}}
{{#lst:GBVS/Vaseraga/Data|22X 66}}
{{GGACR Move Card
|}
|input=236H
==== ====
|description=
Vaseraga marches forward hitting with each slow step. The slow speed of the steps combined with their low hitstun means that the steps of march will not combo into each other on block or on hit. The EX version of March is faster than the normal version.
{{#invoke:FrameChart|drawFrameData
|startup  = 35
{| class="wikitable attackdata"
|isProjectile = true
{{AttackVersion|name=Cancel|subtitle=Savage Rampage > 44}}
|recovery = 6
{{#lst:GBVS/Vaseraga/Data|22X 44}}
|frcStart = 23
|}
|frcEnd = 24
==== ====
}}
Vaseraga exits stance to his normal state.  
A slow-starting projectile that travels for a short distance before fading away with some lingering active frames, this move can be annoying to punish from a distance due to its fast recovery. After ending a Moroha combo with an air Keygrab, you can toss this out upon landing for a good oki tool. If you have 25%, you can FRC just as the projectile appears and Bloodpack for an almost entirely safe transformation back into Moroha.


{| class="wikitable attackdata"
It's not guaranteed to come out if you get hit, but you'll sometimes get away with it in neutral to give your opponent something to deal with while you sneak in a quick Bloodpack, or bait them into your AAs.
{{AttackVersion|name=Great Scythe Grynoth|subtitle=Savage Rampage > 632146X or 4S}}
}}
|}
==== ====
Although not technically a followup, [[GBVS/Vaseraga#Great Scythe Grynoth|Great Scythe Grynoth]] can be used while in Savage Rampage stance. See the move entry for Great Scythe Grynoth for further information on that move.
</div>
</div>


==Combos==
===<big>Injecting</big>===
{{InputBadge|{{clr|1|63214P}} during Normal Mode}}
{{GGACR Move Card
|input=63214P
|description=
{{#invoke:FrameChart|drawFrameData
|recovery = 38
}}
Bloodpack. Burns one blood bag to put ABA in Moroha mode without having to land a combo or Keygrab. Has some strange invulnerability near the end of the animation.


*All damage values are damage dealt to Sol unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
This is just as important as keygrab, as it guarantees transformation on frame 23. Do this after max range 5H on block, from a distance, or if you're feeling ballsy and want to use the very late, very short invuln frames to go through something like Slidehead.
*Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.
}}
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+ ___ starter
|-
! # !! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
|-
| _
|  ||  ||  ||  ||  ||  ||
|-
|}
<!--
^([^\s]+)\t([^\s]+)\t([^\s]+)\t([^\s]+)\t([^\s]+)\t([^\s]+)\t([^\s]+)\t([^\s]+)\t([^\s]+)\t([^\s]+)\t([^\s]+)
|-
{{FrameDataNoHeader-GGACR
|version=$1
|damage=$2
|tension=$3
|gb+=
|gb-=
|level=$10
|guard=$9
|cancel=$4
|startup=$5
|active=$6
|recovery=$7
|frameAdv=$8
|description=$11
}}


==Moroha and Goku Moroha Mode Specials==


^([^\s]+)\t([^\s]+)\t([^\s]+)\t([^\s]+)\t([^\s]+)\t([^\s]+)\t([^\s]+)\t([^\s]+)\t([^\s]+)\t([^\s]+)\t([^\s]+)\t([^\s]+)
===<big>Bonding</big>===
|-
{{InputBadge|{{clr|4|63214H}} (Air OK)}}
{{FrameDataNoHeader-GGACR
{{GGACR Move Card
|version=$1
|input=63214H[m],j.63214H[m]
|subtitle=$2
|description=
|damage=$3
{{#invoke:FrameChart|drawFrameData
|tension=$4
|startup = 13
|gb+=
|active   = 12
|gb-=
|recovery = 30
|level=$11
}}
|guard=$10
In Moroha, keygrab heals ABA for 80% of the self inflicted damage she sustained, while switching her back to Normal mode. You'll want to go into this when comboing to end it, but specifically when your Moroha meter is close to empty: generally better to play it safe than sorry.
|cancel=$5
|startup=$6
|active=$7
|recovery=$8
|frameAdv=$9
|description=$12
}}
-->
==Clickable Button Test==
<span class="mw-ui-button {{#switch: {{{color|white}}} | red = mw-ui-destructive | green = mw-ui-constructive | white = | blue = mw-ui-progressive}}" role="button" aria-disabled="false" style="font-size: 1.5em">{{#if: {{{2|}}}|[[{{{2|Link Target}}}|{{{1|Button text}}}]]|}}{{#if:{{{external|}}}|[{{{external|}}} {{{1|Button text}}}]|}}</span>


If the move initially lands as a throw, ABA can follow up with another keygrab, meaning that going into a raw throw keygrab will let you OTG another and go right back into Moroha mode if you were in it to start with. This allows you to refresh Moroha mode with double keygrabs via 2nd rekka stagger [xxx > 2nd rekka > keygrab x2]. However, this double pickup doesn't work if the first lands as a strike (except on ABA herself), but she can instead do some combos that lead into Bloodpack FRC > keygrab.
*On block, can cancel to {{MMC|input=6321463214S|label=Altercation}}, or be RC'd.
}}


test
===<big>Engorgement</big>===
{{InputBadge|{{clr|4|421H}}}}
{{GGACR Move Card
|input=421H,421H[gm]
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 21
|active  = 11
|recovery = 14
}}
{{#invoke:FrameChart|drawFrameData
|startup  = 20
|active  = 11
|recovery = 10
}}
Headbutt, aka butt. ABA hops forward along with Paracelsus. Works well as a combo ender, and is a staple of Butt loops. Its long active time can make it safe when it makes contact late, but otherwise it doesn't see much use in neutral. With meter, you can RC on hit or block to double jump or airdash afterwards.


Essential combo tool in Goku Moroha, leads to many of your max damage routes due to the jump cancel this move gains during Goku Moroha. Doing this move into 412369S will give you an auto-timed TK {{MMC|chara=A.B.A|input = j.41236S[gm]|label = Orb}} that will land both hits on most characters and gives easy extensions due to the widened FRC on Goku Orbs. Also useful for meterless extensions midscreen with the jump cancel, and gives you access to enormous damage and conversions that otherwise wouldn't be possible
}}


{{MoveData-BB}}
===<big>Judgment</big>===
==LST and LSTH Testing==
{{InputBadge|{{clr|4|623H}}}}
{{AttackData-GGXRD-R2
{{GGACR Move Card
{{#lst:User:Shtkn/sandbox|5P}}
|input=623H,623H[gm]
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 18
|active  = 6
|inactive2 = 20
|active3 = 3
|recovery = 25
}}
}}
{{AttackData-GGXRD-R2
Danzai. Having throw invuln and a single hit of armor on the upswing, launching on both hits, sporting huge hitboxes and huge pushback on block to help make this one of the best specials in the game. It will blow up pokes or telegraphed poke out attempts, can AA, beat reversals or throws, or even absorb blue Burst!
{{#lsth:User:Shtkn/sandbox|LSTH Testing Source}}
 
Just be sure to keep the following in mind: it only absorbs one hit, so multi-hitters or fast attacks will beat it. This move also loses to supers, and gets punished by the gap inbetween the hits, if the opponent blocks the first one. Some characters also have char-specific ways to deal with Danzai as well, so keep in mind to not overuse it. Additionally, the armor won't keep you alive if you're already near death.
 
