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{{note|<big>This page assumes that you are already familiar with [[Notation|Numpad Notation]].</big>}}
==Overview==
{{GGACR/CharacterLinks}}
<div id="home-content" class="home-grid">
{{card|width=4
|header=Overview
|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.


==Guard==
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}}.
Guarding, commonly known as Blocking, is to keep yourself alive.


There are many different types of blocking, and each is useful for different situations. Correctly picking the right one for each situation is critical for survivability.
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.


When a player blocks an attack, they are put into a state called '''blockstun''' during which their ability to act is mostly taken away. [[#Yellow Roman Cancel|YRC]], [[#Blue Burst|Blue Burst]], and [[#Deflect Shield|Deflect Shield]] can still be used during blockstun.
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.


;Pushback
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.
Guarding an attack also pushes the defender back. This phenomenon is called '''pushback'''. The amount of pushback varies by attack, though generally the higher the [[#Attack Level|Attack Level]], the more pushback. Some attacks even pull in the defender instead of pushing them back (known as '''[[GGST/Damage#Vaccum|vaccum]]''')! When the defender guard a strike in the corner, pushback is applied to the attacker instead, making sure that the net pushback both characters experience is the same regardless of corner. This corner effect does not apply to projectiles nor partner characters like Zato-1's Eddie.
}}
{{GGACR/Infobox
|fastestAttack= [[#5P|5P]] (3F)
|reversal= [[#Judgement|623H]] (Armor 18F/12F)<br/>[[#FB Judgement|623D]] (Armor 18F/12F)<br/>[[#FB Dragging|236D]] (Invincible 26F)<br/>[[#Altercation|6321463214S]] (17F)
}}
{{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>


;Unblockable Attack
==Unique Mechanics==
Some attacks cannot be guarded against. These generally fall into two categories: throws and unblockables. Throws are proximity based attacks which cannot be guarded against. Unblockables are special strikes which hit opponents even if they guard. Unblockables, such as Potemkin's {{MMC|game=GGST|chara=Potemkin|input=236236S|label=Heavenly Potemkin Buster}}, must be avoided in some way other than air guarding.
==={{InvisibleText|Mode Switch}}===
{{card|width=4
|header=Mode Switch
|content=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.<br>


===Grounded Guard===
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.
{{InputBadge|Hold 4 or 1}}
}}
[[File:GGST_BasicGuard.png|thumb|]]


:Basic ground guarding is the most common defensive option. Also known as blocking.
=={{InvisibleText|Blood Packs}}==
There are 2 types of ground guard: standing guard and crouching guard. Standing guard will block high and mid attacks, crouching guard will block mid and low attacks.
{{card|width=4
|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.
}}
=={{InvisibleText|Starter Guide}}==
{{StarterBlurb}}
=={{InvisibleText|Moroha Mode Movement Stat Changes}}==
{{card|width=4
|header=Moroha Mode Movement Stat Changes
|content=
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 [[/Frame Data#Movement Stats|full frame data page]].
{{#cargo_query:tables=ggacrCharacters
|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
|where=name in ("A.B.A", "A.B.A (Moroha)", "A.B.A (Goku Moroha)")
|format=table
|order by=Air Dashes, Mode
}}
}}
{{FrameChartKey}}


;Standing vs. Crouching Guard
==Normal Mode Normals==
Standing guard experences more pushback than crouching guard. This means that strategically using standing guard during an attacker's blockstring can push the defender out of range sooner and potentially enabling a [[GGST/Universal Strategy#Punish|punish]], especially if the additional pushback makes an attack whiff unexpectedly.
===<big>{{clr|1|5P}}</big>===
{{GGACR Move Card
|input=5P
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 3
|active  = 2
|recovery = 7
}}
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.


On the other hand, crouching guard can be used to stay closer to the attacker and let the defender use their faster, shorter range buttons at an opprotune time.
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.
<br style="clear:both;"/>


===Airborne Guard===
Whiffs on crouching Faust, Zappa, Kliff, Millia, and Anji (only when in hitstun)
{{InputBadge|Hold Any Backwards Direction while Airborne}}


There is no high-low blocking in the air, making it a common place for defenders to go to avoid blocking ground-based high/low/throw mixup.  
[[/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}}
}}


That's not to say that being airborne is a fail-safe defensive posture; getting airborne is a risk since jumps have a bit of [[#Prejump|vulnerable startup]], it raises the defender's [[GGST/Damage#R.I.S.C. Level|R.I.S.C.]] 50% more than ground guarding, and a guarding strike will force the defender into blockstun until landing, plus 19 frames of additional [[#Landing Recovery|grounded blockstun]]. Landing blockstun is reduced to 5 frames on air [[#Instant Block|IB]] or air [[#Instant Faultless Defense|IFD]]. Air guarding certain attacks such as {{Ni|6}}{{Prompt|GGST|P}} push the defender higher into the air, effectively giving the attacker more [[GGST/Universal Strategy#Frame Advantage|frame advantage]].
===<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.


This makes repeated [[Fuzzy Defense#Fuzzy Jump|fuzzy jump]] very risky since a defender is likely to guard a strike while jumping and fall into another blockstring with more R.I.S.C. and even more blockstun than if they had guarded normally!
[[/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}}
}}


Air guarding projectiles or recovering from Guard Crush will not force defenders into blockstun until landing, but if they do land, they will be forced into 5 frames of grounded blockstun. If the defender recovers in the air, then [[#Air Options|air options]] are restored.
===<big>{{clr|3|c.S}}</big>===
<br style="clear:both;"/>
{{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.


===Cross-up Protection===
Interestingly enough, you can do a reverse gatling cancel on block into {{clr|1|2P}} to remain more plus.
Blocking can be difficult since the opponent can do tricks to swap sides. However, there is slight leniency to give players time to switch blocking direction: the first 3 frames after the opponent swap sides (not necessarily in blockstun), they will still block attacks from the opposite direction even if they are holding forward direction (with respect to opponent)! All other rules for blocking still apply, such as needing to correctly block high/low.
<br style="clear:both;"/>


==Instant Block==
[[/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}}
{{InputBadge|Begin Guard Right Before An Attack Connects (2 Frame Window)}}
}}
[[File:GGST_IB.png|thumb|The defender will flash white and the HUD will show "JUST!"]]


Instant Blocking is a more powerful, advanced form of blocking. On successful Instant Block, the defender will flash white. Mistiming an Instant Block locks out IBing subsequent attempts until neutral, up, or any forward direction is input for a cumulative 5 frames. While holding down will not progress the lockout timer, inputting any backward direction before the timer is complete will reset the lockout timer.
===<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}}.


;Instant Blocking has the benefit of:
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.
* Prevents [[GGST/Damage#Chip Damage|chip damage]]
* Pushback for the defender is reduced to zero
* Gain twice the amount of [[GGST/Gauges#Tension Gauge|Tension]] on block and increase [[#Gaining Tension|Tension Balance]]
** Does not grant bonus Tension if blocking an attack that causes Guard Crush
* Instant blocking a [[#Strike|strike]] in the air reduces the 19 frame [[#Landing Recovery|landing recovery]] to 5 frames
IB does not allow you to make "illegal" blocks: you still must block high/low correctly, and you still must use air FD versus air unblockable attacks.


While blocking, players can attempt an Instant Block at any point. Think of it as a minigame: time your blocking to the rhythm of the opponent's hits.
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
}}


Since faster attacks generally have shorter range, Instant Blocking an opponent's attack often creates new punish opportunities. Instant blocking might even be required to punish certain attacks that are at [[GGST/Universal Strategy#Frame Advantage|frame disadvantage]] but cause too much pushback to punish under normal circumstances.
===<big>{{clr|4|5H}}</big>===
<br style="clear:both;"/>
{{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.


[[File:GGST_Defense_Instant_Block_Window.webm|center]]
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.
<br style="clear:both;"/>


==Faultless Defense==
[[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
{{InputBadge|While Guarding, hold any 2 attack buttons (except {{clr|D|D}})}} or {{InputBadge|While Guarding, hold FD button}}
}}
[[File:GGST_FD.png|right|thumb|Powerful defensive option, but drains Tension as you use it!]]


Faultless Defense (FD) is an interesting and highly useful technique. It's often used to negate chip damage, but it has other important uses.
===<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.
}}


Faultless Defense is often used to end an attacker's blockstring sooner by pushing them out of attack range. An advanced strategy is to make the attack miss by pushing them away with FD, then punish while the attacker is still recovering from the whiffed attack!
===<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.


;Notable aspects of Faultless Defense:
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|3|2S}}
* Consumes Tension while used and on block
}}
** '''Can not Faultless Defense when Tension Gauge is empty'''
* Prevents [[GGST/Damage#Chip Damage|chip damage]]
* Prevents [[GGST/Damage#R.I.S.C. Level|R.I.S.C. Level]] from increasing
* Increased pushback for the defender compared to normal blocking
** Extra pushback increases with [[#Attack Level|Attack Level]]
** Projectile pushback is unaffected
* Air FD increases gravity compared to normal blocking, letting the defender land sooner


Just like with Instant Blocking, you still must block high/low attacks correctly when using Faultless Defense.
===<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.


Keep in mind that while FD has be be active when the attack connects, any extra time before/after is wasted Tension. Ideally players should press the buttons briefly - slightly longer than a tap - just before the attacker's hit connects. With some practice, defenders can save some Tension by tapping Faultless Defense right before each hit of an attacker's blockstring!
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.
}}


{{#lsth:GGST/Frame Data|Faultless Defense}}
===<big>{{clr|1|2P}}</big>===
<br style="clear:both;"/>
{{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.


=== Instant Faultless Defense ===
[[/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}}
{{InputBadge|[[#Instant Block|Instant Block]] while Holding [[#Faultless Defense|Faultless Defense]]}}
}}
[[File:GGST_IFD.png|thumb|right]]


Instant Faultless Defense (IFD) is like a combination of both Instant Block and Faultless Defense, minimizing threats from the opponent and pushing them away without giving up any space yourself.
===<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.


* Consumes Tension while used and on block
[[/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}}
** '''Can not Instant Faultless Defense when you have no Tension'''
}}
* Prevents [[GGST/Damage#Chip Damage|chip damage]]
* Prevents [[GGST/Damage#R.I.S.C. Level|R.I.S.C. Level]] from increasing
* Pushback for the defender is reduced to zero
* Pushback for the attacker is greatly increased, even more so than defender pushback from Faultless Defense
* Air IFD increases gravity compared to normal blocking, letting the defender land sooner
* Air IFDing a [[#Strike|strike]] reduces the standard 19 frame [[#Landing Recovery|landing recovery]] to 5 frames


Defenders can start holding the attack buttons/FD button any amount of time before an IFD attempt, but they must input the directional input with the correct timing (and sufficient [[#Tension Gauge|Tension]]).
===<big>{{clr|3|2S}}</big>===
<br style="clear:both;"/>
{{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.


=== Deflect Shield ===
Essentially an air KD on CH, so you often can combo into keygrab from trades.
{{InputBadge|214D with 50% [[#Burst Gauge|Burst]] (air OK)}}
[[File:GGST_DeflectShield.png|thumb|right|Can be used while in neutral, blockstun or Guard Crush state]]


Deflect Shield is extremely powerful defensive option that works against all guardable attacks (high, low, and guard crush). If an attacker hits the shield -even with a projectile- then they are pushed a large distance away. Since Deflect Shield can be used even during blockstun or guard crush state, it's very useful for two things: escaping any high/low mixups, even mid-blockstring; pushing the opponent away in a blockstring and enabling a punish.
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
}}


* Deflects all guardable attacks for 29 frames
===<big>{{clr|4|2H}}</big>===
* Prevents [[GGST/Damage#Chip Damage|chip damage]]
{{GGACR Move Card
* Prevents [[GGST/Damage#R.I.S.C. Level|R.I.S.C. Level]] from increasing
|input=2H
* Pushback for the defender is reduced to zero
|description=
* Pushback for the attacker is greatly increased, even more so than Instant Faultless Defense
{{#invoke:FrameChart|drawFrameData
* 19 frame  recovery, [[#Counter Hit|Counter Hit]] state during recovery
|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.
}}


Landing after a successful [[#Deflect Shield|Deflect Shield]] does not alter the landing recovery from the blockstun of the move that was deflected, but landing after a whiffed Deflect Shield is treated as performing an action in the air, overwriting any previous landing recovery.  
===<big>{{clr|5|2D}}</big>===
<br style="clear:both;"/>
{{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.
}}


=== Guard Crush ===
===<big>{{clr|1|j.P}}</big>===
[[File:GGST_GuardCrush.png|right|thumb|250px|You can still block during this, but you can't Yellow Roman Cancel.]]
{{GGACR Move Card
|input=j.P
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 5
|active  = 4
|recovery = 14
}}
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.


Guard Crush is a pseudo blockstun state with some major differences. During Guard Crush, defenders can only block, Deflect Shield or Psych Burst, but it is not a blocking animation in and of itself, so you can be hit during it if you release the block input.
[[/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}}
}}


Unlike blockstun, there is no 5 frame [[#Throw Invincibility|throw invincibility]] after recovering from a Guard Crush.
===<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.  


Also unlike blockstun, being forced into Guard Crush state in the air does not extend its duration until landing, so it may be possible to recover in the air depending on your trajectory. Similarly, landing after an air Guard Crush does not apply the 19 frame [[#Landing Recovery|landing recovery]] that normal blocks have, instead applying a 5 frame landing recovery.
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}
}}


Getting hit during Guard Crush state results in an [[GGST/Damage#Invalid Combos|invalid combo]].
===<big>{{clr|3|j.S}}</big>===
<br style="clear:both;"/>
{{GGACR Move Card
|input=j.S
|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.


=== Armored Attacks & Guardpoint ===
[[/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|4|j.H}}
Rare attacks specific to certain characters can have one of two attributes that act similarly, but with distinct differences. Armor and Guardpoint allow a character to absorb an attack and continue uninterrupted.
}}


Armor is only found on {{CLabel|GGST|Potemkin}}'s {{MMC|GGST|chara=Potemkin|input=236S|label=Slide Head}}, {{MMC|GGST|chara=Potemkin|input=[4]6H|label=Hammer Fall}} and {{MMC|GGST|chara=Potemkin|input=41236H|label=Heat Tackle}}. When an opponent hits a character in their Armor frames, they aren't able to cancel the attack as they would on hit or block into their Gatling options, Special Moves, or through Jump Cancelling. A character being hit while in armor takes 50% of the damage the attack would've incurred if it hit raw (affected by Guts and Defense modifiers), and [[#Overdrives|Overdrives]] ignore armor completely, causing the opponent to be hit with full damage and standard hit effects as normal.
===<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.


Guardpoint is a blanket term referring to moves that have frames where they automatically block incoming attacks, and the specifics can work differently from instance to instance.
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.
}}


The full list of attacks with Guardpoint attributes are:
===<big>{{clr|5|j.D}}</big>===
{{GGACR Move Card
|input=j.D
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 16
|active  = 4
|recovery = 13
|specialRecovery = 5
}}
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.
}}
==Moroha Mode Normals==


{{CLabel|GGST|Anji Mito|label=Anji's}} {{MMC|GGST|chara=Anji Mito|input=236K|label=Suigetsu No Hakobi}}<br>
===<big>{{clr|1|5P}}</big>===
{{CLabel|GGST|Zato-1|label=Zato's}} {{MMC|GGST|chara=Zato-1|input=236H|label="Oppose"}}<br>
{{GGACR Move Card
{{CLabel|GGST|Leo Whitefang|label=Leo's|}} {{MMC|GGST|chara=Leo Whitefang|input=[s/h] h/s|label=Held {{clr|S|S}} and {{clr|H|H}} normals}}<br>
|input=5P[m],5P[gm]
{{CLabel|GGST|Sol Badguy|label=Sol's}} {{MMC|GGST|chara=Sol Badguy|input=214214H|label=Heavy Mob Cemetery}}<br>
|description=
{{CLabel|GGST|A.B.A|label=A.B.A's}} {{MMC|GGST|chara=A.B.A|input=623H|label=Judgement and Sentiment}} and {{MMC|GGST|chara=A.B.A|input=214S|label=Frenzy and Astonishment}}<br>  
{{#invoke:FrameChart|drawFrameData
|startup  = 3
|active  = 2
|recovery = 7
}}
{{#invoke:FrameChart|drawFrameData
|startup  = 3
|active  = 2
|recovery = 6
}}
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 MM {{clr|3|c.S}} > {{clr|4|2H}} > etc, or {{clr|3|f.S}} > rekkas.