As Danzai is a special move, it is also cancellable to GM activation (with 50 meter), making it a particularly dangerous offensive option.
 
It becomes even better in Goku Moroha, as it becomes a whopping 6 frames faster, with a shorter gap between the hits and less recovery, making it better for anti-airing, defense and generally just pestering your opponent with enormous armored hitboxes. Best of all, in Goku it gains an FRC point just as the first hit connects, which can make your opponent guess as to whether you'll let it rip or FRC it on block to get free plus frames to continue your pressure with, as well as allowing you to bypass the 2nd hits heavy forced proration for the cost of 25 meter. The FRC can also be done on whiff, potentially saving you from a whiffed danzai
}}
}}
Doesn't work :(


==LST Testing Source==
<section begin=5P/>
|damage=6 |tension=144 |risc=-8/+3 |prorate= |level=0 |guard=Mid
|cancel= |roman= |startup=4 |active=3 |recovery=6 |frameAdv=+1 |inv=
|hitbox=
<section end=5P/>
==LSTH Testing Source==
|damage=6 |tension=144 |risc=-8/+3 |prorate= |level=0 |guard=Mid
|cancel= |roman= |startup=4 |active=3 |recovery=6 |frameAdv=+1 |inv=
|hitbox=


{{#lst:User:Shtkn/sandbox|5PTest}}
===<big>Eradication</big>===
{{InputBadge|{{clr|3|j.41236S}}}}
{{GGACR Move Card
|input=j.41236S,j.41236S[gm]
|description=
Orbs. A slow but rather far-reaching air special, you should use this move preemptively in neutral to deter the opponent from being too mash-happy during air-to-air situations. Since this move creates projectiles, they’ll linger and sometimes trade (usually with the rear orb) when you get hit first. On CH, you usually get a short air combo or a short ground one ending with butt.


==Test Frame Data==
You can also use this move low to the ground as a meaty to bait wake-up throw attempts. Moreover, it's possible for both orbs to touch the opponent on oki situations, which will hurt a LOT on hit, though this is usually not reversal safe. Has an FRC point to remain safe, though, just as A.B.A. begins to tuck her outstretched leg back in, right when the orbs become active. Dash jump at downed opponent > orbs (FRC) on top of them > {{clr|2|2K}}, {{clr|5|5D}}, etc. to begin pressure.
{|
<section begin=5PTest/>
||6 ||144 ||-8/+3 || ||0 ||Mid || || ||4 ||3 ||6 ||+1 || ||
<section end=5PTest/>
|-
<section begin=2PTest/>
||6 ||144 ||-8/+3 || ||0 ||Mid || || ||4 ||3 ||6 ||+1 || ||
<section end=2PTest/>
|}


Where this move shines the most is as a crucial component of several of A.B.A's combos. Due to the fact that it has a uniquely high amount of air untech time while launching the opponent up, A.B.A is allowed enough time to land and continue the combo in several situations, even moreso with the FRC. Because they are projectiles, performing the move on top of the opponent can allow both to hit the opponent at the same time, dealing massive damage and giving increased untech time.
}}


===<big>Blunder</big>===
{{InputBadge|{{clr|2|41236K}}}} or {{InputBadge|{{clr|3|46S}} > {{clr|2|236K}}}}
{{GGACR Move Card
|input=41236K, 41236K[gm]
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 28
|active  = 1
|recovery = 29
}}
Flipkick. Throw/low invincible overhead/pseudo-unblockable (can be air blocked) which ground bounces on hit and staggers the opponent on standing block. Most commonly used in tandem with {{MMC|input=236D[m]|label=FB Bloodball}} for an expensive but very powerful unblockable setup into {{MMC|input=6321463214S|label=Goku Moroha}}


Gains an FRC point in Goku point which can be used to safely bait things that would normally beat her unblockable setups like a {{keyword|Dead Angle}}, backdash, certain {{keyword|dragon punch}}es or low profile moves like {{MMC|chara=Sol Badguy|input=214S|label=Grand Viper}}
}}


==Other Test==
===<big>Displacement</big>===
{| class="wikitable"
{{InputBadge|{{clr|1|63214P}}}}
<!--<section begin="5L Test"/>{{AttackData-GBVS
{{GGACR Move Card
|damage= |level= |attribute= |guard=Mid
|input=63214P[m]
|startup= |active= |recovery= |onBlock= |onHit=KD
|description=
|blockstun= |groundHit= |airHit= |hitstop=
{{#invoke:FrameChart|drawFrameData
|invul= |hitbox=
|recovery = 40
}}<section end="5L Test"/>-->
|frcStart = 10
|-
|frcEnd = 13
<section begin=5LFullTest/>{{FrameData-GBVS
}}
|damage= |level= |attribute= |guard=Mid
Bloodpack exit. Spends one pack to return to Normal Mode and restore 120% of self-inflicted damage. Has an FRC point to make recovery less punishable.
|startup= |active= |recovery= |onBlock= |onHit=KD
}}
|blockstun= |groundHit= |airHit= |hitstop=
|invul= |hitbox=
}}<section end="5LFullTest"/>
|}


----
===<big>Suka Motion</big>===
{{MoveData
{{InputBadge|Moroha Gauge reaches 0}}
|name=5L
{{GGACR Move Card
|data=
|input=Suka Motion
{{AttackDataHeader-GBVS}}
|description=
{{!}}-
{{#invoke:FrameChart|drawFrameData
{{#lst:User:Shtkn/sandbox|5L Test}}
|recovery = 52
{{!}}-
{{#lst:User:Shtkn/sandbox|5LFullTest}}
}}
}}
Occurs when the Moroha gauge completely empties. ABA is stuck in a lengthy recovery animation that isn't cancelable into anything. If this happens to you, it's very likely that you'll lose the round.


==Test Hitbox Views==
Suka Motion will not activate while ABA is in the middle of another move's animation., so you can continue to perform gatlings and special cancels after the Moroha gauge disappears, as long as she:
======<font style="visibility:hidden" size="0">5P</font>======
# Is in the middle of an attack animation
{{MoveData
# Follows regular Moroha's gatling rules (you will not be able to do gatlings that are only possible in Goku Moroha)
|name={{clr|1|5P}}
# Does not return to neutral state on the ground (you can still jump cancel after the gauge runs out, but Suka Motion will activate upon the next landing)
|image=GGAC_Faust_5P.png
 
|caption=
If your Moroha gauge runs out mid-combo/blockstring, you can end it quickly with keygrab, bloodpack exit, or activate GM to recover safely.
|data=
}}
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lst:GGACR/Faust/Data|5P}}
{{!}}-
{{Description|7|text=
This is Faust's fastest move and has fairly decent range for a jab. It's useful for starting block strings. {{clr|1|5P}} can also sometimes function as an anti air that can stuff low to the ground air dashes. Some characters are able to low profile it, such as Faust, Zappa, and Millia.


Chains into {{clr|3|f.S}}, {{clr|3|c.S}}, {{clr|3|2S}}, {{clr|4|2H}}, {{clr|4|6H}}, and {{clr|5|2D}}; Combos into {{clr|3|f.S}}, {{clr|3|c.S}}, and {{clr|3|2S}}; Combos into {{clr|5|2D}} against crouching opponents or on counterhit


<gallery class="mw-collapsible mw-collapsed" style="width:400px; overflow:auto;" title="Hitbox" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
==Force Breaks==
GGXXACPR_Faust_5P-Hitbox.png
===<big>FB Dragging</big>===
</gallery>
{{InputBadge|{{clr|5|236D}} during Normal Mode}}
}}
{{GGACR Move Card
|input=236D
|description=
{{#invoke:FrameChart|drawFrameData
|recovery = 26
|frcStart = 9
|frcEnd = 23
}}
The '''best''' move in Normal Mode. Just like regular slide, except it's entirely invincible for its full duration, and thus completely unpunishable except against those who throw on the first frame it ends.


It will evade oki, including meaty setups. It will slide through moves and supers, even stuff like Raou’s Bellows Malice, for easy Keygrabs. It has a huge FRC point, which is highly useful in certain situations since you can FRC to choose which side of the opponent A.B.A will appear on, or to buffer into a surprise Keygrab. A 25% "reversal" option never looked so good.
*Doesn't work out of dash normally, but can be done with a Negative Edge {{clr|5|D}} held during dash startup then let go during it's cancel frames, giving you stronger control of positioning in situations such as going through Justice N.B. sets from further away and Testament Zeinest/HITOMI setups designed to catch normal FB Dragging distance.
}}
}}
====== ======
{{MoveData
|image=GGAC_Ky_2H.png
|caption=Keep The Flag Flying
|name={{clr|4|2H}}
|data=
{{AttackDataHeader-GGACR}}
{{!}}-
{{#lst:GGACR/Ky Kiske/Data|2H}}
{{!}}-
{{Description|7|text=
*{{clr|4|2H}} is a good anti-air and zoning tool
*Catches jumps and iads very well.
**On air hit the move vacums the opponent into itself.
**{{clr|4|2H}} is jump cancelable.
*On counter hit {{clr|4|2H}} is a launcher.


<gallery class="mw-collapsible mw-collapsed" style="width:400px; overflow:auto;" title="Hitbox" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
===<big>FB Avoidance</big>===
GGXXACPR_Ky_2H-1-Hitbox.png|Frames 12-13
{{InputBadge|{{clr|5|236D}} during Moroha or Goku Moroha Mode}}
GGXXACPR_Ky_2H-2-Hitbox.png|Frames 14-15
{{GGACR Move Card
</gallery>
|input=236D[m]
}}
|description=
Moroha-exclusive bloodball. A lingering projectile that hits 6 times. Thanks to its FRC point (identical to NM version), you get to set up some cheesy setups by doing FB bloodball FRC > dash in, followed up by either throw or flipkick, though this can be backdashed. The projecile will stay out even if A.B.A gets hit after a certain point, and the multihit nature means that opponents that {{keyword|Faultless Defense}} this attack will burn through a lot of tension, forcing opponents who are low on health to sacrifice their meter to stay alive if they block this attack. Can be very useful vs characters with limited grounded mobility. However, it's better to save that meter for GM activation most of the time. <br>
 
The multihit part of the projectile has a weird property where the gap will always be the same, ignoring hitstop when it hits. This means against Jam's parry and SB the projectile will still lock them in hitstop preventing them from even using a reversal option.
}}
}}


===<big>FB Judgment</big>===
{{InputBadge|{{clr|5|623D}} during Moroha or Goku Moroha Mode}}
{{GGACR Move Card
|input=623D,623D[gm]
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 18
|active  = 6
|inactive2 = 20
|active3 = 3
|recovery = 25
}}
FB Danzai launches higher on hit and gets hyper armor for the upswing till Christmas, plowing through pretty much anything as long as you still have life left. Obscene.


==Split Up Full Frame Data Into 2 Tables==
Even better in Goku due to the faster startup allowing you to more easily blow through and punish things. Coupled with the FRC point that's identical to meterless Goku Danzai gives ABA a disgustingly powerful callout tool at the cost of 50 meter, that on block is completely safe and on hit gives her an unscaled launcher. Everything you could want in a special and then some.
{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"
}}
|-
{{AttackDataHeader-BBCF|version=yes}}
|-
{{AttackVersion|name=5A|subtitle=}}
{{#lst:BBCF/Jin Kisaragi/Data|5A}}
|-
{{AttackVersion|name=5B|subtitle=}}
{{#lst:BBCF/Jin Kisaragi/Data|5B}}
|-
{{AttackVersion|name=5C|subtitle=}}
{{#lst:BBCF/Jin Kisaragi/Data|5C}}
|-
{{AttackVersion|name=2A|subtitle=}}
{{#lst:BBCF/Jin Kisaragi/Data|2A}}
|-
{{AttackVersion|name=2B|subtitle=}}
{{#lst:BBCF/Jin Kisaragi/Data|2B}}
|-
{{AttackVersion|name=2C|subtitle=}}
{{#lst:BBCF/Jin Kisaragi/Data|2C}}
|-
{{AttackVersion|name=6A|subtitle=}}
{{#lst:BBCF/Jin Kisaragi/Data|6A}}
|-
{{AttackVersion|name=6B|subtitle=}}
{{#lst:BBCF/Jin Kisaragi/Data|6B}}
|-
{{AttackVersion|name=6C|subtitle=}}
{{#lst:BBCF/Jin Kisaragi/Data|6C}}
|-
{{AttackVersion|name=3C|subtitle=}}
{{#lst:BBCF/Jin Kisaragi/Data|3C}}
|-
{{AttackVersion|name=j.A|subtitle=}}
{{#lst:BBCF/Jin Kisaragi/Data|j.A}}
|-
{{AttackVersion|name=j.B|subtitle=}}
{{#lst:BBCF/Jin Kisaragi/Data|j.B}}
|-
{{AttackVersion|name=j.C|subtitle=}}
{{#lst:BBCF/Jin Kisaragi/Data|j.C}}
|-
{{AttackVersion|name=j.2C|subtitle=}}
{{#lst:BBCF/Jin Kisaragi/Data|j.2C}}
|-
|}


{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"
==Overdrives==
|-
===<big>Evidence: Concealment</big>===
! Version !! Cancel !! P1 !! P2 !! Starter !! Level !! Blockstun !! Hitstun !! Untech !! Hitstun CH !! Untech CH !! Blockstop !! Hitstop !! Chstop !! Hitbox
{{InputBadge|{{clr|4|632146H}} during Normal Mode}}
|-
{{GGACR Move Card
{{AttackVersion|name=5A|subtitle=}}
|input=632146H,632146H > 236H,632146H > 236H > 236H
|| slkd || lksdf || slkd || lksdf || slkd || lksdf || slkd || lksdf || slkd || lksdf || slkd || lksdf || slkd || lksdf
|description=
|-
{{#invoke:FrameChart|drawFrameData
{{AttackVersion|name=5B|subtitle=}}
|startup  = 19
|| slkd || lksdf || slkd || lksdf || slkd || lksdf || slkd || lksdf || slkd || lksdf || slkd || lksdf || slkd || lksdf
|active  = 6
|-
|recovery = 34
{{AttackVersion|name=5C|subtitle=|rowspan=2}}
|frcStart = 19
|| slkd || lksdf || slkd || lksdf || slkd || lksdf || slkd || lksdf || slkd || lksdf || slkd || lksdf || slkd || lksdf
|frcEnd = 22
|-
{{Description|14|text={{ColumnList |text=*Values in [] are during OD
*[Freezes for 30, Freeze Count 3]
}}
}}
Normal mode exclusive. Despite not having full invul all the way through startup, it can kind of work as a reversal, sometimes.
Better for damage if you can actually land a kill combo in normal mode, or delay the followup hits into a frametrap. It also has FRC points on every hit, in case you want to extend into pressure or make it safe. Note that the 2nd followup of this super has much less untechable frames, so you might want to end it after the 1st one for an easy keygrab.
----
It's probably best to cancel into the followup hit this most of the time since it'll push the opponent back and make the move safer despite being -26.
}}
}}
|-
 