Of these, Anji's acts more similarly to a Parry like those found on {{CLabel|GGST|Baiken}}, Zato's experiences separate hit/blockstop due to being originated from a puppet. Leo and Sol's still force them to take chip damage which can kill them if low enough. Neither ones that take chip damage can use Faultless Defense for the duration of the Guardpoint to evade chip. Both of A.B.A's completely negate chip damage, with {{MMC|GGST|chara=A.B.A|input=214S|label=Frenzy and Astonishment}} leaving her fully invulnerable through the move's remaining recovery if activated.
On block, you can mix the opponent up with tick throws, or extend your pressure into {{clr|4|2H}} to remain plus.
<br style="clear:both;"/>


==Grounded Movement==
Whiffs on crouching Faust, Zappa, Kliff, Millia, and Anji (only when in hitstun)
===Walking===
{{InputBadge|[4] or [6] while on the ground}}


Walking is the most basic form of movement by holding {{Ni|4}} or {{Ni|6}}.
{{clr|1|5P}} reaches its full potential in Goku Moroha mode thanks to its unrestricted gatling routes, allowing you to whiff cancel this move from virtually any other normal on block to remain completely safe. For instance, you can do xx > {{clr|3|f.S}} > {{clr|1|5P}} > whiff cancel {{clr|3|f.S}} > {{clr|1|5P}} > whiff cancel etc, which is an airtight blockstring if done correctly.


Characters will continue to walk so long as their player holds down the directional input. 1 and 3 are not valid walk inputs. Each character has a unique walk speed for both forwards and backwards.
On block, you can mix the opponent up with tick throws, or extend your pressure into {{clr|3|S}} or {{clr|4|H}} normals for frame traps/remaining plus. A more detailed explanation on this can be found [[/Strategy#5P_Rebeat|here]]


One of the main advantages to walking is that it provides fine grain control over one's positioning. By contrast, jumps lock the player into a fixed arc, and runs maintain momentum for a time after the player releases their input.
Moroha [[/Frame_Data#Moroha_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}}


Because walks can be canceled immediately, they allow the user to block freely after forwards movement, which running on its own does not allow. Another advantage is that walks are usually silent. Without an associated audio cue, walks can be hard to react to.
Goku Moroha [[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal, including itself)
}}


===Running===
===<big>{{clr|2|5K}}</big>===
{{InputBadge|6[6] while on the ground}} or {{InputBadge|5 or 6 + Dash while on the ground}}
{{GGACR Move Card
|input=5K[m],5K[gm]
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 7
|active  = 5
|recovery = 6
}}
{{#invoke:FrameChart|drawFrameData
|startup  = 6
|active  = 5
|recovery = 4
}}
As good as it was in Normal Mode but sees less use due to her other strong pokes and counterpokes in Moroha such as {{clr|3|f.S}} or {{clr|5|2D}}. Notably its much faster and quicker to recover than some of her other options which can help her in staying safe in neutral to things like jumping or {{keyword|low profile}} options


Running is conceptually similar to walking, but faster and with some negative trade-offs.
With the general GM gatling and speed buffs, this move becomes far more useful as a pressure extender and a safe-ish frame trap that can be DAA/burst-safe, while still being plus on block.


Akin to walking, each character has their own [[GGST/Frame_Data#Movement Values|running speed and acceleration]]. Some characters—such as {{CLabel|GGST|Potemkin}}—cannot run at all. Other characters have special alternatives to running. A list of these special cases can be found below.
Moroha [[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|6P}}, {{clr|2|5K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}


Although running requires two consecutive {{MCB|6}} inputs, the player can shift their forwards input into a {{MCB|3}} input so long as they maintain a constant forwards input. The player character will continue to run so long as a valid run input is held. If the player releases the run input and does not cancel the run into another action, they will perform a run skid animation.
Goku Moroha [[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any normal, including itself)
}}


{| class="wikitable" style="margin: 0 auto;"
===<big>{{clr|3|c.S}}</big>===
|+ Special Runs
{{GGACR Move Card
|-
|input=c.S[m],c.S[gm]
! Character !! Run Type
|description=
|-
{{#invoke:FrameChart|drawFrameData
| {{CLabel|GGST|Giovanna}}, {{CLabel|GGST|Johnny}}, {{CLabel|GGXRD-R2|Leo Whitefang|label=Leo}} || Step Dash
|startup  = 9
|-
|active  = 3
| {{CLabel|GGST|I-No}} || Hover Dash
|recovery = 14
|-
}}
| {{CLabel|GGST|Potemkin}}, {{CLabel|GGST|Nagoriyuki}} || Cannot Run
{{#invoke:FrameChart|drawFrameData
|}
|startup  = 7
|active  = 3
|recovery = 9
}}
A great pressure starter/extender that cranks up their guardbar rather well. In Moroha mode, this normal gains a monstrous hitbox along with foot invuln during startup and active frames, while being just 2f slower than NM {{clr|3|c.S}}. Cancel this into {{clr|3|f.S}}, {{clr|4|5H}}, or {{clr|4|2H}} to continue your pressure.


;Run Skid
As it's 0 on block, you can also try to frametrap with her gatling options or with specials, or even Goku Moroha activation ({{clr|3|6321463214S}}).
[[File:GGST_System_Run_Skid.png|thumb|]]
When ending a run, there is a skidding animation that gives any action done out of it forward momentum how mch. While characters can still block during a skid, they can not walk. Players can choose to stop immediately by spending some meter to immediately cancel a run into [[#Faultless Defense|Faultless Defense]] very briefly, then begin walking for more fine grained movement. This technique is known as [[GGST/Universal Strategy#FD Brake|FD Brake]].
<br style="clear:both;"/>


===Backdash===
During GM, it's even more useful - Good for throw OSes at 7 frames, amazing for pressure due to being +5 on block, jump cancels for IAD pressure, gatlings to lows with {{clr|2|2K}} and {{clr|5|2D}} and overheads with {{MMC|chara=A.B.A|input = 41236K[gm]|label = flipkick}} and {{clr|5|5D}}. Great for reverse gatlings to create burst safe routing from any hit and provide stability without sacrificing damage. From further out some gatlings may go into {{MMC|chara=A.B.A|input = f.S[gm]|label = f.S}} so be prepared to adjust combos on the fly in case of that. Can occasionally be used as a proximity anti-air due to its speed but is occasionally prone to trading due to a larger upward hurtbox than {{MMC|chara=A.B.A|input = 2S[gm]|label = 2S}}. Trades are usually in your favor but shouldn't be overly relied upon
{{InputBadge|44 while on the ground}} or {{InputBadge|4 + Dash while on the ground}}
[[File:GGST_BackDash.png|thumb|Some invulnerability on startup]]


Backdashes are movement options which provide a quick burst of backwards movement with some invulnerability.
Moroha [[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}


The exact duration of backdashes and invincibility varies between character and will be listed in each character's [[GGST/Frame Data#Character Frame Data|frame data]]. The invulnerability for backdashes begins on the first frame of their animation, but does not last long, making them useful to avoid attacks with good timing.
Goku Moroha [[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)
}}


Backdashes travel a fixed distance at a set speed, are not cancelable, and are completely vulnerable for some period in the latter portion of their animation. For these reasons, they are not always preferable to backwards [[#Walking|walking]].
===<big>{{clr|3|f.S}}</big>===
<br style="clear:both;"/>
{{GGACR Move Card
|input=f.S[m],f.S[gm]
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 9
|active  = 2
|inactive2 = 2
|active3 = 2
|recovery = 16
}}
{{#invoke:FrameChart|drawFrameData
|startup  = 7
|active  = 2
|inactive2 = 2
|active3 = 2
|recovery = 12
}}
With its amazing range and disjointed hitboxes, Moroha {{clr|3|f.S}} is a staple for your neutral, and is also a beefy poke to start your pressure game.


==Aerial Movement==
As it hits twice, you can throw this out to stuff hyper armored moves or familiars that eat hits (Little Eddie, Zappa's Dog, Dizzy's Fish), which nicely leads to {{clr|4|5H}} or rekkas. No longer hits low unlike in Normal mode.
===Jumping===
{{InputBadge|Any Upward Direction while on the ground}}


Jumping is the most basic way to put one's player character into the air.<br>
In GM, it's startup is 7F, completely disjointed for the first hit, is +3 on its own, and ALSO jump-cancellable, this move retains all of what makes MM {{clr|3|f.S}} good, combined with all the juicy GM buffs ABA receives. Your party starter. On hit/block, it leads nicely to {{clr|4|5H}}, which you can reverse chain back into {{clr|3|f.S}} again, or go for a pressure reset with {{clr|1|5P}} whiff cancels.
Players can jump while on the ground, or while in the air. When a character jumps, they are locked into a fixed arc which is determined by the direction of the jump input combined with any momentum they have at the time of the jump. Each character has their own [[GGST/Frame Data#Jump and Air Dash Values|jump physics]]. These determine the speed, height, and duration of their jumps. Before the character becomes airborne, there is a short [[#Prejump|Prejump]] Animation with some limitations, explained in its respective section. After a player jumps, they take on the airborne property, which affects what moves they can use, as well as how they receive incoming hit effects. During the first airborne frame, characters can only guard and not attack. This is only a factor when calculating the fastest input for [[Instant Air Special|Instant Air Specials]].<br>
Most characters can jump two times before returning to the ground unless they regain their [[#Air Options|air options]].


===High Jump===
Moroha [[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
{{InputBadge|Any Downward Direction > Any Upward Direction while on the ground}}


High Jumping (aka super jump) travels higher vertically than standard jumping, but in exchange characters cannot double jump (air dash is still available).
Goku Moroha [[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal except {{clr|3|c.S}})
}}


High Jump an be done by going from neutral {{Ni|5}}, then tapping any downward direction ({{Ni|1}}{{Ni|2}}{{Ni|3}}), then tapping any upward direction ({{Ni|7}}{{Ni|8}}{{Ni|9}}). Pressing {{Ni|7}}{{Ni|8}}{{Ni|9}} will change which direction you high jump, just like normal jumping. During a High Jump, characters will automatically turn to face the opponent if you jump over them.
===<big>{{clr|4|5H}}</big>===
{{GGACR Move Card
|input=5H[m],5H[gm]
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 15
|active  = 5
|inactive2 = 6
|active3 = 2
|recovery = 12
}}
{{#invoke:FrameChart|drawFrameData
|startup  = 11
|active  = 4
|inactive2 = 4
|active3 = 2
|recovery = 11
}}
Even though it's 2f slower than NM {{clr|4|5H}}, this move hits twice, builds a ridiculous amount of guard bar on block, and vacuums on the second hit, which is also an important part in your Moroha refresh combos (xxx > {{clr|4|5H}} with both hits > 1st rekka > 2nd rekka > double keygrab). On crouching opponents, you can also combo this into {{clr|4|6H}} for optimal damage and meter gain.


It is always best to mix up the two types of jumps to keep your opponent on their toes depending on the situation.
Due to its lenient cancel window, you can also frame trap with Moroha ABA's various gatling options: either {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|2D}}, or even rekkas, allowing you to keep the opponent close and get their guard bar flashing in about a second. An excellent pressure tool that is somehow 0 on block.


===Prejump===
There is a gap between {{clr|4|5H}} 2nd hit and the first hit of {{clr|4|2H}} on block that can be reversaled through, but is unthrowable on normal block. 3 frame normals such as Sol and Order-Sols {{clr|2|5K}} or A.B.As {{clr|1|5P}} will beat this. 4 frame normals will trade with the second hit but will leave A.B.A at enough advantage for her to be able to combo dash {{clr|3|c.S}}. {{clr|4|5H}} 1st hit to {{clr|4|2H}} is gapless unless IBed
Jumps and High Jumps are not instantaneous - before going airborne, characters will enter a standing state called prejump, where they can not block, but are invincible to throws. If hit during prejump, characters enter standing hitstun.


Characters have different amount of prejump frames, but the rule of thumb is that the heavier/slower the character is, the longer the prejump. Most characters have 4 frames of prejump, but exact values can be found in each character's frame data. {{Character Label|GGST|Nagoriyuki|label=Nagoriyuki's}} high jump has a significantly longer prejump duration than his regular jump, at 10 frames.
In GM, it's a tad faster (11F), it's still a fantastic and multipurpose normal. Still serves its purpose well as a poke and counterpoke, particularly due to its ability to {{keyword|rebeat}} into {{clr|1|5P}} on block to create huge frame advantage from far away, or if it counterhits avoid the 2nd hit undoing your stagger and allowing you to dash up and continue your combo. Also gains natural frame advantage on block due to the marginally shorter recovery


It is actually possible to cancel prejump into Specials, Overdrives, [[#Psych Burst|Burst]], [[#Deflect Shield|Deflect Shield]], and [[#Wild Assault|Wild Assault]]. The reason for this is that attacks that involve an Up input, such as {{Character Label|GGST|Leo Whitefang|label=Leo's}} {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=[2]8S|label=Eisensturm}}) can be used without going through hoops to hide the jump input (such as whiffing moves beforehand). It also allows players to be slightly sloppy with their inputs and still get specials (ex {{clr|S|2369S}} instead of {{clr|S|236S}}).
Morhoa [[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|3|2S}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
<br style="clear:both;"/>


===Air Dash===
Goku Moroha [[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)
{{InputBadge|j.44 or j.66}} or {{InputBadge|Direction + Dash while Airborne}}
}}
[[File:GGST_System_Air_Dash.png|thumb|]]


Air Dashes are the near universal burst movement option while airborne. Most characters can air dash once before landing, while others cannot air dash at all. For a breakdown of these rules, see [[#Air Options|the air options explanation]]. Each character has a unique air dash with different speeds, durations, unactionable startup, etc. Each character's Frame Data page has these values, and there is also a [[GGST/Frame Data#Air Dash Values|comaprison table]].
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===
{{GGACR Move Card
|input=5D[m],5D[gm]
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 24
|active  = 4
|recovery = 15
}}
{{#invoke:FrameChart|drawFrameData
|startup  = 22
|active  = 4
|recovery = 15
}}
A frame faster than the Normal mode version (and even faster in GM) and fairly safe for a {{clr|5|5D}} at only -5. On normal hit can lead into impossible dust combos, but very useful against an opponent with flashing risc due to the automatic counter hit properties. On counter hit gives you any combo you want since its completely untechable. Not particularly noteworthy but important to keep your opponent from getting too comfortable just down-backing.
*Interestingly, you can cancel this into {{MMC|input=6321463214S|label=Altercation}}, to keep yourself plus on block or even get a free combo (provided you have the resources) by TKing the super input, cancelling the flash frame into dust Homing Jump and not using any meter or bloodpacks!
}}


To air dash as soon as possible from a grounded state, players use a technique known as [[Instant Air Dash]].
===<big>{{clr|1|6P}}</big>===
<br style="clear:both;"/>
{{GGACR Move Card
|input=6P[m],6P[gm]
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 10
|active  = 6
|recovery = 17
}}
{{#invoke:FrameChart|drawFrameData
|startup  = 7
|active  = 2
|active2 = 3
|recovery = 12
}}
In Moroha mode, its hitbox is a little altered since Paracelsus' head changes shape, but functions the same as NM's. On block, you can now cancel it to {{clr|4|6H}} to reset or end pressure.


===Air Options===
Moroha [[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|3|2S}}, {{clr|4|6H}}
Air Options conceptually represent the amount of times a character can jump or dash while in the air without returning to the ground. Most characters have 1 air option; exceptions are listed below.