{{AttackVersion|name=2A|subtitle=}}
===<big>Evidence: Destruction</big>===
|| slkd || lksdf || slkd || lksdf || slkd || lksdf || slkd || lksdf || slkd || lksdf || slkd || lksdf || slkd || lksdf
{{InputBadge|{{clr|1|j.632146P}}}}
|-
{{GGACR Move Card
{{AttackVersion|name=2B|subtitle=}}
|input=j.632146P,j.632146P[m],j.632146P > 214K
|| slkd || lksdf || slkd || lksdf || slkd || lksdf || slkd || lksdf || slkd || lksdf || slkd || lksdf || slkd || lksdf
|description=
|-
{{#invoke:FrameChart|drawFrameData
{{AttackVersion|name=2C|subtitle=}}
|startup  =  
|| slkd || lksdf || slkd || lksdf || slkd || lksdf || slkd || lksdf || slkd || lksdf || slkd || lksdf || slkd || lksdf
|active  =  
|-
|recovery =  
{{AttackVersion|name=6A|subtitle=|rowspan=2}}
|| slkd || lksdf || slkd || lksdf || slkd || lksdf || slkd || lksdf || slkd || lksdf || slkd || lksdf || slkd || lksdf
|-
{{Description|14|text={{ColumnList |text=*Bonus Proration 110%
}}
}}
Highly situational air super, with some startup invuln. You can use this as an expensive air-to-air to kill low health opponents, as it will beat almost any air normal and a lot of anti airs, though it will trade sometimes. You can also use this to end air combos with it if it'll kill, or extend ground ones via TK'ing after {{clr|3|f.S}}.
----
During Moroha and Goku Moroha Mode, it no longer hits overhead, but now allows you to follow up with additional hits by inputting {{clr|2|j.214K}} for some extra damage. Its usage is identical to NM version, though, and there's an even better super you can do in Moroha mode for which you should really save up meter.
----
The follow up travels backwards and hits overhead again. Will often whiff most or all of its hits, and will not really do a lot of damage either way. Keep in mind that using this at ALL, including on block, hit, or whiff, will cause A.B.A's next Danzai, INCLUDING FB Danzai, to lose armor, or in FB Danzai's case, super armor. Not amazing by any means.
}}
}}
{{AttackVersion|name=6B|subtitle=}}
 
|| slkd || lksdf || slkd || lksdf || slkd || lksdf || slkd || lksdf || slkd || lksdf || slkd || lksdf || slkd || lksdf
===<big>Altercation</big>===
|-
{{InputBadge|{{clr|3|6321463214S}} during Moroha Mode}}
{{AttackVersion|name=6C|subtitle=|rowspan=2}}
{{GGACR Move Card
|| slkd || lksdf || slkd || lksdf || slkd || lksdf || slkd || lksdf || slkd || lksdf || slkd || lksdf || slkd || lksdf
|input=6321463214S
|-
|description=
{{Description|22|text={{ColumnList |text=*Values in [] are during OD
{{#invoke:FrameChart|drawFrameData
*[During OD, freezes for 45, Freeze Count 3]
|startup  = 17
|active  = 3
|recovery = 27
}}
}}
Your win condition.  Provided you have one bloodpack and enough meter, ABA performs an aggressive mode switch attack with hitboxes completely surrounding her, then switches her to '''Goku Moroha''' mode, replenishing her Moroha gauge and turning it blue in the process. It's invulnerable from frames 1-15, staggers on ground hit, wallbounces or knocks down on air hit, and cannot be interrupted. You can cancel into this super from '''anything''' grounded (normals/specials, except {{MMC|input=421H|label=Engorgement}}), rendering Moroha ABA a constant threat whenever she has 50 meter.
In this state, ABA gains a tremendous speed boost for both her movement and her attacks, double airdash, jump cancels for most of her normals, extra FRC points for many of her specials along with wider FRC windows, and extra properties for some of her moves. But most importantly, her gatling limitations are removed, as she can now cancel any normal into anything, as well as reverse cancel them (i.e. {{clr|1|6P}} > {{clr|4|5H}} > {{clr|1|6P}} > {{clr|4|5H}} > etc). Let them know fear.
Do note that in GM, ABA also inflicts more self-damage on hit/block, so make sure to not overextend in pressure. Additionally, despite its great hitbox it loses invincibility 2 frames before the attack itself comes out, making it prone to trading if timed incorrectly. It also goes active 2 frames after the super freeze, meaning it can be counter-supered, backdashed, DPed, or even {{keyword|slashback|}}ed with proper timing (-11 on SB). A.B.A is also left very vulnerable if this attack whiffs, as she has no way to Roman Cancel the attack and is in counter hit state for the entire recovery.
}}
}}
|}


==Change Order of Fields in Full Frame Data==
==Instant Kill==
{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"
===<big>Darkness of Ignorance</big>===
|-
{{InputBadge|During IK Mode: {{clr|4|236236H}}}}
{{AttackDataHeader-BBCF|version=yes}} !! Cancel !! P1 !! P2 !! Starter !! Level !! Blockstun !! Hitstun !! Untech !! Hitstun CH !! Untech CH !! Blockstop !! Hitstop !! Chstop !! Hitbox
{{GGACR Move Card
|-
|input=236236H
{{AttackVersion|name=5A|subtitle=}}
|description=
{{#lst:BBCF/Jin Kisaragi/Data|5A}} || slkd || lksdf || slkd || lksdf || slkd || lksdf || slkd || lksdf || slkd || lksdf || slkd || lksdf || slkd || lksdf
{{#invoke:FrameChart|drawFrameData
|-
|startup  = 36
{{AttackVersion|name=5B|subtitle=}}
|active  = 5
{{#lst:BBCF/Jin Kisaragi/Data|5B}} || slkd || lksdf || slkd || lksdf || slkd || lksdf || slkd || lksdf || slkd || lksdf || slkd || lksdf || slkd || lksdf
|recovery = 40
|-
{{AttackVersion|name=5C|subtitle=|rowspan=2}}
{{#lst:BBCF/Jin Kisaragi/Data|5C}} || slkd || lksdf || slkd || lksdf || slkd || lksdf || slkd || lksdf || slkd || lksdf || slkd || lksdf || slkd || lksdf
|-
{{Description|22|text={{ColumnList |text=*Values in [] are during OD
*[Freezes for 30, Freeze Count 3]
}}
}}
Standard IK. Rather useful after CH NM {{clr|4|6H}} punish attempts.
}}
}}
==Colors==
{{GGACRColors|Character=A.B.A}}
==Navigation==
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{GGACR/Navigation}}
[[Category:Unga]]

Latest revision as of 04:03, 18 April 2024

Overview

Overview

A.B.A is a pure Risk/Reward character who thrives on duality. She can be considered a cross between a rushdown and stance change character, who swaps between two different modes to bulldoze over her opponents.