{| class="wikitable" style="margin: 0 auto;"
Goku Moroha [[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)
|+ Non-Standard Air Options
}}
|-
! Character !! Air Options
|-
| {{CLabel|GGST|Millia Rage|label=Millia}} || Can air dash 2 times
|-
| {{CLabel|GGST|Chipp Zanuff|label=Chipp}} || Can jump 3 times
|-
| {{CLabel|GGST|Bedman}} || 8-Way Air Dash instead of Double Jump and Air Dash
|-
| {{CLabel|GGST|Zato-1}} || Flight instead of Double Jump and Air Dash
|-
| {{CLabel|GGST|Potemkin}} || '''Cannot''' air dash
|-
| {{CLabel|GGST|Goldlewis Dickinson}} || '''Cannot''' Double Jump
|-
| {{CLabel|GGST|Nagoriyuki}} || '''Cannot''' air dash or Double Jump
|-
|}


;Regaining Air Options
===<big>{{clr|4|6H}}</big>===
Characters regain all their air options after:
{{GGACR Move Card
* Touching the ground
|input=6H[m]
* [[#Airborne Guard|Air blocking]] an attack and exiting blockstun while airborne
|description=
** This is only relevant to air guarding projectiles and Guard Crush attacks
{{#invoke:FrameChart|drawFrameData
* [[#Throw Escape|Air Throw Escape]]
|startup  = 15
* [[#Wall Recovery|Wall Recovery]] while airborne
|active  = 14
|recovery = 30
}}
No longer a slow CH stun fishing move in Moroha, {{clr|4|6H}} now hits twice, gains jump cancels, sports exceptional range, cranks the guardbar nicely, and hurts a lot more. The fact that you can jump cancel this means that on block, you get to do some gimmicky pressure resets via {{clr|4|6H}} (1) > IAD {{clr|4|j.H}}. Alternatively, you can just do {{clr|3|236S}} to end pressure more safely.


=== Landing Recovery ===
On its own, this move mostly sees use against people trying to backdash her oki on wakeup in the corner, or those trying to low profile {{clr|3|f.S}} or {{clr|4|5H}} from far away. If you managed to land a hit from max range, rekkas or butt ({{clr|4|421H}}, air hit only) are your only meterless options.
Some airborne moves have a set amount of landing recovery like {{Character Label|GGST|Ky Kiske|label=Ky's}} {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=j.236S|label=Aerial Stun Edge}}.
:This is straightforward; upon landing the character will enter a completely vulnerable landing animation.


What's unique is that even for moves that don't have a specified landing recovery - like most air normals, or just jumping, there is still a unique landing recovery that disables certain actions for limited amounts of time.
Moroha [[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: none


* After landing from an empty jump:
Goku Moroha [[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)
:1~6F cannot do any movement options except backdash
}}
:7F onwards all actions possible


* After performing an action in the air (double jumping, air dashing, any air attack without specified landing recovery):
===<big>{{clr|1|2P}}</big>===
:1~3F after landing is normal recovery (cannot do any action such as blocking, attacking, moving etc...)
{{GGACR Move Card
:4F onwards all actions possible
|input=2P[m],2P[gm]
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 5
|active  = 2
|recovery = 6
}}
Mostly identical to NM version, though thanks to the speed boost ABA gains in Moroha, you can dash in and use this to pressure the opponent or just tick throw them.


Another quirk about landing in this game is that characters regain their grounded collision box and are considered grounded the frame before landing, meaning that they can be [[#Ground Throw|ground thrown]] the frame before landing and getting hit the frame before landing will result in grounded hitstun. If a character is in a state where they can freely act in the air but will enter a punishable recovery state upon landing, blocking an attack on this frame will result in grounded blockstun, effectively bypassing the landing recovery.
Moroha [[/Frame_Data#Moroha_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|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
<br style="clear:both;"/>


==Ground and Air Recovery==
Goku Morha [[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal, including itself)
===Knockdown Recovery===
}}
Getting knocked down by most attacks causes a '''soft knockdown''', where the character will instantly roll backwards and quickly recover. A soft knockdown lasts for 30 frames and is fully invincible.


Certain attacks cause a '''hard knockdown''', where the character will lie on the ground briefly before getting up in a fully invincible state. As the character lies on the ground, they are considered in an [[#Off The Ground|Off The Ground]] state and if hit will be knocked backwards into a soft knockdown. Thus most players tend to use this time to set up [[Okizeme (General Strategy)|okizeme]] rather than continuing the combo. A hard knockdown lasts for 55 frames.
===<big>{{clr|2|2K}}</big>===
<br style="clear:both;"/>
{{GGACR Move Card
|input=2K[m],2K[gm]
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 6
|active  = 4
|recovery = 10
}}
{{#invoke:FrameChart|drawFrameData
|startup  = 5
|active  = 4
|recovery = 10
}}
Aside from a slight damage boost, this move is virtually the same as the NM version. Useful for opening the opponent up during mixups.


===Stagger Recovery===
Moroha [[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
{{InputBadge|Any Attack Button During Stagger State}}
[[File:GGST_Stagger_Recovery.png|thumb|Press any button when this bar empties to recover faster]]


When hit by attacks that cause [[GGST/Damage#Stagger|stagger]], players can press any attack button when the Stagger Bar empties to recover sooner. There are three different timings for a successful Stagger Recovery, the faster the timing, the sooner the defender recovers from Stagger. The button icon will glow blue for slow timings, red to orange for normal timings, and gold for fast timings.
Goku Moroha [[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)
}}


There is no penalty to attempting multiple times, and the timing is not very strict, so players usually press a few buttons around when the bar empties and can escape ASAP.
===<big>{{clr|3|2S}}</big>===
<br style="clear:both;"/>
{{GGACR Move Card
|input=2S[m],2S[gm]
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 12
|active  = 6
|recovery = 18
}}
{{#invoke:FrameChart|drawFrameData
|startup  = 9
|active  = 6
|recovery = 9
}}
A fantastic anti-air. Despite being 50% slower than NM {{clr|3|2S}}, it makes up for having ludicrous hitboxes and range. When done preemptively, this will hard punish most jump-ins. Great reward on CH. On block , you get a gimmicky high/low mixup with {{clr|5|5D}} and {{clr|5|2D}}, but going for {{clr|5|2D}} into rekkas is usually preferred.


=== Wall Recovery ===
Moroha [[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}}
{{InputBadge|Direction During Wall Stick}}
[[File:GGST_Wall_Splat.png|thumb|You can tech off the wall after a certain amount of time.]]


A character in [[#Wall Stick / Wall Splat|Wall Stick]] state will automatically recover after 59 frames if not hit by an attack. This recovery is fully invincible while also allowing the player to perform an attack during this invincibility.
Goku Moroha [[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal, including itself)
}}


:When stuck to the wall, hold a direction to choose what direction to recover:
===<big>{{clr|4|2H}}</big>===
:{{Ni|7}}/{{Ni|4}}/{{Ni|1}} recovers straight upwards a significant distance
{{GGACR Move Card
:{{Ni|8}}/{{Ni|5}}/{{Ni|2}} recovers in place
|input=2H[m],2H[gm]
:{{Ni|9}}/{{Ni|6}}/{{Ni|3}} recovers straight forwards a significant distance
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 17
|active  = 14
|recovery = 6
|frcStart = 20
|frcEnd = 22
}}
{{#invoke:FrameChart|drawFrameData
|startup  = 17
|active  = 3
|active2= 11
|recovery = 6
|frcStart = 20
|frcEnd = 22
}}
One of the most oppressive normals in the game, it does practically everything: moving ABA forward, forcing crouching state on the 1st hit, launching on the 2nd hit, cranking the opponent's GB and being +2 on block. A great combo tool and pressure extender that the opponent will learn to respect in no time.


If a character gets stuck to the wall while grounded, without being hit by any launching attacks, they will be unable to recover from the Wall Stick and will instead slump to the ground before standing back up with invincibility similar to a standard [[GGST/Damage#Hard Knockdown|hard knockdown]]. Being hit during this slump will cause a Wall Break. Unlike Wall Recovery, any action you do after will not have any invincibility.
Being slightly airborne before going active means ABA is throw-invuln during this window, so you can use this as a nice meaty button. To top it off, MM {{clr|4|2H}} also has an FRC point just as the axe touches the ground for the 2nd hit, which is excellent for applying baits or pressure. Insane.


{{StatsForNerds|
Moroha [[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|3|2S}}
content=
During Wall Recovery, the recovering character is invincible during frames 1~24.
* The recovering character has no collision (able to pass through the other player) during frames 1~9.
* The recovering character may perform any attack starting from frame 10, giving a maximum 15 frames of invincibility for the duration of the move.


During Wall Slump, the slumping character is vulnerable during frames 1~27. Hitting them during this window will Wall Break if the attack can Wall Stick.
Goku Moroha [[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)
* If the attack ''cannot'' Wall Stick, it applies its usual properties instead. For standard hitstun, the slumping character is considered crouching.
* The slumping character is invincible during frames 28~42. This behaves standard to other knockdowns.
}}
}}
<br style="clear:both;"/>


==Normal Attacks==
===<big>{{clr|5|2D}}</big>===
Press {{P}}/{{K}}/{{S}}/{{H}}/{{D}} to perform normal attacks. Depending on the current state of your character (standing, crouching, jumping, close to opponent), your character will do different attacks. As a general rule, {{P}}/{{K}} attacks are weak and fast, {{S}}/{{H}} attacks are strong and slow, and {{D}} attacks are overhead and low attacks.
{{GGACR Move Card
|input=2D[m],2D[gm]
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 12
|active  = 2
|recovery = 23
}}
{{#invoke:FrameChart|drawFrameData
|startup  = 9
|active  = 2
|recovery = 23
}}
In Morohaville, {{clr|5|2D}}'s range grows from standard to absurd. Near the corner, you can confirm into rekka loops (except on Axl, Baiken, Bridget, Millia, and May). At max range, you can use it to bait reversals, and include a hitstop OS with rekkas. It will convert on hit, but you'll be safe on whiff, as long as you space it properly.


;Command Normals
Notably, on CH or against light characters, you can combo this into GM activation, leading to a nice damaging combo with knockdown and oki.
[[File:GGST_Command_Normals.png|thumb|Everybody gets a workable anti-air.]]
Command normals are performed by pressing a specific direction with a specific button. Every character has at least two command normals. {{Ni|6|18px}}{{Prompt|GGST|P|18px}} is a universal one, and most also have {{Ni|6|18px}}{{Prompt|GGST|H|18px}}. Many have a command normal with {{Ni|6|18px}}{{Prompt|GGST|K|18px}} or {{Ni|6|18px}}{{Prompt|GGST|S|18px}} as well.


;{{Ni|6|18px}}{{Prompt|GGST|P|18px}} / {{clr|P|6P}}
In Goku can start pressure from halfscreen with 5P whiff rebeat pressure in order to give yourself better frame advantage on block. Against certain characters (Potemkin, Robo-Ky, Anji, Testament and Johnny) 2D->whiff 5P->f.S is a link that allows you to confirm into rekkas from max range on hit and is + enough on block for f.S to be a true blockstring
Thanks to its frame 1 upper body invulnerability, {{clr|P|6P}} is useful as an anti-air and as a counter poke. Diagrams of this in action are [[#Hitbox Invincibility|here]].  


Many forward-lunging, plus on block special moves, such as {{Character Label|GGST|Giovanna|label=Giovanna's}} {{MiniMoveCard|game=GGST|chara=Giovanna|input=236K|label=Trovão}} and {{Character Label|GGST|May|label=May's}} {{MiniMoveCard|game=GGST|chara=May|input=[4]6H|label={{Prompt|GGST|H|18px}} Mr. Dolphin Horizontal}}, are vulnerable to {{clr|P|6P}}. In addition, many {{Prompt|GGST|S|18px}} attacks extends the character's hurtbox further out than the animation implies, due to the weapon itself having a hurtbox. Experiment with {{clr|P|6P}} - you might be surprised at how many attacks can be beaten with it!
Moroha [[/Frame_Data#Moroha_Mode|Gatling Options]]: none


Other command normals do not have the homogeneity of {{clr|P|6P}}. Take {{clr|H|6H}}, for example. {{Character Label|GGST|Sol Badguy|label=Sol's}} {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=6H|label={{clr|H|6H}}}} is a risky punishment tool with good speed and range. {{Character Label|GGST|Faust|label=Faust's}} {{MiniMoveCard|game=GGST|chara=Faust|input=6H|label={{clr|H|6H}}}} is a tricky overhead with huge range. {{Character Label|GGST|Giovanna|label=Giovanna's}} {{MiniMoveCard|game=GGST|chara=Giovanna|input=6H|label={{clr|H|6H}}}} is a unique, rekka-style normal used for juggle combos and [[#Roman Cancels|Roman Cancel]] mix-ups. You will have to study each of your character’s command normals to figure out how to use them.
Goku Moroha [[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)
<br style="clear:both;"/>
}}


=== Gatling Combination ===
===<big>{{clr|1|j.P}}</big>===
Most normals can cancel into other normals, this is known as a Gatling Combination, or Gatling for short.
{{GGACR Move Card
|input=j.P[m],j.P[gm]
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 5
|active  = 4
|recovery = 14
}}
{{#invoke:FrameChart|drawFrameData
|startup  = 4
|active  = 4
|recovery = 4
}}
Mostly identical to NM version, but you can now chain it on block to the improved MM {{clr|4|j.H}} to keep pressuring the opponent from air to ground.


There can be character-specific variations, but the general rule is:
In GM, it's 1F faster, making it impossible to IB>Throw when self gatlinged


;On the ground:
Moroha [[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}
* {{Ni|5}}{{Prompt|GGST|P}} and {{Ni|2}}{{Prompt|GGST|P}} gatling into themselves, each other, and command normals
* {{Ni|5}}{{Prompt|GGST|K}} and {{Ni|2}}{{Prompt|GGST|K}} gatling into {{Prompt|GGST|D}} normals, and command normals
* Close {{Prompt|GGST|S}} gatlings into {{Prompt|GGST|S}} normals, {{Prompt|GGST|H}} normals, {{Prompt|GGST|D}} normals, and command normals
* Far {{Prompt|GGST|S}} and {{Ni|2}}{{Prompt|GGST|S}} gatling into {{Prompt|GGST|H}} normals


;In the air:
Goku Moroha [[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal, including itself)
* Jumping {{Prompt|GGST|P}} gatlings into itself
}}
* Jumping {{Prompt|GGST|K}} gatlings into jumping {{Prompt|GGST|D}}
* Jumping {{Prompt|GGST|S}} gatlings into jumping {{Prompt|GGST|H}} and jumping {{Prompt|GGST|D}}
* Jumping {{Prompt|GGST|H}} gatlings into jumping {{Prompt|GGST|D}}


It takes some getting used to, but it should feel natural after some practice. Gatlings do not need to be done immediately, players often delay their gatlings to act as a [[Frame Trap#Delayed Gatling|frame trap]] - baiting overeager opponents to retaliate then hitting them out of the start-up of their attacks. Note that while most normals can gatling even during recovery frames,  {{Ni|5}}{{Prompt|GGST|K}}, {{Ni|2}}{{Prompt|GGST|K}} and jumping {{Prompt|GGST|K}} can only gatling during active frames.
===<big>{{clr|2|j.K}}</big>===
<br style="clear:both;"/>
{{GGACR Move Card
|input=j.K[m],j.K[gm]
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 5
|active  = 8
|recovery = 12
}}
{{#invoke:FrameChart|drawFrameData
|startup  = 4
|active  = 8
|recovery = 12
}}
Being 1f faster in Moroha mode means this move works rather nicely as a rising air-to-air now, even though {{clr|3|2S}} still yields far better rewards on CH. You will mostly use this move in tandem with her fuzzy high/low mixup along with {{clr|3|j.S}}.


=== Dust Attack ===
Moroha [[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|5|j.D}}
{{InputBadge|{{clr|D|5D}} on the ground (Chargeable)}}
[[File:GGST_Dust_Attack.png|thumb|It may not look like it, but it's an overhead. Every Dust shows red sparks on startup]]


Each character's standing {{Prompt|GGST|D}} is an overhead attack.
Goku Moroha [[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal, including itself)
}}


* Dust Attack starts up in 20~28 frames, depending on how long the button is held. On ground hit, it puts the opponent in a [[GGST/Damage#Floating Crumple|floating crumple]] state that generally cannot be combo'd from without a [[#Roman Cancels|Roman Cancel]], but is even on hit. On block, the attacker is -15.
===<big>{{clr|3|j.S}}</big>===
* Dust Attack (Hold) (a fully charged Dust Attack) starts up in 28 frames, but is more rewarding. On hit, it [[GGST/Damage#Launch|launches]] the opponent into the air. On a raw hit, it causes [[GGST/Damage#Spinning Blowback|spinning blowback]] and can be canceled into a Homing Jump. On block, the attacker is -10.
{{GGACR Move Card
|input=j.S[m],j.S[gm]
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 10
|active  = 5
|recovery = 12
}}
{{#invoke:FrameChart|drawFrameData
|startup  = 10
|active  = 4
|recovery = 2
}}
Excellent air-to-air. Slightly slower in comparison to NM {{clr|3|j.S}}, but has much better range, damage, and attack level. Crucial for her fuzzy high/low mixups.


Note: A canceled Dust Attack cannot normally trade with enemy strikes. If a character's Dust Attack and their opponent's strike are both active on the same frame, the opponent's strike will win and [[#Counter Hit|Counter Hit]].
Your standard setup for fuzzies is [{{clr|3|j.S}} > d{{clr|3|j.S}} > falling {{clr|4|j.H}} > land] into more combos. These lead to BIG damage, upwards of 300+ depending on guard bar and available tension. Since it combos to {{clr|1|j.P}} or {{clr|2|j.K}}, you can fuzzy guard by doing  [{{clr|3|j.S}} > {{clr|2|j.K}}] or [{{clr|3|j.S}} > {{clr|1|j.P}}]. The latter isn't as useful since the hitstun on {{clr|1|j.P}} is subpar, but the reward from {{clr|3|j.S}} > {{clr|2|j.K}} is superb. Knock an opponent down in the corner do [running {{clr|3|j.S}} > {{clr|2|j.K}} > d{{clr|3|j.S}} > {{clr|4|j.H}}]. Done properly, this is airtight, and if the opponent blocks low at any point, they're getting fuzzied. Other options include land > throw after the fuzzy, or do more {{clr|1|j.P}}s.


====Homing Jump====
Moroha [[/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|4|j.H}}, {{clr|5|j.D}}
{{InputBadge|Hold Up after Raw Fully Charged Dust}}


Leap into the air and chase after the opponent following a raw, fully charged Dust Attack.
Goku Moroha [[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)
}}


During a Homing Jump:
* All air normals can [[#Gatling Combination|gatling]] into any air normal
** Canceling an air normal into itself while the opponent is in [[GGST/Esoterica#Hitstop|hitstop]] performs a unique Finish Blow attack that spikes the opponent down for a [[GGST/Damage#Hard Knockdown|hard knockdown]] and grants [[#Positive Bonus|Positive Bonus]]
* The attacker gets an extra [[#Jumping|air jump]] or [[#Air Dash|air dash]]
** {{Character Label|GGST|Nagoriyuki}} gains an air jump, but {{Character Label|GGST|Potemkin}} and {{Character Label|GGST|Nagoriyuki}} do not gain an air dash
** {{Character Label|GGST|Bedman|label=Bedman?}} does not gain an air jump, but gains an extra use of their 8-way air dash
* All air normals become [[#Cancels|jump cancelable]] and [[#Cancels|air dash cancelable]] if they weren't already (except command normals)
* Homing Jump duration will be shorter the closer the opponent is to the corner


After the Homing Jump, the characters Area Shift and land in the middle of the stage like after a [[GGST/Damage#The Wall|Wall Break]].
===<big>{{clr|4|j.H}}</big>===
* If Finish Blow is used, the opponent will crash down and the attacker will land on the opposite side with a frame advantage of +23.
{{GGACR Move Card
* If the opponent leaves the screen without being hit by a Finish Blow, both characters float to the ground, the opponent rolls and both characters recover at the same time
|input=j.H[m],j.H[gm]
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 12
|active  = 6
|recovery = 20
}}
{{#invoke:FrameChart|drawFrameData
|startup  = 9
|active  = 6
|recovery = 20
}}
ABA's notorious air normal. Aside from gaining huge hitboxes in Moroha, {{clr|4|j.H}} also tucks her hurtbox upwards, making it great not just for air-to-air interactions, but also for jump-ins, especially crossups. The built-in OS with airthrow doesn't do your opponents any favors either, so don't hesitate throwing this out in neutral.


Typically a Homing Jump combo uses the extra jump and ends with the Finish Blow. ex: j.{{Prompt|GGST|H}} > j.{{Prompt|GGST|S}} > jc, j.{{Prompt|GGST|H}} > j.{{Prompt|GGST|S}} > jc, j.{{Prompt|GGST|H}} > j.{{Prompt|GGST|S}} > Finish Blow
On CH, you can easily confirm it into a short KD combo or ludicrous damage, despite its prorate. On normal hit/block from IAD height, you can link it to {{clr|1|5P}}, which easily leads to your ground strings. People hate this move.
<br style="clear:both;"/>


=== Sweep ===
Moroha [[/Frame_Data#Moroha_Mode|Gatling Options]]: none
{{InputBadge|{{clr|D|2D}} on the ground}}
[[File:GGST_Sweep.png|thumb|]]


Sweeps are attacks that must be blocked low and cause a [[GGST/Damage#Hard Knockdown|hard knockdown]] on hit.
Goku Moroha [[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: (any other normal)
}}


A hard knockdown gives the attacker lots of time to set up [[Okizeme (General Strategy)|okizeme]]. Comboing into a sweep is usually trading damage for okizeme since there are very few ways to combo from it without spending [[#Tension Gauge|Tension]] on a [[#Roman Cancel|Roman Cancel]].
===<big>{{clr|5|j.D}}</big>===
<br style="clear:both;"/>
{{GGACR Move Card
|input=j.D[m],j.D[gm]
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 13
|active  = 4
|recovery = 13
|specialRecovery = 5
}}
{{#invoke:FrameChart|drawFrameData
|startup  = 7
|active  = 4
|recovery = 10
|specialRecovery = 5
}}
Faster and more far-reaching than NM version, so {{clr|5|j.D}} can occasionally be used as a CH fishing move in neutral, as you have higher rewards in Moroha. This move is also a key ingredient in A.B.A.’s Orb loop. Otherwise, there are better air-to-air options.


==Throws==
Bear in mind that unlike her other GM air normals this cannot reverse gatling to other jump normals, but a cancel into {{MMC|chara=A.B.A|input = j.41236S[gm]|label = Orb}} with the FRC will generally keep you safe if your opponent blocks this
Throws are proximity based attacks which the opponent cannot [[#Guard|guard]] against. In order to throw an opponent, a few conditions must be met:
* The players must be in a similar grounded or airborne state.
** To throw a grounded opponent, the attacker must also be grounded.
** To throw an airborne opponent, the attacker must also be airborne.
* The defender must not have throw invulnerability.
** The defender ''can'' be ground thrown while in [[#Stagger Recovery|Stagger]].
* The defender must be within the throw's range (see below).
If all of the conditions are met, then the attacker can hit the opponent with a throw.


===Normal Throws===
Moroha [[/Frame_Data#Moroha_Mode|Gatling Options]]: none
{{InputBadge|{{clr|H|6D}} or {{clr|H|4D}} (Air OK) Within close proximity of an opponent}}
[[File:GGST_Throw.png|thumb|Comes in ground and air flavors]]


Normal throws start up in 2 frames, inflict a hard knockdown, and are in [[#Counter Hit|Counter Hit]] state on whiff. Normal Throws cannot be performed with diagonal inputs ({{clr|D|1D}}, {{clr|D|3D}}, etc.).
Goku Moroha [[/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: none
}}


Ground throws used offensively to break though a guarding opponent, while they are used defensively to challenge the opponent's pressure thanks to their fast startup.
==Universal Mechanics==
===<big>Ground Throw</big>===
{{GGACR Move Card
|input=Ground Throw,Ground Throw[m]
|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.


Air throws often give people trouble because they are not quite as easy to position as ground throws. The ideal way to air throw someone is to be slightly below them and rising up to meet them. Typically if you are above the opponent, you will not be able to throw before they can. Thus air throws are often used as an anti-air as well as an air-to-air tool when slightly below the opponent.
{{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


On top of the usual whiff recovery, air throws also have 10 frames of punishable [[#Landing Recovery|landing recovery]] on whiff, although the user is not in [[#Counter Hit|Counter Hit]] state.
----
<br style="clear:both;"/>


===Command Throws===
Moroha and Goku Moroha version slams into a ground bounce on hit. Standard range, but easily leads into a lot of damage, especially with a raised Guard Bar. Tick throw with any fast normals ({{clr|1|5P}}, {{clr|1|2P}}, {{clr|2|2K}}) or after vacuuming them in with {{clr|4|5H}}.  
[[File:GGXRD-R2_CommandThrow.png|thumb|You aren't teching these.]]
Some special moves have the throw property. {{MMC|game=GGST|chara=Potemkin|input=632146P|label=Potemkin's Potemkin Buster}} and {{MMC|game=GGST|chara=Zato-1|input=623S|label=Zato-1's Damned Fang}} are two examples of such throws.  


These throws cannot be [[#Throw Clash|thow escaped]] and they typically have other unique properties, such as higher damage, more start-up, and more range. They also have throw invincibilty themselves, and will therefore beat a normal throw attempt.
{{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}}, but even {{clr|4|5H}} and {{clr|4|6H}} are surprisingly good at catching jump-outs and backdashes, though are much slower.
}}


;Hit Grabs
===<big>Air Throw</big>===
Technically not throws but are often mistaken for them, these are strikes that go into a throw animation on hit {{MMC|game=GGST|chara=A.B.A|input=214H|label=A.B.A's 214H}}. Deflect Shield will work against these attacks since they are strikes.
{{GGACR Move Card
<br style="clear:both;"/>
|input=Air Throw,Air Throw[m]
|description=
Standard airthrow. (Dash) keygrab is possible if you airthrow them close to the ground, for a burst safe mode switch.
}}


===Throw Invulnerability===
===<big>Dead Angle Attack</big>===
Characters cannot always be thrown. Below is a list of situations when a character cannot be thrown:
{{GGACR Move Card
|input=DAA,DAA[m]
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 12
|active  = 7
|recovery = 29
}}
{{#invoke:FrameChart|drawFrameData
|startup  = 10
|active  = 2
|inactive2 = 2
|active3 = 2
|recovery = 20
}}
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.


*During [[#Prejump|prejump]]
On regular hit, you can keygrab out of the knockdown. Oddly enough, this is not possible on CH.
*During blockstun plus 5F after
----
*During hitstun plus 5F after
The Moroha and Goku Moroha versions are faster than NM's. Useful if you're low on Moroha meter and under pressure so you can get them off of you, or to keep them in the corner, but don't go and get it baited.  
*During Knockdown plus 5F after
*When they have Throw invulnerability or Full invulnerability
**Common moves with Throw/Full invulnerability include Command Throws, Overdrives, and Burst
**Some ground attacks also discretely count as being in the air, such as {{Character Label|GGST|May}}'s {{MiniMoveCard|chara=May|input=6K|label={{clr|K|6K}}}}. These moves can't be ground thrown, but CAN be air thrown.


===Priority of Strike vs Throw vs Command Throw===
You can't really combo out of it on regular hit, but you can go for a tech trap afterwards. On CH, you can easily combo out of it as long as your back isn't to the corner for a nice, albeit heavily prorated, combo.
When two strikes hit each other on the same frame, either a clash happens or both characters get hit, but what happens when throws are added to the mix?
}}
*'''Throw vs Strike:''' The throw will always win. This is the reason why wakeup throw works in XRD. Since throws are instant, a throw can beat an opponent performing a meaty on you.
*'''Normal Throw vs. Normal Throw:''' A [[#Throw Clash|Throw Clash]] occurs.
*'''Normal Throw vs. Command Throw:''' The command throw will always win.
*'''Command Throw vs. Command Throw:''' Both throws whiff for that frame. Meaning a command throw with more active frames will win in the end.
<br style="clear:both;"/>


==Throw Clash==
===<big>Blue Burst</big>===
{{InputBadge|Input Throw While Being Thrown (10 Frame Window)}}
{{GGACR_Move_Card
[[File:GGST_ThrowEscape.png|right|thumb|Works for ground and air normal throws.]]
|input=D+X
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 17
|active  = 6
|recovery = 24
|specialRecovery = 3
}}
A.B.A has a unique Blue Burst. Unlike other characters, her Burst has 2F less startup and 3F shorter recovery.  
}}


Inputting a normal throw at the same time as an opponent will cancel out the throw and make both characters back off and recover at the same time. This is known as a Throw Clash or Throw Break.
==Normal Mode Specials==
===<big>Deletion</big>===
{{InputBadge|{{clr|3|236S}}}}
{{GGACR Move Card
|input=236S
|description=
{{#invoke:FrameChart|drawFrameData
|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.


*Only normal throws can be broken; command throws cannot be broken.
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.
* Throw clashes CANNOT be performed if thrown during Faultless Defense.
}}
*Throw clash CANNOT be performed while in Counter Hit state or while recovering from a move, so unsafe attacks are still unsafe.
*The throw clash animation is 31F and fully invincible.
*Air throw clash will restore air options for both characters.
<br style="clear:both;"/>


==Cancels==
===<big>Ruin</big>===
There are many types of cancels. A cancel is the act of interrupting the current action and starting a different one.
{{InputBadge|{{clr|3|236S}} > {{clr|3|46S}}}}
{{GGACR Move Card
|input=236S > 46S
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 6
|active  = 3
|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.
}}


While most cancels are available on hit/block, some are available on whiff, and a rare few are even only available on block!
===<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].


;Gatling
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.
:See [[#Gatling Combination|Gatling Combination]] for more details
;Special Cancel
:Most normal attacks can cancel into [[#Specials|specials]], [[#Overdrive|Overdrive]], and [[#Wild Assault|Wild Assault]]. This is generally used to create combos and blockstrings, but can have other applications as well.
:Note that while most normals can be special canceled even during recovery frames, {{Ni|5}}{{Prompt|GGST|K}}, {{Ni|2}}{{Prompt|GGST|K}} and jumping {{Prompt|GGST|K}} can only be special canceled during active frames.
:Most special moves can be canceled into from normals, but there are exceptions, such as {{Character Label|GGST|Sol Badguy|label=Sol's}} {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=214S|label=Night Raid Vortex}} and {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=41236H|label=Fafnir}}.
;Jump Cancel
:Some normal attacks can cancel into jump and super jump. This is used in combos as well as pressure.
:Air attacks can only be jump canceled when the character has the air option available
:Projectile normals (Ky and Jack-O's j.Ds) can be jump canceled once the projectile touches the opponent.
;Prejump Cancel
:[[#Prejump|Prejump]] can be canceled into specials, supers, Wild Assault, and Burst.
:This is useful for canceling into Special attacks that can not normally be canceled into such as Night Raid Vortex, by c.S, input Jump, cancel into Night Raid Vortex during prejump.
;Dash Cancel
:Some attacks can cancel into a unique ground dash with a fixed duration that varies by character (see character's [[GGST/Frame_Data|frame data]] for more info).
:Some airborne attacks can cancel into forward air dash.
:Can only dash cancel if the character can run/step dash/air dash (sorry Nagoriyuki and Potemkin).
:Projectile normals (Ky and Jack-O's j.Ds) can be dash canceled once the projectile touches the opponent.
:Millia is special and can air dash cancel into either forward or backward air dash.
;Roman Cancel
:See [[#Roman Cancel|Roman Cancel]] for more details
;[[Kara Cancel]]
:Normals and Ground Dash Cancels can kara cancel into Special moves, Overdrives, [[#Wild Assault|Wild Assault]], [[#Faultless Defense|Faultless Defense]], [[#Deflect Shield|Deflect Shield]] or [[#Psych Burst|Psych Burst]] during their first 3 frames of start-up. [[#Taunts and Respects|Taunts]] are considered a special move.
:Special moves can be kara canceled into Overdrives during their first 3 frames of start-up.
;Clash
:See [[#Strike Clash|Clash]] for more details
<br style="clear:both;"/>


==Roman Cancel==
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.
{{InputBadge|Any 3 attack buttons (except {{clr|D|D}}) with 50% [[#Tension Gauge|Tension]]}}
}}


Roman Cancel is a mechanic that allows you to cancel actions that are not normally cancelable at the cost of [[#Tension Gauge|Tension]]. The Roman Cancel system in Guilty Gear -Strive- is designed to be multifaceted and comes in various colors. Each color of Roman Cancel releases a shockwave in a circle around your character with different properties and uses.
===<big>Bonding</big>===
{{InputBadge|{{clr|4|63214H}} (Air OK)}}
{{GGACR Move Card
|input=63214H,j.63214H
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 13
|active  = 12
|recovery = 30
}}
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.