A.B.A begins the round in Normal Mode (NM), in which she has neither great damage nor mobility, save for the low-profile slide Dragging
Error: Table MoveData_Shtkn not found.
. A.B.A plays very defensively in this mode, using her powerful anti-airs in 5P and 2S alongside her solid grounded pokes to space against her opponent. Her goal in this mode is to navigate neutral against her opponent and attempt to land her signature Bonding
Error: Table MoveData_Shtkn not found.
command grab, or otherwise create an opportunity to spend a bloodbag resource for Injecting
Error: Table MoveData_Shtkn not found.
. If either of these conditions are met, A.B.A enters Moroha Mode (lit. Double-Edge Mode). While in Moroha, A.B.A gains a vastly more powerful moveset. She gains new normals and specials, a massive increase in the damage of her attacks, gains the ability to run (with one of the best run speeds in the game at that), gains access to one of the best pressure toolsets in the game, as well as several other bonuses that force the opponent to think twice about disrespecting her. Most notably, Moroha Mode gives A.B.A access to the best install super in the game, Altercation
Error: Table MoveData_Shtkn not found.
, allowing her to get into Goku Moroha Mode. With even better running speed, two airdashes, and a full suite of jump-cancellable normals, Goku Moroha allows A.B.A to blitz her opponent to death before they can even blink. This comes at a cost, however. In Moroha and Goku Moroha mode, A.B.A's attacks will drain her own health whenever make contact with an opponent, whether that's a hit or block. She also has an active meter which will slowly drain towards empty, and will lose about 30% every time she is knocked down and goes into a wakeup animation. When the meter empties, she forcefully reverts back into NM with Suka Motion
Error: Table MoveData_Shtkn not found.
, a lengthy stance that makes her susceptible to eating a full combo or even getting Instant Killed depending on the matchup. She can avoid this vulnerability and regain most of her self-inflicted damage by exiting MM/GM manually via landing another keygrab, consuming a bloodpack, or entering GM. With these many options and resources, A.B.A can be fairly obtuse to learn, and despite her relatively low execution barrier, resource management is key to her gameplan so that her true risk/reward potentials can shine. A.B.A is best for players who love to balance risk against reward. If you can get around her complex kit, A.B.A will reward you with nearly unmatched aggression as one of the most terrifying characters in the game. Learn to love her double-edged playstyle.

File:Shtkn sandbox Icon.png sandbox puts a strong emphasis on risk/reward by managing her slow, yet versatile, "Normal" Mode and her two incredibly oppressive, but life draining, "Moroha" and "Goku Moroha" Modes.

Pros
Cons
  • Moroha Mode: Successfully chugging a Bloodpack or performing Keygrab transforms A.B.A. from a sluggish golem to a blazingly fast bruiser. Not only does she gain an extremely strong frame-trap offense with multiple ways to open opponents up, but she also gains access to the invalidating Danzai
    Error: Table MoveData_Shtkn not found.
    .
    • Moroha Normals: Many of A.B.A's normals in Moroha mode are best-in-class. Her 2S
      Error: Table MoveData_Shtkn not found.
      and f.S in particular are strong space control tools that lead to great damage on hit.
    • Moroha Pressure: A.B.A's pressure in Moroha mode is very strong as many of her normals (especially 2H) crank RISC like no tomorrow. It is not uncommon for A.B.A. to open someone up off of a single frametrap and deal 75 to 80% of their life.
    • Moroha Endgame: When A.B.A. hits 50 tension in Moroha Mode, she can enter Goku Moroha and threaten a game-ending scenario. Not only is the transformation an oppressive attack
      Error: Table MoveData_Shtkn not found.
      that leaves her plus, but she gains access to additional airdashes and new jump-cancellable properties on many moves. This causes her damage potential to skyrocket, and one good hit from there can seal out the game.
  • Deceptive Tangibility: A.B.A's infamously bizarre hurtboxes combined with her heavyweight nature can either make it very difficult to combo her properly.
  • Tanky: A.B.A has a high defense modifier and stun resist, and she can self-heal with Bloodpack
    Error: Table MoveData_Shtkn not found.
    , Keygrab
    Error: Table MoveData_Shtkn not found.
    , or when activating Goku Moroha
    Error: Table MoveData_Shtkn not found.
    to make up for her health drain.
  • Normal Mode Can Survive: Normal Mode isn't entirely useless, as it has the excellent Dragging
    Error: Table MoveData_Shtkn not found.
    to move A.B.A. into position for a Keygrab. She can also choose to control space well with a good amount of anti-airs.
  • Normal Mode: ABA begins every round in Normal Mode, which has somewhat awkward normals, as well as generally poor and committal mobility. ABA often needs to RPS at the start of every round in order to gain access to her stronger tools in Moroha mode.
  • Health Drain: During both Moroha and Goku Moroha, A.B.A. will constantly take self inflicted damage as she hits the opponent, which can only be healed back by using Bloodpacks, Keygrab or Goku Moroha. Poor management of her health can often lead to sudden deaths by abare.
  • Limited Unique Resource: A.B.A. uses her bloodpacks to enter and exit Moroha Mode safely, as well as to enter Goku Moroha, and mismanagement of these can leave her stuck in Normal Mode, or in a disadvantageous position in Moroha Mode with no means of safely escaping it.
  • Knockdown Vulnerability: If A.B.A. exits Moroha Mode without using her command grab or spending a blood bag, she'll enter a very long animation called Suka Motion. This leaves her vulnerable long enough that she can be punished with big combos or even certain IKs.

Unique Mechanics

Mode Switch

Mode Switch

A.B.A starts every round in her Normal mode. A.B.A can switch to her Moroha mode by either successfully hitting the opponent with Bonding (keygrab) or by using Injecting (bloodpack). While in Moroha mode, all of A.B.A's normals (notably S and H) and specials are significantly changed for the better, but she must manage a constantly depleting unique meter, and she will inflict self damage upon hitting the opponent or making them block. Also, with 50 meter, A.B.A also has access to a heavily-improved version of this mode called Goku Moroha mode.

The amount of self damage A.B.A takes varies because of different factors: in Moroha mode she takes 50% recoil damage this is raised to 85% in Goku Moroha mode. However all of this it is scaled by A.B.A's own defensive modifier and guts, meaning her self damage is never fixed. As an example this means at full health she takes roughly 44,5% self damage in Moroha and 75,65% in Goku Moroha.

Blood Packs

Blood Packs GGACR ABA BloodPack.png

A.B.A starts each round with a limited resource known as Blood Packs.

Blood packs can be used as a supplement to her Moroha/Goku Moroha mode and allow her to manually enter/exit said modes in neutral.

Starter Guide

Need help getting started? Go to this page for information targeted at new players. It covers easy combos, key moves, and what to do after you knock the opponent down.

Moroha Mode Movement Stat Changes

Moroha Mode Movement Stat Changes

Below is a basic overview of movement stats which change during each of A.B.A's modes. For a full list of movement values, check the full frame data page.

Mode Backdash Air Dashes Initial Dash Speed Forwards Jump Speed Forwards Air Dash Speed
A.B.A 17F (1~8F Strike Invuln) 1 7.0 5.5 10.0
A.B.A (Moroha) 16F (1~8F Strike Invuln) 1 11.0 5.5 16.0
A.B.A (Goku Moroha) 20F (1~8F Strike Invuln) 2 14.0 5.9 16.0
StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

Normal Moves

5P

No results
Total: 11

While 5P isn't much of a traditional FG jab, it sees good use as a reactionary anti-air/counter-poke, with three frames of head invulnerability. Its speed also helps ABA convert falling j.H at any height into 2D > keygrab.