{| class="wikitable stripe" style="margin: 1em auto 1em auto;"
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.
|+Roman Cancel Values
}}
! Color !! Tension !! Startup !! Recovery !! On-Block !! Slowdown !! Cancel !! Situation
|-
! [[File:GGST_BlueRC.png|140px]]<br/>Blue
|<center>50%</center>
|<center>6(+39)<br>(effect starts super freeze 20F)</center>
|<center>-</center>
|<center>-</center>
|<center>59F</center>
|<center>During super freeze 5~11F</center>
|
* Performed while in neutral or during standard movement.
* Shockwave slows down the opponent but doesn't actually hit them. Used to catch opponents doing something other than block, then punish them while they are slowed.
* Has the longest slowdown timer of all the Roman Cancels.
** Slowdown ends after being hit or blocking.
** Slowdown does not end on opponent's hit or block. This allows for links that aren't normally possible, like {{clr|K|5K}} into {{clr|S|c.S}}.


|-
===<big>Dragging</big>===
! [[File:GGST_RedRC.png|140px]]<br/>Red
{{InputBadge|{{clr|1|236P}}}}
|<center>50%</center>
{{GGACR Move Card
|<center>1(+44)<br>(effect starts super freeze 25F)</center>
|input=236P
|<center>-</center>
|description=
|<center>+24</center>
{{#invoke:FrameChart|drawFrameData
|<center>39F</center>
|recovery = 28
|<center>During super freeze 7~13F</center>
|frcStart = 11
|
|frcEnd = 13
* Performed during the [[#Hitstop|hitstop]] of a [[#Strike|strike]] or right as a [[#Throws|throw]] deals damage.
}}
** Window is extended during Mid or Large [[#Counter Hit|Counter Hits]], irrespective of the current action (excluding movement).
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.
* Shockwave [[GGST/Damage#Launch|launches]] the opponent on hit, causes [[GGST/Damage#Hard Knockdown|hard knockdown]]. Used to extend combos for more damage and/or better okizeme.
* Slowdown ends on hit or block of either player.
** Hitstop: 0F, Blockstun: 12F
|-
! [[File:GGST_PurpleRC.png|140px]]<br/>Purple
|<center>50%</center>
|<center>6(+39)<br>(effect starts super freeze 20F)</center>
|<center>-</center>
|<center>-</center>
|<center>19F</center>
|<center>During super freeze 8~14F</center>
|
* Performed during a move outside of the Red Roman Cancel window.
* Shockwave slows down the opponent but doesn't actually hit them. Used to stay safe when using committal attacks.
* Certain invincible [[#Special Moves|specials]] cannot be Purple Roman Canceled unless the opponent is in hitstun or blockstun.
* Slowdown ends on hit or block of either player.
|-
! [[File:GGST_YellowRC.png|140px]]<br/>Yellow
|<center>50%</center>
|<center>14(+28)<br>(effect starts super freeze 12F)</center>
|<center>33</center>
|<center>-16</center>
|<center>9F</center>
|<center>-</center>
|
* Performed while in blockstun.
* Invincible until end of super freeze.
* Counter Hit state during recovery.
* Shockwave puts the opponent into [[#Guard Crush|Guard Crush]] state on hit, but deals no damage. Used as a defensive "get off me" tool.
** Hitstop: 0F, Blockstun: 17F
** Guard Crush: 43F (including slowdown)
** Applies 50% forced proration and 15 [[GGST/Damage#Combo Decay|Combo Decay]] on hit.
* Not available when in a Guard Crush state.
* See [[#Yellow Roman Cancel|Yellow Roman Cancel]] for more information.
|}
<br style="clear:both;"/>


=== Dash Input Roman Cancel ===
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.
{{InputBadge|Dash Up/Down/Left/Rigth just before [[#Roman Cancel|Roman Cancel]]}}
}}
[[File:GGST_RomanCancelDrift.png|thumb|right|Sike, I wasn't actually there!]]


Also referred to as "Drift Roman Cancel". Moves the character up/down/left/right during Roman Cancel's super freeze.
===<big>Retribution</big>===
{{InputBadge|{{clr|2|236K}}\{{clr|3|46S}} > {{clr|2|236K}}}}
{{GGACR Move Card
|input=236K
|description=
{{#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}}).
}}


* Available for any Roman Cancel except [[#Yellow Roman Cancel|Yellow]].
===<big>Avoidance</big>===
* Can only drift up, down, left or right. Diagonal inputs are ignored.
{{InputBadge|{{clr|4|236H}}}}
** Direction + Dash macro or Direction×2 both work. 5 + Dash macro is a forwards drift.
{{GGACR Move Card
* Red Roman Cancel shockwaves will [[GGST/Damage#Launch|launch]] the opponent differently on hit depending on the dash input chosen.
|input=236H
** The opponent launches up and away if you don't drift, lower and much farther away if you drift forward, higher and much closer if you drift backwards, much lower and closer if you drift downward, and much higher and closer if you drift upward.
|description=
** Launch duration on a standing opponent: Up (68F) > Back (62F) > Neutral (55F) > Forward (48F) > Down (42F).
{{#invoke:FrameChart|drawFrameData
<br style="clear:both;"/>
|startup  = 35
|isProjectile = true
|recovery = 6
|frcStart = 23
|frcEnd = 24
}}
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.


=== Cancel the Roman Cancel ===
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.
{{InputBadge|Input attack during [[#Roman Cancel|Roman Cancel's]] super freeze}}
}}
[[File:GGST_RomanCancelFastCancel.png|thumb|right|Go straight into the next attack of your choice!]]


Also referred to as "Fast Roman Cancel" or "Quick Roman Cancel". It is referred to as "Roman Cancel Cancel" in the game tutorials.
===<big>Injecting</big>===
{{InputBadge|{{clr|1|63214P}}}}
{{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.


* Available for any Roman Cancel except [[#Yellow Roman Cancel|Yellow]].
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.
* Inputting a move during a specific window of the Roman Cancel's super freeze (when the initial effects from a Roman Cancel disappear but before the shockwave occurs) cancels the super freeze directly into the inputted move.
}}
** [[#Tension Gauge|Tension]] rapidly drains during super freeze at a rate of 2% per frame. By canceling the Roman Cancel, players can retain retain some Tension. The Roman Cancel will spend between 36% and 48% Tension depending on how soon it is canceled.
** Input buffer does not apply to this window.
* Still applies a reduced amount of slowdown at close range, even without the shockwave.
* Can perform charge inputs without charging, as long as the charge direction is input before the Roman Cancel begins (or before hitstop ends). For example, {{Character Label|GGST|May|label=May}} can {{clr|H|46H}} instead of {{clr|H|[4]6H}}.
* Preserves momentum from before the Roman Cancel, including from [[#Dash Input Roman Cancel|RC Drift]].
* Combined with [[#Dash Input Roman Cancel|RC Drift]] to move slightly in a direction before canceling.


{{#lsth:GGST/Frame Data|Roman Cancel Slowdown}}
==Moroha Mode Specials==
<br style="clear:both;"/>
===<big>Deletion</big>===
{{InputBadge|{{clr|3|236S}}}}
{{GGACR Move Card
|input=236S[m],236S[gm]
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 11
|active  = 2
|recovery = 17
}}
{{#invoke:FrameChart|drawFrameData
|startup  = 10
|active  = 2
|recovery = 17
|frcStart = 10
|frcEnd = 13
}}
The start of ABA's rekkas. Having better hitboxes and startup, along with the forward momentum boost before its active frames, Moroha {{clr|3|236S}} is a rather nice poke you often can throw out in neutral that's difficult to low profile. It's unsafe, but its long range and decent pushback make it safe-ish from afar.
}}


== Yellow Roman Cancel ==
===<big>Ruin</big>===
{{InputBadge|[[#Roman Cancel|Roman Cancel]] during Blockstun (air OK)}}
{{InputBadge|{{clr|3|236S}} > {{clr|3|46S}}}}
[[File:GGST_YellowRC.png|thumb|right|Turn the tables with this powerful defensive option!]]
{{GGACR Move Card
|input=236S > 46S[m],236S > 46S[gm]
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 6
|active  = 3
|recovery = 19
}}
{{#invoke:FrameChart|drawFrameData
|startup  = 5
|active  = 3
|recovery = 19
|frcStart = 5
|frcEnd = 8
}}
2nd part of the rekkas. In Moroha, this move plays an important part in rekka loops/juggles, aside from the usual frame trap after 1st rekka.


Yellow Roman Cancel is used to stop an attacker and reset the momentum of the match. Yellow Roman Cancels can not be performed during Guard Crush state. Upon activation, the defender creates a shockwave that forces the attacker into a Guard Crush state, granting the defender massive frame advantage (+10 on ground hit). Yellow Roman Cancel is a useful tool for challenging an opponent’s pressure, especially for characters that are lacking in character-specific tools.
You can also immediately cancel it to GM activation {{clr|3|6321463214S}}, with 50 meter. Notably, you can do a short combo [xxx > 2nd rekka > keygrab x2] to refresh her Moroha gauge, thanks to its stagger effect on ground hit.
----
GM Version is largely identical aside from the FRC point added just before the attack hits which can be used to OS whiffs or extend juggles and ground combos that would otherwise be difficult or impossible to extend. Less used due to her better combo options in Goku but still a vital part of Rekka loops in the corner, and can still refresh moroha due to the stagger effect on the 2nd hit allowing a combo into {{MMC|chara=A.B.A|input = 63214H|label = Keygrab}}.
}}


However, since YRC is -16 on block and leaves the defender in Counter Hit state, astute attackers can block YRC on prediction and punish it heavily. Practice utilizing all of defensive options available so as to not end up over relying on Yellow Roman Cancel and burning Tension too quickly.
===<big>Condemnation</big>===
{{InputBadge|{{clr|3|46S}} > {{clr|3|63214S}}}}
{{GGACR Move Card
|input=236S > 46S > 63214S[m],236S > 46S > 63214S[gm]
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 14
|active  = 3
|recovery = 28
|frcStart = 14
|frcEnd = 15
}}
{{#invoke:FrameChart|drawFrameData
|startup  = 14
|active  = 3
|recovery = 23
|frcStart = 14
|frcEnd = 17
}}
The last part of her rekkas. In Moroha, it gain even more groundslide time, which allows you to do rekka loops [xx > {{clr|5|2D}} > 1st rekka > 2nd rekka > delayed 3rd rekka] x 2/3. Still pretty unsafe on block, but the opponent still has to respect it due to its FRC point, as well as the fact you can activate GM as late as possible.
----
Gains even more groundslide time in Goku Moroha, allowing for up to 4(!) reps of Rekka loops in the corner against most characters that Rekka loops work on. The FRC point is also wider and it has less recovery in general, but is still rather unsafe on block. Generally less favored than butt loops due to lower damage but still builds a lot of meter for A.B.A and gives her conversions from a lot of ranges
}}


* On hit, Yellow Roman Cancel slows down the opponent for 10 frames and puts them in Guard Crush state for 43 frames including slowdown, granting the user a frame advantage of +10 on ground hit.
** In the extremely rare case that a Yellow Roman Cancel is combo'd into, it will [[GGST/Damage#Launch|launch]] the opponent instead.
** Yellow Roman Cancel applies 50% [[GGST/Damage#Proration|forced proration]] on hit, so even if the opponent doesn't block in Guard Crush state, the damage is greatly reduced.
* On block, Yellow Roman Cancel is punishable at -16 and leaves the user in [[#Counter Hit|Counter Hit]] state during their recovery.
* Hits opponents when [[#Invincibility|invincible]].
** Hits based on a proximity check to an opponent's collision box, similar to a [[#Throws|throws]]. This means it ''cannot hit extended hurtboxes'' from long range attacks.


<br style="clear:both;"/>
===<big>Bonding</big>===
{{InputBadge|{{clr|4|63214H}} (Air OK)}}
{{GGACR Move Card
|input=63214H[m],j.63214H[m]
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 13
|active  = 12
|recovery = 30
}}
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.


==Special Attack==
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.
{{InputBadge|Motion Input + Button}}
*On block, can cancel to {{MMC|input=6321463214S|label=Altercation}}, or be RC'd.
[[File:GGST_Special_Attack.png|thumb|]]
}}


Special attacks are fancier attacks that have special properties such as invincibility or unique movement.
===<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.


Each character's special attacks are unique and are explained in more detail in each character's page.
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
}}


There are two main categories of special move inputs:
===<big>Judgment</big>===
*Command-type inputs: Requires the player to input directions in a specific order, then input a specific attack button.
{{InputBadge|{{clr|4|623H}}}}
*Charge-type inputs: Requires the player to hold {{Ni|4}} or {{Ni|2}} for 30 frames, then input the opposite direction ({{Ni|6}} and {{Ni|8}} respectively) plus a specific attack button.
{{GGACR Move Card
|input=623H,623H[gm]
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 18
|active  = 6
|inactive2 = 20
|active3 = 3
|recovery = 25
}}
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!


There are a few common qualities that special moves share:
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.
*They do 5% of their base damage as [[GGST/Damage#Chip Damage|chip damage]] on block unless the defender uses [[#Faultless Defense|Faultless Defense]] or [[#Instant Block|Instant Block]].
*They build a little bit of [[#Tension Gauge|Tension]] immediately when inputted.
*They can be [[Kara Cancel|kara canceled]] into [[#Overdrives|Overdrives]] during the first 3 frames of the animation
<br style="clear:both;">


== Wild Assault ==
As Danzai is a special move, it is also cancellable to GM activation (with 50 meter), making it a particularly dangerous offensive option.
{{InputBadge|{{clr|D|236D}} with 50% [[#Burst Gauge|Burst]] (Chargeable)}}
[[File:GGST_Sol_Badguy_236D.png|thumb|right|]]


Wild Assaults are fast, forward-moving attacks that can be canceled into from any special cancelable move. They drain 7.14% of the opponent's Burst Gauge on hit or block. A fully charged Wild Assault [[GGST/Damage#Launch|launches]] grounded opponents on hit.
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
}}


There are three different types of Wild Assault, each with different properties. Each character has a specific type as follows:
{| class='wikitable sortable' style="text-align: center; margin: 1em auto 1em auto;"
|+Wild Assault Chart
|-
! Color !! Characters !! Damage !! Startup !! Active !! Recovery !! On-Block !! Cancel !! Invuln
|-
| {{clr|D|Orange}}
|| {{Character Label|GGST|Sol Badguy|label=Sol}}, {{Character Label|GGST|Ky Kiske|label=Ky}}, {{Character Label|GGST|May}}, {{Character Label|GGST|Axl Low|label=Axl}}, {{Character Label|GGST|Chipp Zanuff|label=Chipp}}, {{Character Label|GGST|Ramlethal Valentine|label=Ramlethal}}, {{Character Label|GGST|Leo Whitefang|label=Leo}}, {{Character Label|GGST|Giovanna}}, {{Character Label|GGST|Anji Mito|label=Anji}}, {{Character Label|GGST|I-No}}, {{Character Label|GGST|Testament}}, {{Character Label|GGST|Sin Kiske|label=Sin}}, {{Character Label|GGST|Johnny}}
|| 30 [50]
|| 16~28 [29]
|| 3
|| 20
|| -4
|| Yes
||
|-
| {{clr|K|Blue}}
|| {{Character Label|GGST|Faust}}, {{Character Label|GGST|Millia Rage|label=Millia}}, {{Character Label|GGST|Zato-1|label=Zato}}, {{Character Label|GGST|Jack-O|label=Jack-O'}}, {{Character Label|GGST|Happy Chaos|label=Chaos}}, {{Character Label|GGST|Baiken}}, {{Character Label|GGST|Bridget}}, {{Character Label|GGST|Asuka R|label=Asuka}}, {{Character Label|GGST|Elphelt Valentine|label=Elphelt}}
|| 30 [50]
|| 20~31 [32]
|| 3
|| 20
|| +13 [+17]
|| Yes
||
|-
| White
|| {{Character Label|GGST|Potemkin}}, {{Character Label|GGST|Nagoriyuki}}, {{Character Label|GGST|Goldlewis Dickinson|label=Goldlewis}}, {{Character Label|GGST|Bedman|label=Bedman?}}
|| 30 [50]
|| 20~31 [32]
|| 3
|| 20
|| +7 [+12]
|| No
|| 9~22F [9~34F] Strike/Projectile
|}


* '''Orange''' Wild Assaults start up faster, making them excellent combo extenders, and charged hits launch more horizontally.
===<big>Eradication</big>===
* '''Blue''' Wild Assaults inflict [[GGST/Damage#Stagger|stagger]] on an uncharged ground hit and [[#Guard Crush|Guard Crush]] on block, creating advantageous situations.
{{InputBadge|{{clr|3|j.41236S}}}}
* '''White''' Wild Assaults gain [[#Invincibility|strike invincibility]] from frame 9 onwards, knock the opponent away on hit when uncharged, and  inflict Guard Crush on block.
{{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.