On block, however, this is where the move really shines, as you have the option to mix them up with a proximity throw keygrab or with a frame trap, using either 5K, 2K, 2D or 6H, to prevent jump-outs.

Whiffs on crouching Faust, Zappa, Kliff, Millia, and Anji (only when in hitstun)

Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D

No results

No results

5K

No results
Total: 17

A go-to poke, balancing speed and range amongst Normal Mode's overall slow moveset. Being able to self-cancel on hit and staying plus on block very much helps.

Gatling Options: 5K, c.S, f.S, 5H, 2H, 6H, 5D, 2D

No results

No results

c.S

No results
Total: 21

Proximity normal. Rather important for combos leading to keygrab or rekkas.

Interestingly enough, you can do a reverse gatling cancel on block into 2P to remain more plus.

Gatling Options: 2P, f.S, 2S, 5H, 2H, 6H, 5D, 2D

No results

No results

f.S

No results
Total: 25

Standing low with acceptable speed. Will catch opponents off guard due to how far forward it moves, which makes a great frame trap after c.S.

Being safe on block means you can try to go for big frame traps like 5H, 2H, 6H, or even an IAD j.H pressure reset.

Gatling Options: 5H, 2H, 6H, 5D, 2D

No results

No results

5H

No results
Total: 46

A vital normal for Normal Mode ABA. Despite being slow, it practically covers 1/3 of a screen. Knocks down on CH, so it generally works in your favor on a trade. Don't whiff this.

On hit, you can combo into keygrab or rekkas > bloodpack to enter MM. On block, thanks to its great pushback, you can cancel into bloodpack or whiff cancel 2D to reset back to neutral. You can also cancel into slide and remain fairly safe as a gimmicky way to stay close to the opponent.

Gatling Options: 6H, 5D, 2D

No results

No results

5D

No results
Total: 43

Despite its decent nature, you probably won't use this much since you'll mostly be on the defensive in Normal Mode. If you land it, you should do a short air combo into Keygrab.

No results

No results

6P

No results
Total: 32

A relatively fast two-hitting 6P. Serves its purpose well enough as a situational AA. You can only combo this into 2S though, aside from jump and special cancels.

Gatling Options: 2S

No results

No results

6H

No results
Total: 51

A move just like ABA: A huge risk to throw out, but it comes with a 2.5x stun modifier, making it inflict CRAZY stun on CH. Land a counter, bloodpack or keygrab, land half a BnB, and watch them get dizzy.

Since it hits at a slightly upwards angle, it makes for an OK preemptive AA and tags opponents out of airdashes. If blocked, you can try cancelling to 236K to remain somewhat safer. Don't whiff this.

No results

No results

2P

No results
Total: 12

2F slower than 5P, but more far-reaching and plus on block. Standard crouching jab.

Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D

No results

No results

2K

No results
Total: 20

A low poke with ok range. Leads to either rekkas or 2D > Keygrab on hit.

Gatling Options: c.S, 2S, 5H, 2H, 6H, 2D

No results

No results

2S

No results
Total: 26

Fantastic hitboxes makes this move a great anti-air that leads to a short air combo ending with keygrab. Moves ABA slightly forward.

Essentially an air KD on CH, so you often can combo into keygrab from trades.

Gatling Options: 2H, 5D, 2D

No results

No results

2H

No results
Total: 41

1st hit launches the opponent, which leads to easy combos ending with keygrab. Although 2H is slow, its hitboxes are rather disjointed, which can stuff things unexpectedly and might win against jump-ins and moves behind her, or trade with them favorably.

No results

No results

2D

No results
Total: 27

Pretty typical. You'll usually end ground strings with this into keygrab.

No results

No results

j.P

No results
Total: 22

Excellent fast A2A with a good disjointed hitbox. You can do neutral/forward jump > j.P as rather safe roundstart option. On hit, you can confirm into (JC) j.P > keygrab.

Gatling Options: j.P, j.K, j.S, j.H, j.D

No results

No results

j.K

No results
Total: 25

Hits directly above ABA, so this attack functions well as a rising anti-air. As it can launch grounded opponents with fairly generous untechable frames, you use this to convert stray IAD strings (i.e. IAD j.S j.P j.K) into a short air combo ending with keygrab.

Gatling Options: j.P, j.S, j.H, j.D

No results

No results

j.S

No results
Total: 25

Pretty safe to just throw this around in neutral. Works well in most situations due to its speed and good hitbox.

Gatling Options: j.P, j.H

No results

No results

j.H

No results
Total: 15

One of the defining features of ABA's Normal mode. Shrinks her hurtbox down and stays active until landing. Certainly a good jump-in, with which you can also do crossups, though do note its small hitbox.

Generally safe enough on standing block that you can cancel it to 5P to extend your pressure. If IB'd though, you can be punished by DPs or throws, though you can gamble with keygrab as a frametrap. High risk - high reward.

No results

No results

j.D

No results
Total: 37

Nice horizontal range, but very slow. Works mainly as a preemptive AA. On CH, provided you're close enough to the opponent, you might be able to get a keygrab. Otherwise, just use a bloodpack after hits.

No results

No results

Universal Mechanics

Ground Throw

No results

Tosses them away into a knockdown. Your best option after landing a grab is often to (dash) keygrab. Can wallbounce if you're near the corner.

6H sends the opponent backward while 4H sends them forward. Best OSed with either 5K or c.S unless keeping the corner is necessary

No results

No results

Air Throw

No results

Standard airthrow. (Dash) keygrab is possible if you airthrow them close to the ground, for a burst safe mode switch.

No results

No results

Dead Angle Attack

No results
Total: 47

ABA's Dead angle is faster than most dead angles and comes with significantly more invulnerability and knocks down the opponent. However, it's usually a much better use of meter if you can IB > FB slide (see below) their pressure/oki, especially when your back is against the corner.

On regular hit, you can keygrab out of the knockdown. Oddly enough, this is not possible on CH.

No results

No results

Blue Burst

No results
Total: 49

A.B.A has a unique Blue Burst. Unlike other characters, her Burst has 2F less startup and 3F shorter recovery.

No results

No results

Special Moves

Deletion

236S

No results
Total: 30

The start of ABA's rekkas. One of the better hitboxes in NM. Works great as a knockdown tool in case 2D > keygrab isn't possible.

At midscreen, you should always go for the full rekkas to get enough frame advantage to use bloodpack, or FRC the last one for the keygrab. It's unsafe, but its long range and decent pushback can make it a bit safer. Otherwise, it's a rather slow poke that shouldn't be thrown around in neutral recklessly.

No results

No results

Ruin

236S > 46S

No results
Total: 27

2nd part of the rekkas. Staggers on hit, but it’s rather wimpy in Normal Mode and requires an RC to get any sort of advantage. You can also frame trap with this, but can easily be disrespected by almost all reversal options, or just backdash.

No results

No results

Condemnation

46S > 63214S

No results
Total: 47

The last part of her rekkas. Forces ground-slide state on hit. Has an FRC point just as Paracelsus gets slammed to the ground. Plays an important part in the standard Normal to Moroha Mode BnB, which is [xx > 1st rekka > 2nd rekka > 3rd rekka FRC > dash > filler > keygrab].

In the corner, provided ABA's close enough to the opponent, you can do continue the combo meterlessly by linking with c.S/f.S/2S > keygrab, or 2K c.S > keygrab (on mids/heavies only), though both of this are rather tight.

The frame trap between 2nd and 3rd rekka has a gap, so it is highly gimmicky and is generally unsafe, especially on block, so avoid overusing this.

No results

No results

Bonding

63214H (Air OK)

No results
Total: 54

Keygrab. The most important move in your arsenal. Your top priority is to land or combo into this in Normal Mode, as it'll knock down, do some damage, and transform ABA into Moroha Mode.

This move acts as both a command throw and a strike. If from anywhere from frames 4-9, the opponent is in a throwable state and the move is in range, it will grab them. Afterwards, it will turn into a strike for the remainder of its active frames, meaning that the move can also be combo'd into. If the strike is blocked, however, it becomes very unsafe.

No results

No results

Dragging

236P

No results
Total: 28

Vitally useful. Being an evasive slide, A.B.A. becomes very low-profile when executing this move, making it great for sliding under projectiles or anticipated pokes for a throw > Keygrab. You can even slide under stuff like 2Ps or Robo-Ky’s knee bazooka! Just beware of lows/being thrown before the slide is over.

Has an FRC point just as A.B.A tucks herself inward, which can be used as a last resort to cancel the slide if baited, or to bait your opponent into attempting a punish. At times, slide can also be a gimmicky movement option, especially after 5H on CH/block or 6H on hit.

No results

No results

Retribution

236K or 46S > 236K

No results
Total: 44

A far reaching overhead. Throw and feet invincible mid kick, making for a good meaty. Slightly unsafe on hit/block, though it has a rather late FRC point, so you can use it to confirm into 5K/c.S > xxx > keygrab. Staggers on CH for quite a while, giving you a free keygrab. Can also be used in place of the 3rd Rekka (63214S).

No results

No results

Avoidance

236H

No results
Total: 40

A slow-starting projectile that travels for a short distance before fading away with some lingering active frames, this move can be annoying to punish from a distance due to its fast recovery. After ending a Moroha combo with an air Keygrab, you can toss this out upon landing for a good oki tool. If you have 25%, you can FRC just as the projectile appears and Bloodpack for an almost entirely safe transformation back into Moroha.

It's not guaranteed to come out if you get hit, but you'll sometimes get away with it in neutral to give your opponent something to deal with while you sneak in a quick Bloodpack, or bait them into your AAs.

No results

No results

Injecting

63214P during Normal Mode

No results
Total: 38

Bloodpack. Burns one blood bag to put ABA in Moroha mode without having to land a combo or Keygrab. Has some strange invulnerability near the end of the animation.

This is just as important as keygrab, as it guarantees transformation on frame 23. Do this after max range 5H on block, from a distance, or if you're feeling ballsy and want to use the very late, very short invuln frames to go through something like Slidehead.

No results

No results

Moroha and Goku Moroha Mode Specials

Bonding

63214H (Air OK)

No results
Total: 54

In Moroha, keygrab heals ABA for 80% of the self inflicted damage she sustained, while switching her back to Normal mode. You'll want to go into this when comboing to end it, but specifically when your Moroha meter is close to empty: generally better to play it safe than sorry.

If the move initially lands as a throw, ABA can follow up with another keygrab, meaning that going into a raw throw keygrab will let you OTG another and go right back into Moroha mode if you were in it to start with. This allows you to refresh Moroha mode with double keygrabs via 2nd rekka stagger [xxx > 2nd rekka > keygrab x2]. However, this double pickup doesn't work if the first lands as a strike (except on ABA herself), but she can instead do some combos that lead into Bloodpack FRC > keygrab.

  • On block, can cancel to Altercation
    Error: Table MoveData_Shtkn not found.
    , or be RC'd.

No results

No results

Engorgement

421H

No results
Total: 45
Total: 40

Headbutt, aka butt. ABA hops forward along with Paracelsus. Works well as a combo ender, and is a staple of Butt loops. Its long active time can make it safe when it makes contact late, but otherwise it doesn't see much use in neutral. With meter, you can RC on hit or block to double jump or airdash afterwards.

Essential combo tool in Goku Moroha, leads to many of your max damage routes due to the jump cancel this move gains during Goku Moroha. Doing this move into 412369S will give you an auto-timed TK Orb
Error: Table MoveData_Shtkn not found.
that will land both hits on most characters and gives easy extensions due to the widened FRC on Goku Orbs. Also useful for meterless extensions midscreen with the jump cancel, and gives you access to enormous damage and conversions that otherwise wouldn't be possible

No results

No results

Judgment

623H

No results
Total: 71

Danzai. Having throw invuln and a single hit of armor on the upswing, launching on both hits, sporting huge hitboxes and huge pushback on block to help make this one of the best specials in the game. It will blow up pokes or telegraphed poke out attempts, can AA, beat reversals or throws, or even absorb blue Burst!

Just be sure to keep the following in mind: it only absorbs one hit, so multi-hitters or fast attacks will beat it. This move also loses to supers, and gets punished by the gap inbetween the hits, if the opponent blocks the first one. Some characters also have char-specific ways to deal with Danzai as well, so keep in mind to not overuse it. Additionally, the armor won't keep you alive if you're already near death.

As Danzai is a special move, it is also cancellable to GM activation (with 50 meter), making it a particularly dangerous offensive option.

It becomes even better in Goku Moroha, as it becomes a whopping 6 frames faster, with a shorter gap between the hits and less recovery, making it better for anti-airing, defense and generally just pestering your opponent with enormous armored hitboxes. Best of all, in Goku it gains an FRC point just as the first hit connects, which can make your opponent guess as to whether you'll let it rip or FRC it on block to get free plus frames to continue your pressure with, as well as allowing you to bypass the 2nd hits heavy forced proration for the cost of 25 meter. The FRC can also be done on whiff, potentially saving you from a whiffed danzai

No results

No results


Eradication

j.41236S

No results

Orbs. A slow but rather far-reaching air special, you should use this move preemptively in neutral to deter the opponent from being too mash-happy during air-to-air situations. Since this move creates projectiles, they’ll linger and sometimes trade (usually with the rear orb) when you get hit first. On CH, you usually get a short air combo or a short ground one ending with butt.

You can also use this move low to the ground as a meaty to bait wake-up throw attempts. Moreover, it's possible for both orbs to touch the opponent on oki situations, which will hurt a LOT on hit, though this is usually not reversal safe. Has an FRC point to remain safe, though, just as A.B.A. begins to tuck her outstretched leg back in, right when the orbs become active. Dash jump at downed opponent > orbs (FRC) on top of them > 2K, 5D, etc. to begin pressure.

Where this move shines the most is as a crucial component of several of A.B.A's combos. Due to the fact that it has a uniquely high amount of air untech time while launching the opponent up, A.B.A is allowed enough time to land and continue the combo in several situations, even moreso with the FRC. Because they are projectiles, performing the move on top of the opponent can allow both to hit the opponent at the same time, dealing massive damage and giving increased untech time.

No results

No results

Blunder

41236K or 46S > 236K

No results
Total: 57
Flipkick. Throw/low invincible overhead/pseudo-unblockable (can be air blocked) which ground bounces on hit and staggers the opponent on standing block. Most commonly used in tandem with FB Bloodball
Error: Table MoveData_Shtkn not found.
for an expensive but very powerful unblockable setup into Goku Moroha
Error: Table MoveData_Shtkn not found.
Gains an FRC point in Goku point which can be used to safely bait things that would normally beat her unblockable setups like a Dead Angle This keyword does not have an entry in the Glossary, backdash, certain dragon punch A move that has invulnerability during its startup, long recovery, and a rising motion.es or low profile moves like Grand Viper
Error: Table MoveData_Shtkn not found.