Both Orange and Blue Wild Assaults can be canceled into either normals, specials, [[#Jumping|jumps]], or [[#Backdash|backdash]] on hit or block. Doing so also grants forward momentum for any action that doesn't move backward, enabling certain combo conversions that would be otherwise impossible. Orange Wild Assaults grant a massive amount of momentum, while Blue Wild Assaults grant a small amount.
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.


When used to [[GGST/Damage#The Wall|break the wall]], opponents are in a [[#Knockdown Recovery|hard knockdown]] state after the Area Shift, similar to when being wall broken by Overdrives.
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.
<br style="clear:both;"/>
}}


==Psych Burst==
===<big>Blunder</big>===
{{InputBadge|Any Attack + {{clr|D|D}} with full [[#Burst Gauge|Burst Gauge]]}}
{{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}}


While at first glance, Bursts merely look like a "combo breaker", there is actually much more to them. There are two different types of Bursts: Blue and Gold. Both have different effects, and understanding how each can be used is crucial to high-level play.
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}}
}}


The Burst will be blue or gold depending on the character's current state. The differences between each are described below.
===<big>Displacement</big>===
{{#lsth:GGST/Frame Data|Psych Burst}}
{{InputBadge|{{clr|1|63214P}}}}
<br style="clear:both;">
{{GGACR Move Card
|input=63214P[m]
|description=
{{#invoke:FrameChart|drawFrameData
|recovery = 40
|frcStart = 10
|frcEnd = 13
}}
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.
}}


===Gold Burst===
===<big>Suka Motion</big>===
{{InputBadge|[[#Psych Burst|Burst]] during Neutral State (Air OK)}}
{{InputBadge|Moroha Gauge reaches 0}}
[[File:GGST_Gold_Psych_Burst.png|right|thumb|Give me buffs!]]
{{GGACR Move Card
|input=Suka Motion
|description=
{{#invoke:FrameChart|drawFrameData
|recovery = 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.


Hitting the opponent with Gold Burst will instantly put the user in [[#Positive Bonus|Positive Bonus]]. Gold Bursts are great to use as a wakeup option since they are only -2 on block.
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:
# Is in the middle of an attack animation
# Follows regular Moroha's gatling rules (you will not be able to do gatlings that are only possible in Goku Moroha)
# 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)


* Can not be combo'd into
If your Moroha gauge runs out mid-combo/blockstring, you can end it quickly with keygrab, bloodpack exit, or activate GM to recover safely.
* Grants [[#Positive Bonus|Positive Bonus]] on hit
}}
* Resets R.I.S.C Level
* Unlike Blue Bursts, fully invincible until [[#Landing Recovery|landing recovery]]
<br style="clear:both;">


===Blue Burst===
{{InputBadge|[[#Psych Burst|Burst]] during Blockstun or Hitstun (Air OK)}}
[[File:GGST_Blue_Psych_Burst.png|right|thumb|Get off me!]]


Using a Blue Burst can often save a player from taking massive damage, or ultimately receiving the round-ending blow. A common method of doing so is canceling attacks with [[#Cancels|jump cancels]] or [[#Roman Cancels|Roman Cancels]], then blocking the Burst and punishing the recovery.
==Force Breaks==
===<big>FB Dragging</big>===
{{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.


If the opponent is in a completely invulnerable state, the shockwave can still hit the opponent's collision box instead of their hurtbox and ignore any type of shield or armor, which results in some invulnerable skills, such as [[#Overdrives|Overdrives]], still being hit during their invincibility frames.
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.
}}


* Shockwave extends the full length of the screen
===<big>FB Avoidance</big>===
* Resets R.I.S.C Level
{{InputBadge|{{clr|5|236D}} during Moroha or Goku Moroha Mode}}
* Fully vulnerable after recovery, while falling, and during [[#Landing Recovery|landing recovery]]
{{GGACR Move Card
<br style="clear:both;"/>
|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>


====Disabling Blue Burst====
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.  
[[File:GGST_Burst_Disabled.png|right|thumb|Heaven or Hell]]
}}
Bursts can be temporarily disabled even with a full [[#Burst Gauge|Burst Gauge]]. A red X will cover the Burst Gauge during this time.


Bursts will be disabled while:
===<big>FB Judgment</big>===
* Being [[#Throws|thrown]]
{{InputBadge|{{clr|5|623D}} during Moroha or Goku Moroha Mode}}
* Being hit by a hitgrab
{{GGACR Move Card
* Being hit by an [[#Overdrives|Overdrive]]
|input=623D,623D[gm]
* Being hit by attacks that force the opponent into non-standard hitstun, such as a [[GGST/Damage#Wall Stick and Wall Slump|Wall Stick]] state
|description=
<br style="clear:both;"/>
{{#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.


== Overdrives ==
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.
{{InputBadge|Motion Input + Button with 50% [[#Tension Gauge|Tension]]}}
}}
[[File:GGST_Overdrive_Attack.png|thumb|Sol getting ready to Tyrant Rave]]


Overdrives (commonly referred to as supers) are attacks that are even more powerful than special attacks.
==Overdrives==
===<big>Evidence: Concealment</big>===
{{InputBadge|{{clr|4|632146H}} during Normal Mode}}
{{GGACR Move Card
|input=632146H,632146H > 236H,632146H > 236H > 236H
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 19
|active  = 6
|recovery = 34
|frcStart = 19
|frcEnd = 22
}}
Normal mode exclusive. Despite not having full invul all the way through startup, it can kind of work as a reversal, sometimes.


Some Overdrives are useful as [[Reversal|reversals]] like {{Character Label|GGST|Ky Kiske|label=Ky}}'s {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=632146H|label=Ride the Lightning}}, while others power up the character like {{Character Label|GGST|Ky Kiske}}'s {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=214214H|label=Dragon Install}}. On start-up, Overdrives freeze the game temporarily to show the character doing a fancy pose or an animated cut-in before attacking. This is commonly referred to as "super flash" or "super freeze". Super freeze also has a special [[GGST/Universal Strategy#Super Freeze Buffer|input buffer]] making these attacks not a good "surpise" attack since they easily reactable during neutral.
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.
}}


Overdrives that hit the opponent will [[GGST/Damage#The Wall|Wall Break]] on the last hit if the opponent collides with the wall regardless of [[GGST/Damage#Wall Stick and Wall Slump|Wall Stick]] (with the opponent in a [[#Knockdown Recovery|hard knockdown]] state after the Area Shift), although it's worth noting that not all hitstun states collide with the wall for their entire duration, even if the character in question physically touches the wall. Distinct from the last hit, any other hit is fixed to not Wall Break, even if they hit an opponent in Wall Stick state.
===<big>Evidence: Destruction</big>===
<br style="clear:both;"/>
{{InputBadge|{{clr|1|j.632146P}}}}
{{GGACR Move Card
|input=j.632146P,j.632146P[m],j.632146P > 214K
|description=
{{#invoke:FrameChart|drawFrameData
|startup  =
|active  =
|recovery =
}}
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.
}}


==Tension Gauge==
===<big>Altercation</big>===
[[File:GGST_Tension_Gauge.png|thumb|]]
{{InputBadge|{{clr|3|6321463214S}} during Moroha Mode}}
{{GGACR Move Card
|input=6321463214S
|description=
{{#invoke:FrameChart|drawFrameData
|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.


Tension is a highly important resource in Guilty Gear. Knowing each of the features and subtleties of the Tension Gauge system is a definite requirement for high-level play since it directly affects many of your attack options. The Tension Gauge starts every round empty, so don't be afraid to use it all each round.
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.


The Tension Gauge ranges from 0 to 10000 and is divided into two sections, each representing 50% (5000) Tension. The gauge displays one gear for each metered action you can take, for a maximum of two.
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.
}}


;Gaining Tension
==Instant Kill==
Perform some type of offensive action to gain Tension. This includes attacking the opponent, or simply advancing towards them. As a general rule: the more aggressive the action against the opponent, the faster the Tension Gauge will fill up. Performing these kinds of actions increase Tension Balance, which in turn dictates the amount of Tension gained.
===<big>Darkness of Ignorance</big>===
{{InputBadge|During IK Mode: {{clr|4|236236H}}}}
{{GGACR Move Card
|input=236236H
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 36
|active  = 5
|recovery = 40
}}
Standard IK. Rather useful after CH NM {{clr|4|6H}} punish attempts.
}}


* Moving towards the opponent slowly builds Tension
==Colors==
** The rate of gaining Tension varies by character
{{GGACRColors|Character=A.B.A}}
* [[#Strike Clash|Clashes]] or being [[#Taunts and Respects|taunted]] by an opponent builds 10% Tension
* [[#Normal Moves|Normal moves]] build Tension on hit or block
* [[#Special Moves|Special moves]] build Tension on startup in addition to on hit or block
** The amount of Tension gained varies by special
* Being in [[#Positive Bonus|Positive Bonus]] automatically builds Tension, even during hitstop
* Getting hit by an attack builds a small amount of Tension
* [[#Guard|Blocking]] builds a small amount of Tension, Instant Blocking doubles it (except against [[#Guard Crush|Guard Crushes]])
* Guard Crushes build Tension identically to other attacks of the same [[#Attack Level|Attack Level]]


''For character or move-specific values, please consult the character's [[GGST/Frame Data|Full Frame Data]] page for more details.''
==Navigation==
{{#lsth:GGST/Frame Data|Tension Gain}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
 
{{GGACR/Navigation}}
;Spending Tension
* [[#Roman Cancels|Roman Cancels]] cost 50% Tension
** [[#Cancel the Roman Cancel|Canceling the Roman Cancel]] costs 36~48% Tension
* [[#Overdrives|Overdrives]] cost 50% Tension
* [[#Faultless Defense|Faultless Defense]] consumes Tension on use and on block
* Going into [[#Negative Penalty|Negative Penalty]] will remove all of your Tension
 
;Tension Gain
Tension Gain is a multiplier applied to attacks and other action that gain Tension. There are a few things that affect Tension Gain including Tension Balance, distance from opponent and R.I.S.C. Level. All 3 of these values are multiplied together to create a final Tension Gain multiplier.
<code>Tension Balance × Distance Modifier × R.I.S.C. Level Modifier = Tension Gain</code>
 
;Tension Balance
The more offensive actions taken, higher the Tension Balance. Aside from simply attacking and advancing towards the opponent, using [[#Overdrives|Overdrives]] and [[#Instant Block|Instant Blocks]] greatly increase Tension Balance. Conversely, retreating from the opponent at a distance without attacking will decrease Tension Balance, and by extension, the Tension you will gain. For example, Sol will lose approximately 1100 Tension Balance when [[#Backdash|backdashing]] next to the opponent, and approximately 2000 Tension Balance when backdashing at mid range from the opponent.
 
{| class="wikitable stripe" style="margin: 1em auto 1em auto;text-align: center"
|+Tension Gain Modifier
! Tension Balance !! Tension Gain
|-
|< -20000 || 50%
|-
|≥ -20000 || 70%
|-
|≥ -15000 || 80%
|-
|≥ -10000 || 90%
|-
|≥ -5000 || 100%
|-
|≥ 5000 || 110%
|-
|≥ 10000 || 120%
|-
|≥ 15000 || 130%
|-
|≥ 20000 || 150%
|-
|25000 || Positive Bonus
|-
|}
 
{| class="wikitable stripe" style="margin: 1em auto 1em auto;text-align: center"
|+ Tension Balance Gain on Attacks
|-
!  Level
! On-Block (Defender) !! On-Block (Attacker) !! On-Hit (Attacker)
|-
! Lv.0
| 10 || 15 || 40
|-
! Lv.1
| 20 || 35 || 90
|-
! Lv.2
| 30 || 55 || 140
|-
! Lv.3
| 40 || 80 || 200
|-
! Lv.4
| 50 || 100 || 250
|-
| colspan=4 style="text-align: left;"|''
'''Note:''' Tension Balance Gain is doubled on [[#Counter Hit|Counter Hit]].''
|}
 
* Tension Balance range is -25000 to 25000.
* Positive Bonus is only received upon performing an action such as landing an attack or clashing, and won't passively occur from movement alone.
* Positive Bonus keeps Tension Balance at 25000 for the entire duration regardless of player action.
* Once Positive Bonus ends, Tension Balance is reset to 12500.
* After receiving a Negative Penalty, Tension Balance is reset to 0.
* Overdrives immediately grant 5000 Tension Balance on activation.
* [[#Roman Cancels|Roman Cancels]], whiffed attacks, and getting hit does not change Tension Balance.
* Instant Blocking grants an additional 1000 Tension Balance on top of the amount gained from normally blocking the attack.
* The farther away from the opponent, the faster Tension Balance naturally decreases.
* Tension Balance automatically decrease and eventually reset back to 0 if standing still regardless of current Tension Balance.
 
Full details on how actions modify Tension Balance are currently unknown, but it is believed to function similarly to previous titles. See the [[GGXRD-R2/Gauges#Tension Pulse|Xrd section]] for details.
 
;Distance
The further away from the opponent, the less Tension gained.
*Outside of round start range (≥504 distance) and until 3/4 screen away, the amount of Tension characters build is reduced to 80%.
*At 3/4 screen away (≥1009 distance) or further, the amount of Tension characters build is reduced to 60%.
 
;R.I.S.C. Level
The higher the R.I.S.C. Level the more Tension gained.
 
{| class="wikitable sortable stripe" style="margin: 1em auto 1em auto;text-align: center"
|+R.I.S.C. Level Modifier
! R.I.S.C. Level!! Tension Gain Increase
|-
| 0% or less || 0%
|-
| 1% to 50% || +20%
|-
| 51% to 74% || +50%
|-
| 76% or more || +100%
|}
 
===Tension Cooldown===
After using any [[#Roman Cancels|Roman Cancel]] or [[#Overdrives|Overdrive]], the amount of Tension any action builds is '''reduced by 90%'''. The duration of the cooldown varies based on what is used, and begins once the move has fully recovered or is interrupted. Using another cooldown-causing action during cooldown will set cooldown timer to whichever duration is longer.
 
{{#lsth:GGST/Frame Data|Tension Cooldown}}
 
※: Most Overdrives use a standard 180F duration, but a few exceptions exist that use a much larger 460F duration, including:
* {{Character Label|GGST|Potemkin|label=Potemkin's}} {{MiniMoveCard|GGST|chara=Potemkin|input=632146H|label=Giganter Kai}}
* {{Character Label|GGST|Zato-1|label=Zato-1's}} {{MiniMoveCard|GGST|chara=Zato-1|input=632146S|label=Sun Void}}
* {{Character Label|GGST|Jack-O|label=Jack-O's}} {{MiniMoveCard|GGST|chara=Jack-O|input=236236H|label=Cheer Servant On}}
* {{Character Label|GGST|Happy Chaos|label=Happy Chaos'}} {{MiniMoveCard|GGST|chara=Happy Chaos|input=214214P|label=Super Focus}}
* {{Character Label|GGST|Testament|label=Testament's}} {{MiniMoveCard|GGST|chara=Testament|input=236236P|label=Nostrovia}}
* {{Character Label|GGST|Bedman|label=Bedman?'s}} {{MiniMoveCard|GGST|chara=Bedman|input=632146S|label=call 13C}}
 
While almost all moves only begin Tension Gain Penalty from after recovery, {{Character Label|GGST|Sol Badguy|label=Sol Badguy's}} {{MiniMoveCard|GGST|chara=Sol Badguy|input=214214H|label=Heavy Mob Cemetery}} is unique and begins it immediately after super freeze, giving it a functionally much lower duration.
<br style="clear:both;">
 
==Positive Bonus==
[[File:GGST_Positive.png|thumb|Temporarily build extra Tension and Burst. Make good use of it!]]
By [[GGST/Damage#The Wall|breaking the wall]], hitting the opponent with a [[#Homing Jump|Finish Blow]] or [[#Gold Bursts|Gold Burst]], or maxing out Tension Balance, characters enter Positive Bonus state. The HUD will show "POSITIVE" in the corner of the screen next to your character's portrait, and the character will have the following buffs:
 
* Lasts for 5 seconds (300 frames)
* Automatically gain Tension over time, at 8.4% Tension per second
** Increases even during move hitstop
* Tension Gain Rate increased by 50%
* Tension Gain Penalty duration decreased by 90%
* Damage for all attacks increased by 10%
* Damage taken from all attacks decreased by 10%
* Automatically gain Burst over time, at 4.8% Burst per second
 
Needless to say, this is an extremely powerful state, allowing the player to build a huge amount of Tension and spend it all without fear of Tension Gain penalties. This creates situations where players can conceivably pressure the opponent and then buil up enough Tension to [[#Roman Cancels|Roman Cancel]] or Overdrive to extend that pressure, or open the opponent up and still have Tension to spare on converting the hit into a full combo. Even if you are put on defense, the enormous Tension Gain and reduced damage taken makes it much easier to escape pressure and avoid defeat.
<br style="clear:both;">
 
== Negative Penalty ==
[[File:GGST_Negative.png|thumb|Uh oh...]]
By continually performing actions that lower your Tension Balance, you enter Negative Penalty state.
 