No results

No results

Displacement

63214P

No results
Total: 40

Bloodpack exit. Spends one pack to return to Normal Mode and restore 120% of self-inflicted damage. Has an FRC point to make recovery less punishable.

No results

No results

Suka Motion

Moroha Gauge reaches 0

No results
Total: 52

Occurs when the Moroha gauge completely empties. ABA is stuck in a lengthy recovery animation that isn't cancelable into anything. If this happens to you, it's very likely that you'll lose the round.

Suka Motion will not activate while ABA is in the middle of another move's animation., so you can continue to perform gatlings and special cancels after the Moroha gauge disappears, as long as she:

  1. Is in the middle of an attack animation
  2. Follows regular Moroha's gatling rules (you will not be able to do gatlings that are only possible in Goku Moroha)
  3. Does not return to neutral state on the ground (you can still jump cancel after the gauge runs out, but Suka Motion will activate upon the next landing)

If your Moroha gauge runs out mid-combo/blockstring, you can end it quickly with keygrab, bloodpack exit, or activate GM to recover safely.

No results

No results


Force Breaks

FB Dragging

236D during Normal Mode

No results
Total: 26

The best move in Normal Mode. Just like regular slide, except it's entirely invincible for its full duration, and thus completely unpunishable except against those who throw on the first frame it ends.

It will evade oki, including meaty setups. It will slide through moves and supers, even stuff like Raou’s Bellows Malice, for easy Keygrabs. It has a huge FRC point, which is highly useful in certain situations since you can FRC to choose which side of the opponent A.B.A will appear on, or to buffer into a surprise Keygrab. A 25% "reversal" option never looked so good.

  • Doesn't work out of dash normally, but can be done with a Negative Edge D held during dash startup then let go during it's cancel frames, giving you stronger control of positioning in situations such as going through Justice N.B. sets from further away and Testament Zeinest/HITOMI setups designed to catch normal FB Dragging distance.

No results

No results

FB Avoidance

236D during Moroha or Goku Moroha Mode

No results

Moroha-exclusive bloodball. A lingering projectile that hits 6 times. Thanks to its FRC point (identical to NM version), you get to set up some cheesy setups by doing FB bloodball FRC > dash in, followed up by either throw or flipkick, though this can be backdashed. The projecile will stay out even if A.B.A gets hit after a certain point, and the multihit nature means that opponents that Faultless Defense This keyword does not have an entry in the Glossary this attack will burn through a lot of tension, forcing opponents who are low on health to sacrifice their meter to stay alive if they block this attack. Can be very useful vs characters with limited grounded mobility. However, it's better to save that meter for GM activation most of the time.

The multihit part of the projectile has a weird property where the gap will always be the same, ignoring hitstop when it hits. This means against Jam's parry and SB the projectile will still lock them in hitstop preventing them from even using a reversal option.

No results

No results

FB Judgment

623D during Moroha or Goku Moroha Mode

No results
Total: 71

FB Danzai launches higher on hit and gets hyper armor for the upswing till Christmas, plowing through pretty much anything as long as you still have life left. Obscene.

Even better in Goku due to the faster startup allowing you to more easily blow through and punish things. Coupled with the FRC point that's identical to meterless Goku Danzai gives ABA a disgustingly powerful callout tool at the cost of 50 meter, that on block is completely safe and on hit gives her an unscaled launcher. Everything you could want in a special and then some.

No results

No results

Overdrives

Evidence: Concealment

632146H during Normal Mode

No results
Total: 58

Normal mode exclusive. Despite not having full invul all the way through startup, it can kind of work as a reversal, sometimes.

Better for damage if you can actually land a kill combo in normal mode, or delay the followup hits into a frametrap. It also has FRC points on every hit, in case you want to extend into pressure or make it safe. Note that the 2nd followup of this super has much less untechable frames, so you might want to end it after the 1st one for an easy keygrab.


It's probably best to cancel into the followup hit this most of the time since it'll push the opponent back and make the move safer despite being -26.

No results

No results

Evidence: Destruction

j.632146P

No results
Total: 0

Highly situational air super, with some startup invuln. You can use this as an expensive air-to-air to kill low health opponents, as it will beat almost any air normal and a lot of anti airs, though it will trade sometimes. You can also use this to end air combos with it if it'll kill, or extend ground ones via TK'ing after f.S.


During Moroha and Goku Moroha Mode, it no longer hits overhead, but now allows you to follow up with additional hits by inputting j.214K for some extra damage. Its usage is identical to NM version, though, and there's an even better super you can do in Moroha mode for which you should really save up meter.


The follow up travels backwards and hits overhead again. Will often whiff most or all of its hits, and will not really do a lot of damage either way. Keep in mind that using this at ALL, including on block, hit, or whiff, will cause A.B.A's next Danzai, INCLUDING FB Danzai, to lose armor, or in FB Danzai's case, super armor. Not amazing by any means.

No results

No results

Altercation

6321463214S during Moroha Mode

No results
Total: 46
Your win condition. Provided you have one bloodpack and enough meter, ABA performs an aggressive mode switch attack with hitboxes completely surrounding her, then switches her to Goku Moroha mode, replenishing her Moroha gauge and turning it blue in the process. It's invulnerable from frames 1-15, staggers on ground hit, wallbounces or knocks down on air hit, and cannot be interrupted. You can cancel into this super from anything grounded (normals/specials, except Engorgement
Error: Table MoveData_Shtkn not found.
), rendering Moroha ABA a constant threat whenever she has 50 meter.

In this state, ABA gains a tremendous speed boost for both her movement and her attacks, double airdash, jump cancels for most of her normals, extra FRC points for many of her specials along with wider FRC windows, and extra properties for some of her moves. But most importantly, her gatling limitations are removed, as she can now cancel any normal into anything, as well as reverse cancel them (i.e. 6P > 5H > 6P > 5H > etc). Let them know fear.

Do note that in GM, ABA also inflicts more self-damage on hit/block, so make sure to not overextend in pressure. Additionally, despite its great hitbox it loses invincibility 2 frames before the attack itself comes out, making it prone to trading if timed incorrectly. It also goes active 2 frames after the super freeze, meaning it can be counter-supered, backdashed, DPed, or even slashback This keyword does not have an entry in the Glossaryed with proper timing (-11 on SB). A.B.A is also left very vulnerable if this attack whiffs, as she has no way to Roman Cancel the attack and is in counter hit state for the entire recovery.

No results

No results

Instant Kill

Darkness of Ignorance

During IK Mode: 236236H

No results
Total: 80

Standard IK. Rather useful after CH NM 6H punish attempts.

No results

No results

Colors

To select your color, press the corresponding button while in the designated "color set". Color sets can be toggled through by hitting the Respect button.

  1. Only selectable on the Arcade and PC-Rollback versions of the game.
  2. Available on home ports, and are selected by pressing the Rec. Enemy button on the Slash or Reload color sets, respectively. Gold characters are powered up versions, Shadow characters have infinite tension. Both are banned from tournament play.


Navigation

To edit frame data, edit values in Shtkn/sandbox/Data.
Systems Pages