Actions that lower Tension Balance include consistently attempts to walk back, [[#Backdash|backdash]], or [[#Air Dashing|air dash]] backward at range from the opponent (or sits in one place and does nothing). When near Negative Penalty state, "DANGER" will appear in the corner of the screen next to the character's portrait. If they keep avoiding all contact, the HUD will show "NEGATIVE", and the character will enter Negative Penalty state:
 
* Immediately lose all stored Tension and Burst
* Enter Tension Cooldown for 10 seconds (600 frames)
 
Keep-away or run-away tactics will not incur Negative Penalty if the player is actively using some form of offense. Even if it's passive, it's more than enough to not get penalized. For example, if an Axl player remains full screen and tries to keep the opponent away from him using long-range attacks, he will not get penalized.
<br style="clear:both;">
 
==Burst Gauge==
[[File:GGST_Burst_Gauge.png|thumb|Top: Half-Full Burst Gauge<br>Bottom: Full Burst Gauge]]
 
This gauge is used to perform a [[#Wild Assault|Wild Assault]] (consuming 50% of the Burst Gauge), a [[#Deflect Shield|Deflect Shield]] (consuming 50% of the Burst Gauge) or a [[#Psych Burst|Psych Burst]] (consuming 100% of the Burst Gauge). Guarding or getting hit by a Wild Assault will also depete the Burst Gauge by 7.14%.
 
The Burst Gauge starts the match 100% filled and is carried over between rounds; using Burst at the end of one round, will leave the Burst Gauge at the beginning of the next round!
 
The Burst Gauge is 15000 units. There are two ways for the Burst gauge to increase: over time, and when taking damage. Expanded explanations for each are below:
 
;Building Burst Over Time
The Burst Gauge will passively fill over time. The rate at which the gauge fills depends on how much life the character has:
* 100%~51% life = 30 Burst units gained every 15 frames
* 50%~26% life = 50 Burst units gained every 15 frames
* 25% life or less = 60 Burst units gained every 15 frames
 
During [[#Positive Bonus|Positive Bonus]], the Burst Gauge also gains 180 Burst units every 15 frames.
 
The less health you have, the faster the Burst Gauge will increase. Keep this in mind when low on health and Burst Gauge is nearly filled. It may be beneficial to play defensively for a few extra seconds so your Burst will be ready for the next round (if there is a next round)!
 
;Building Burst While Taking Damage
The amount of Burst Gauge gained by getting hit is proportional to the base damage of the attack, increasing by 5% per hit in the combo. The full formula is given below:
 
<code>(50 + Damage × 5) × (1 + (Hit Count - 1) × 0.05)</code>
 
Some attacks deal additional scaling when used as the first move in the combo. Subsequent hits in the same combo will have an increased hit count value for Burst Gain calculation.
 
Universal examples include:
* {{Ni|5}}{{Prompt|GGST|P}}: Hit Count +1
* {{Ni|2}}{{Prompt|GGST|P}}: Hit Count +1
* [[#Throws|Throw]]: Hit Count +4
 
Being [[GGST/Damage#The_Wall|wall stuck or wall broken]] also instantly refills a base {{Tt|3750|25%}} Burst units, increasing scaled by the above formula. Being wall stuck and then wall broken in the same combo only grants the Burst units once.
 
<br style="clear:both;"/>
 
==R.I.S.C Level==
[[File:GGST_RISC_Gauge.png|thumb|]]
R.I.S.C Level increases when guarding attacks and depletes when getting hit. As long as the gauge isn't empty, characters will continue to take unscaled damage from attacks, even in a combo. When the gauge is full, you also run the risk of taking a powerful [[#R.I.S.C. Counter Hits|R.I.S.C. Counter Hit]]. See [[GGST/Damage#R.I.S.C. Level|here]] to learn more.
<br style="clear:both;">
 
==Attack Level==
Each attack has an Attack Level. Most attacks in the game deal standardized amounts of [[Notation#Frame Data Related Terms|hitstun, blockstun]], etc. based on their Attack Level. Some moves override these standard values, which will be noted in the frame data.
 
Use the chart below to determine how much hitstun/blockstun an attack will inflict. The level for each attack can be found in the individual character [[GGST/Frame Data#Character Frame Data|frame data]] sections.
{{#lsth:GGST/Frame Data|Attack Level}}
 
==Counter Hit==
[[File:GGST_CounterHit.png|thumb|COUNTER!]]
Hitting a character before the recovery of their attack will be a Counter Hit (CH).
 
Counter Hits increase the damage of the attack by 10% and may alter attack properties, such as enabling a bounce or a tumble, allowing for stronger combos. Depending on the type of Counter Hit, there may also be additional hitstop or slowdown. "Mid" and "Large" counter hits clear the input register when they occur. These Counter Hit types vary based on the move used.
 
[[#Throws|Throws]] can not Counter Hit, and will always be considered a [[#Punish|punish]] instead.
 
Some attacks also have Counter Hit state during their recovery, such as whiffed [[#Throws|throws]], projectiles, non-attacking [[#Special Moves|specials]], or {{keyword|DP}}s. Conversely, some attacks cannot be Counter Hit at all, namely [[#Overdrives|Overdrives]]. Even if you are to hit them out of their start-up, the game won't consider it a Counter Hit.
<br style="clear:both;"/>
 
=== Counter Hit Types ===
Every strike and projectile has a Counter Hit type, which determines its properties when it Counter Hits. These types are '''Very Small, Small, Mid''' and '''Large'''. The larger the Counter Hit type, the more dramatic the visuals and audio, with louder audio cues, longer hitstop, longer slowdown; and in the case of Large Counter Hits, camera zoom-in.
 
[[#Normal Moves|Normals]] obey the following rules:
* '''Very Small:''' Projectile normals
* '''Small:''' {{Prompt|GGST|P}} and {{Prompt|GGST|K}} normals
* '''Mid:''' {{Prompt|GGST|S}} normals, {{Ni|6}}{{Prompt|GGST|P}}, {{Ni|5}}{{Prompt|GGST|D}}, and air {{Prompt|GGST|H}} normals
* '''Large:''' Grounded {{Prompt|GGST|H}} normals and {{Ni|2}}{{Prompt|GGST|D}}
 
Character-specific [[#Command Normals|command normals]], [[#Special Moves|specials]] and [[#Overdrives|Overdrives]] will vary, but strikes are generally Mid or Large, occasionally Very Small, but never Small (with the exception of {{Character Label|GGST|Leo Whitefang|label=Leo's}} {{MiniMoveCard|GGST|chara=Leo Whitefang|input=bt.K|label={{clr|K|bt.K}}}}), whereas projectiles are always Very Small. Specials that either have a follow-up or are a follow-up are also always Very Small.
 
Note: "Very Small" is not an official term, and is simply used to distinguish between Small Counter Hits that don't inflict slowdown versus ones that do. For the purposes of in-game R-Code records, landing "Very Small" Counter Hits will count towards your Small Counter Hits.
 
=== Counter Hit Slowdown ===
All types of Counter Hit except Very Small Counter Hits inflict slowdown on the opponent, doubling each frame they experience for its duration. Small Counter Hits apply this slowdown immediately, while Mid and Large Counter Hits apply it after hitstop.
 
Mid and Large Counter Hits create a unique, cinematic hitstop for easy confirms, overriding an attack's normal hitstop with a set period. In addition, during Mid and Large Counter Hits, the receiver is frozen for an extra frame after the attacker leaves hitstop due to the odd number of slowdown frames.
 
{{#lsth:GGST/Frame Data|Roman Cancel Slowdown}}
 
To determine an attack's base hitstop value, please consult [[GGST/Frame Data#Attack Level|Attack Levels]] and [[GGST/Frame Data#Character Frame Data|how they apply to each character's attacks]].
 
=== R.I.S.C. Counter Hits ===
Hitting a character when their [[GGST/Damage#R.I.S.C. Level|R.I.S.C. Level]] is at 100% is a '''guaranteed''' Counter Hit ignoring standard rules of Counter Hit state. If the attack is a strike, it automatically becomes a Large Counter Hit (unless the strike locks the opponent's position or leads into a special cinematic state on hit, like a raw, fully charged [[#Dust Attack|Dust Attack]] or a hitgrab like {{Character Label|GGST|Potemkin|label=Potemkin's}} {{MiniMoveCard|game=GGST|chara=Potemkin|input=623H|label=Heat Knuckle}}). Uncharged Dust Attack also launch the opponent instead of the standard Floating Crumple.
 
The hit that triggers a R.I.S.C. Counter Hit also deals an extra 20% damage instead of the usual 10% extra caused by other types of Counter Hit.
<br style="clear:both;"/>
 
==Invincibility==
===Attribute Invincibility===
Some attacks are invulnerable only to certain types.
 
For example: The start-up of {{Character Label|GGST|Sol Badguy|label=Sol's}} {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=623S|label=Volcanic Viper}} is invulnerable to strikes and projectiles, but not throws. {{Character Label|GGST|Millia Rage|label=Millia}} becomes airborne partway through the start-up of her {{MiniMoveCard|game=GGST|chara=Millia Rage|input=6H|label={{clr|H|6H}}}} and is thus ground throw invincible during its first hit, but not against strikes or projectiles. These situations are very simple to describe - the attack is invulnerable to the specified types during the specified times. To beat these attacks, hit them with a type they are vulnerable to, or hit them before/after the invincible period.
 
===Hitbox Invincibility===
Some attacks shrink the hurtbox of characters, even when it looks like they occupy that space.
 
Most anti-air {{clr|P|6P}} attacks fall into this category. Because of this, they can lose to air attacks when the opponent is able to get close enough to touch the character's hurtbox. Thus the same 2 attacks can win or lose depending on their spacing and timing. Players need to learn how their attack will behave in different scenarios, decide if the outcome is favorable, then correctly execute.
 
{{notice|Hitboxes shown are purely for explanation purposes and are not meant to be exact in-game hitboxes.}}
 
;Example - Successful Anti Air
<gallery widths=200px heights=200px>
File:GGXRD_antiAir1.png|Sol jumps toward Ky.
File:GGXRD_antiAir2.png|Both players attack. Ky's {{clr|P|6P}} is upper body invincible during startup, Sol's attack misses.
File:GGXRD_antiAir3.png|Ky's {{clr|P|6P}} becomes active and above knees invincible. Sol's attack continues to miss as he falls into Ky's attack and gets hit.
</gallery>


;Example - Unsuccessful Anti Air
[[Category:Unga]]
<gallery widths=200px heights=200px>
File:GGXRD_antiAir1.png|Sol jumps toward Ky.
File:GGXRD_antiAir4.png|Both delay attacking, Sol is closer to Ky and the ground compared to the above example.
File:GGXRD_antiAir5.png|Sol's {{clr|S|j.S}} is now low enough to the ground to hit Ky out of the startup of his {{clr|P|6P}}.
</gallery>
 
;Example - Low Profile
<gallery widths=200px heights=200px>
File:GGXRD_lowProfile1.png|Sol sweep can low profile under Ky's {{clr|P|2P}}.
File:GGXRD_lowProfile2.png|Sol using upper body invincible of his {{clr|P|6P}} to go through Ky's {{clr|S|f.S}}.
</gallery>
 
The frame data will state that attacks have "above knees invincibility", "above chest invincibility", "low profile", etc. to describe how the hurtboxes of attacks grow and shrink.
 
=== Activation Range ===
[[file:GGST_Attack_Attributes_Activation_Range_Example.png|thumb|Unforgiving activation ranges can sometimes make seemingly clean hits not connect, especially on larger characters. The above example is a whiff.]]
Some select moves are incapable of hitting an opponent even if the hitbox intersects them, if the attack is a certain distance away. This generally prevents these attacks working on extended hurtboxes from ranges they would otherwise whiff, or to prevent hits from abnormal positions (such as a cross-up attack hitting from same-side).
 
It should be noted that distance is based on a character's (or projectile's) center, this means some activation ranges can make moves functionally shorter range than its hitbox would suggest against large characters, such as {{Character Label|GGST|Potemkin|label=Potemkin}}. Additionally distance is always from the front or above, therefore these do not restrict hitting ''behind'' or ''below''.
 
If a move is outside its Activation Range on either the X or Y axis, the hitboxes are functionally disabled, meaning it cannot hit, clash, or trigger on-hit cancels.
<br style="clear:both;"/>
 
== Attack Types ==
Attacks come in three broad categories in Guilty Gear that define how they can interact with other attacks.
 
=== Strike ===
Strikes are the most common form of attack in the game like punches, kicks, and sword slashes.
Basically any standard attack is probably a strike. Strikes can clash with other strikes, but not with projectiles and throws. There are rare attacks that are exceptions to these rules, such as {{Character Label|GGST|Potemkin|label=Potemkin's}} {{MiniMoveCard|game=GGST|chara=Potemkin|input=623H|label=Heat Knuckle}}, which cannot clash with strikes.
 
====Strike Clash====
[[File:GGST_Clash.png|thumb|]]
A clash happens when you and your opponent's attacks hit each other in a way that both attacks are nullified.
:There are two ways strike clashes happen:
* Disjointed hitboxes hit each other ([[Hitboxes#Clash|see here for a more detailed visual example]]).
* Two of the following normals hit each other even if the hitboxes are not disjointed: {{Ni|5}}{{Prompt|GGST|P}}, {{Ni|2}}{{Prompt|GGST|P}}, jumping {{Prompt|GGST|P}} or jumping {{Prompt|GGST|K}}. {{Character Label|GGST|Axl Low|label=Axl's}} {{MiniMoveCard|game=GGST|chara=Axl Low|input=5P|label={{Ni|5}}{{Prompt|GGST|P}}}}, {{MiniMoveCard|game=GGST|chara=Axl Low|input=2P|label={{Ni|2}}{{Prompt|GGST|P}}}}, and {{MiniMoveCard|game=GGST|chara=Axl Low|input=j.P|label=jumping {{Prompt|GGST|P}}}} are exceptions to this rule.
 
During a strike clash, that hit is nullified, characters are in hitstop for 17 frames, gain 10% [[#Tension Gauge|Tension]], and can cancel into:
*Any attack
*If the attack is jump cancelable, then jump.
*Ground clashes can cancel into forward run and air clashes can cancel into forward air dash.
**Canceling air clashes into double jumps and air dashes requires that air option be available.
**For example, you can not cancel an air clash into a double jump if you have already double jumped prior to the clash.
*Faultless Defense
When clashes happen either the players are unable to react to the clash because it is unexpected, or they understand how the attacks interact well enough to intentionally cause the clash to cancel out the opponent's attack, then retaliate with their own!
 
=== Projectile ===
Projectiles are attacks that are entities independent of the attacker, like {{Character Label|GGST|Ky Kiske|label=Ky's}} {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=236S|label=Stun Edge}}. Projectiles often have seemingly strange and inconsistent properties. Some moves that would appear to be projectiles, like {{Character Label|GGST|Testament|label=Testament's}} {{MiniMoveCard|chara=Testament|input=214S|label=Arbiter Sign}}, are actually not. Additionally, many moves that you would not expect to be projectiles, like {{Character Label|GGST|Chipp Zanuff|label=Chipp's}} {{MiniMoveCard|chara=Chipp Zanuff|input=236P|label=Alpha Blade}}, in fact are. Lastly, not all moves that are projectiles can clash with other projectiles.
 
====Projectile Clash====
Each projectile has a '''clash level'''. When two projectiles of equal level clash, each projectile will lose one hit (i.e. a 3 hit projectile will become a 2 hit projectile, and a 1 hit projectile disappears). Higher level projectiles will reduce one hit of lower level projectiles without losing any hits.
There are two caveats when equal level projectiles clash: Firstly, projectiles travel fast enough that they will only clash a few times before moving past each other, and neither will truly "win". Secondly, in rare instances the number of hits a projectile can clash with are not equal to the number of hits that projectile will have on hit or block. {{Character Label|GGST|I-No|label=I-No's}} {{MiniMoveCard|chara=I-No|input=214P|label=Antidepressant Scale}} is a good example, as it can have as many as five hits, but can only clash up to three times.
 
Projectiles that are Clash Level 5 are a bit wierd: they can clash and destroy lower level projectiles but cannot clash with other Clash Level 5 projectiles.
 
Some strikes that are intended to nullify projectiles like {{Character Label|GGST|Giovanna|label=Giovanna's}} {{MiniMoveCard|chara=Giovanna|input=236K|label=Trovão}} have strike clashboxes that determine their interactions with projectiles. These moves clash with other projectiles in basically the same manner as projectiles would but are not in themselves projectiles.
 
=== Throw ===
Throws are short ranged unblockable attacks that temporarily turn both characters invincible before dealing damage to the opponent.
Throw interactions are described in more detail [[#Throws|here]].
 
=== Other ===
Attacks from Eddie (Zato-1's shadow) and Happy Chaos' At the Ready are in their own unique category as strike attacks that can not clash.
Eddie is also surrounded by a hurtbox, so he can be hit by strikes and projectiles (but not throws).
 
<br style="clear:both;"/>
 
== Taunts and Respects ==
{{InputBadge|Taunt button for Taunt}} {{InputBadge|6 + Taunt button for Respect}}
[[File:GGST_Taunt.png|thumb|right|250x250px]]
 
Both Taunts and Respects can be canceled into any action besides movement and proximity blocking ([[#Faultless Defense|Faultless Defense]] and [[#Instant Faultless Defense|Instant Faultless Defense]] are still possible), starting from 1 second into the animation for Respects and 2 seconds into the animation for Taunts. They can be used to give a false sense of vulnerability as your opponent may be lured into attacking.
 
Performing a Taunt will raise the opponent's [[#Tension Gauge|Tension Gauge]] by 10%.
<br style="clear:both;"/>
 
==Navigation==
{{GGST/Navigation}}
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Latest revision as of 04:20, 23 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
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. 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
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command grab, or otherwise create an opportunity to spend a bloodbag resource for Injecting
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. 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
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, 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
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, 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
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    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 Mode Normals

5P

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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

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5K

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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

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c.S

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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

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f.S

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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

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5H

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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

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5D

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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.

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6P

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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

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6H

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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.

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2P

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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

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2K

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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

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2S

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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

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2H

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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.

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2D

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Total: 27

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

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j.P

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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

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j.K

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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

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j.S

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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

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j.H

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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.

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j.D

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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.

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Moroha Mode Normals

5P

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Total: 11
Total: 10

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 MM c.S > 2H > etc, or f.S > rekkas.

On block, you can mix the opponent up with tick throws, or extend your pressure into 2H to remain plus.

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

5P reaches its full potential in Goku Moroha mode thanks to its unrestricted gatling routes, allowing you to whiff cancel this move from virtually any other normal on block to remain completely safe. For instance, you can do xx > f.S > 5P > whiff cancel f.S > 5P > whiff cancel etc, which is an airtight blockstring if done correctly.

On block, you can mix the opponent up with tick throws, or extend your pressure into S or H normals for frame traps/remaining plus. A more detailed explanation on this can be found here

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

Goku Moroha Gatling Options: (any other normal, including itself)

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5K

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Total: 17
Total: 14

As good as it was in Normal Mode but sees less use due to her other strong pokes and counterpokes in Moroha such as f.S or 2D. Notably its much faster and quicker to recover than some of her other options which can help her in staying safe in neutral to things like jumping or low profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. options

With the general GM gatling and speed buffs, this move becomes far more useful as a pressure extender and a safe-ish frame trap that can be DAA/burst-safe, while still being plus on block.

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

Goku Moroha Gatling Options: (any normal, including itself)

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c.S

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Total: 25
Total: 18

A great pressure starter/extender that cranks up their guardbar rather well. In Moroha mode, this normal gains a monstrous hitbox along with foot invuln during startup and active frames, while being just 2f slower than NM c.S. Cancel this into f.S, 5H, or 2H to continue your pressure.

As it's 0 on block, you can also try to frametrap with her gatling options or with specials, or even Goku Moroha activation (6321463214S).

During GM, it's even more useful - Good for throw OSes at 7 frames, amazing for pressure due to being +5 on block, jump cancels for IAD pressure, gatlings to lows with 2K and 2D and overheads with flipkick
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and 5D. Great for reverse gatlings to create burst safe routing from any hit and provide stability without sacrificing damage. From further out some gatlings may go into f.S
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so be prepared to adjust combos on the fly in case of that. Can occasionally be used as a proximity anti-air due to its speed but is occasionally prone to trading due to a larger upward hurtbox than 2S
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. Trades are usually in your favor but shouldn't be overly relied upon

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

Goku Moroha Gatling Options: (any other normal)

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f.S

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Total: 30
Total: 24

With its amazing range and disjointed hitboxes, Moroha f.S is a staple for your neutral, and is also a beefy poke to start your pressure game.

As it hits twice, you can throw this out to stuff hyper armored moves or familiars that eat hits (Little Eddie, Zappa's Dog, Dizzy's Fish), which nicely leads to 5H or rekkas. No longer hits low unlike in Normal mode.

In GM, it's startup is 7F, completely disjointed for the first hit, is +3 on its own, and ALSO jump-cancellable, this move retains all of what makes MM f.S good, combined with all the juicy GM buffs ABA receives. Your party starter. On hit/block, it leads nicely to 5H, which you can reverse chain back into f.S again, or go for a pressure reset with 5P whiff cancels.

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

Goku Moroha Gatling Options: (any other normal except c.S)

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5H

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Total: 39
Total: 31

Even though it's 2f slower than NM 5H, this move hits twice, builds a ridiculous amount of guard bar on block, and vacuums on the second hit, which is also an important part in your Moroha refresh combos (xxx > 5H with both hits > 1st rekka > 2nd rekka > double keygrab). On crouching opponents, you can also combo this into 6H for optimal damage and meter gain.

Due to its lenient cancel window, you can also frame trap with Moroha ABA's various gatling options: either 2H, 6H, 2D, or even rekkas, allowing you to keep the opponent close and get their guard bar flashing in about a second. An excellent pressure tool that is somehow 0 on block.

There is a gap between 5H 2nd hit and the first hit of 2H on block that can be reversaled through, but is unthrowable on normal block. 3 frame normals such as Sol and Order-Sols 5K or A.B.As 5P will beat this. 4 frame normals will trade with the second hit but will leave A.B.A at enough advantage for her to be able to combo dash c.S. 5H 1st hit to 2H is gapless unless IBed

In GM, it's a tad faster (11F), it's still a fantastic and multipurpose normal. Still serves its purpose well as a poke and counterpoke, particularly due to its ability to rebeat Canceling into a normal on a up-the-alphabet, or weaker button direction. into 5P on block to create huge frame advantage from far away, or if it counterhits avoid the 2nd hit undoing your stagger and allowing you to dash up and continue your combo. Also gains natural frame advantage on block due to the marginally shorter recovery

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

Goku Moroha Gatling Options: (any other normal)

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5D

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Total: 42
Total: 40

A frame faster than the Normal mode version (and even faster in GM) and fairly safe for a 5D at only -5. On normal hit can lead into impossible dust combos, but very useful against an opponent with flashing risc due to the automatic counter hit properties. On counter hit gives you any combo you want since its completely untechable. Not particularly noteworthy but important to keep your opponent from getting too comfortable just down-backing.

  • Interestingly, you can cancel this into Altercation
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    , to keep yourself plus on block or even get a free combo (provided you have the resources) by TKing the super input, cancelling the flash frame into dust Homing Jump and not using any meter or bloodpacks!

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6P

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Total: 32
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In Moroha mode, its hitbox is a little altered since Paracelsus' head changes shape, but functions the same as NM's. On block, you can now cancel it to 6H to reset or end pressure.

Moroha Gatling Options: 2S, 6H

Goku Moroha Gatling Options: (any other normal)

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6H

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Total: 58

No longer a slow CH stun fishing move in Moroha, 6H now hits twice, gains jump cancels, sports exceptional range, cranks the guardbar nicely, and hurts a lot more. The fact that you can jump cancel this means that on block, you get to do some gimmicky pressure resets via 6H (1) > IAD j.H. Alternatively, you can just do 236S to end pressure more safely.

On its own, this move mostly sees use against people trying to backdash her oki on wakeup in the corner, or those trying to low profile f.S or 5H from far away. If you managed to land a hit from max range, rekkas or butt (421H, air hit only) are your only meterless options.

Moroha Gatling Options: none

Goku Moroha Gatling Options: (any other normal)

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2P

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Total: 12

Mostly identical to NM version, though thanks to the speed boost ABA gains in Moroha, you can dash in and use this to pressure the opponent or just tick throw them.

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

Goku Morha Gatling Options: (any other normal, including itself)

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2K

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Total: 19
Total: 18

Aside from a slight damage boost, this move is virtually the same as the NM version. Useful for opening the opponent up during mixups.

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

Goku Moroha Gatling Options: (any other normal)

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2S

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Total: 35
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A fantastic anti-air. Despite being 50% slower than NM 2S, it makes up for having ludicrous hitboxes and range. When done preemptively, this will hard punish most jump-ins. Great reward on CH. On block , you get a gimmicky high/low mixup with 5D and 2D, but going for 2D into rekkas is usually preferred.

Moroha Gatling Options: 5D, 2D

Goku Moroha Gatling Options: (any other normal, including itself)

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2H

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Total: 36
Total: 36

One of the most oppressive normals in the game, it does practically everything: moving ABA forward, forcing crouching state on the 1st hit, launching on the 2nd hit, cranking the opponent's GB and being +2 on block. A great combo tool and pressure extender that the opponent will learn to respect in no time.

Being slightly airborne before going active means ABA is throw-invuln during this window, so you can use this as a nice meaty button. To top it off, MM 2H also has an FRC point just as the axe touches the ground for the 2nd hit, which is excellent for applying baits or pressure. Insane.

Moroha Gatling Options: 2S

Goku Moroha Gatling Options: (any other normal)

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2D

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Total: 36
Total: 33

In Morohaville, 2D's range grows from standard to absurd. Near the corner, you can confirm into rekka loops (except on Axl, Baiken, Bridget, Millia, and May). At max range, you can use it to bait reversals, and include a hitstop OS with rekkas. It will convert on hit, but you'll be safe on whiff, as long as you space it properly.

Notably, on CH or against light characters, you can combo this into GM activation, leading to a nice damaging combo with knockdown and oki.

In Goku can start pressure from halfscreen with 5P whiff rebeat pressure in order to give yourself better frame advantage on block. Against certain characters (Potemkin, Robo-Ky, Anji, Testament and Johnny) 2D->whiff 5P->f.S is a link that allows you to confirm into rekkas from max range on hit and is + enough on block for f.S to be a true blockstring

Moroha Gatling Options: none

Goku Moroha Gatling Options: (any other normal)

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j.P

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Total: 22
Total: 11

Mostly identical to NM version, but you can now chain it on block to the improved MM j.H to keep pressuring the opponent from air to ground.

In GM, it's 1F faster, making it impossible to IB>Throw when self gatlinged

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

Goku Moroha Gatling Options: (any other normal, including itself)

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j.K

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Total: 24
Total: 23

Being 1f faster in Moroha mode means this move works rather nicely as a rising air-to-air now, even though 2S still yields far better rewards on CH. You will mostly use this move in tandem with her fuzzy high/low mixup along with j.S.

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

Goku Moroha Gatling Options: (any other normal, including itself)

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j.S

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Total: 26
Total: 15

Excellent air-to-air. Slightly slower in comparison to NM j.S, but has much better range, damage, and attack level. Crucial for her fuzzy high/low mixups.

Your standard setup for fuzzies is [j.S > dj.S > falling j.H > land] into more combos. These lead to BIG damage, upwards of 300+ depending on guard bar and available tension. Since it combos to j.P or j.K, you can fuzzy guard by doing [j.S > j.K] or [j.S > j.P]. The latter isn't as useful since the hitstun on j.P is subpar, but the reward from j.S > j.K is superb. Knock an opponent down in the corner do [running j.S > j.K > dj.S > j.H]. Done properly, this is airtight, and if the opponent blocks low at any point, they're getting fuzzied. Other options include land > throw after the fuzzy, or do more j.Ps.

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

Goku Moroha Gatling Options: (any other normal)

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j.H

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Total: 37
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ABA's notorious air normal. Aside from gaining huge hitboxes in Moroha, j.H also tucks her hurtbox upwards, making it great not just for air-to-air interactions, but also for jump-ins, especially crossups. The built-in OS with airthrow doesn't do your opponents any favors either, so don't hesitate throwing this out in neutral.

On CH, you can easily confirm it into a short KD combo or ludicrous damage, despite its prorate. On normal hit/block from IAD height, you can link it to 5P, which easily leads to your ground strings. People hate this move.

Moroha Gatling Options: none

Goku Moroha Gatling Options: (any other normal)

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j.D

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Total: 34
Total: 25

Faster and more far-reaching than NM version, so j.D can occasionally be used as a CH fishing move in neutral, as you have higher rewards in Moroha. This move is also a key ingredient in A.B.A.’s Orb loop. Otherwise, there are better air-to-air options.

Bear in mind that unlike her other GM air normals this cannot reverse gatling to other jump normals, but a cancel into Orb
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with the FRC will generally keep you safe if your opponent blocks this

Moroha Gatling Options: none

Goku Moroha Gatling Options: none

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Universal Mechanics

Ground Throw

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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


Moroha and Goku Moroha version slams into a ground bounce on hit. Standard range, but easily leads into a lot of damage, especially with a raised Guard Bar. Tick throw with any fast normals (5P, 2P, 2K) or after vacuuming them in with 5H.

6H sends the opponent backward while 4H sends them forward. Best OSed with either 5K or c.S, but even 5H and 6H are surprisingly good at catching jump-outs and backdashes, though are much slower.

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Air Throw

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

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Dead Angle Attack

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Total: 47
Total: 35

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.


The Moroha and Goku Moroha versions are faster than NM's. Useful if you're low on Moroha meter and under pressure so you can get them off of you, or to keep them in the corner, but don't go and get it baited.

You can't really combo out of it on regular hit, but you can go for a tech trap afterwards. On CH, you can easily combo out of it as long as your back isn't to the corner for a nice, albeit heavily prorated, combo.

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Blue Burst

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Total: 49

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

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Normal Mode Specials

Deletion

236S

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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.

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Ruin

236S > 46S

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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.

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Condemnation

46S > 63214S

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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.

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Bonding

63214H (Air OK)

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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.

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Dragging

236P

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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.

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Retribution

236K or 46S > 236K

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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).

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Avoidance

236H

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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.

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Injecting

63214P

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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.

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Moroha Mode Specials

Deletion

236S

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Total: 29
Total: 28

The start of ABA's rekkas. Having better hitboxes and startup, along with the forward momentum boost before its active frames, Moroha 236S is a rather nice poke you often can throw out in neutral that's difficult to low profile. It's unsafe, but its long range and decent pushback make it safe-ish from afar.

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Ruin

236S > 46S

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Total: 27
Total: 26

2nd part of the rekkas. In Moroha, this move plays an important part in rekka loops/juggles, aside from the usual frame trap after 1st rekka.

You can also immediately cancel it to GM activation 6321463214S, with 50 meter. Notably, you can do a short combo [xxx > 2nd rekka > keygrab x2] to refresh her Moroha gauge, thanks to its stagger effect on ground hit.


GM Version is largely identical aside from the FRC point added just before the attack hits which can be used to OS whiffs or extend juggles and ground combos that would otherwise be difficult or impossible to extend. Less used due to her better combo options in Goku but still a vital part of Rekka loops in the corner, and can still refresh moroha due to the stagger effect on the 2nd hit allowing a combo into Keygrab
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.

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Condemnation

46S > 63214S

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Total: 44
Total: 39

The last part of her rekkas. In Moroha, it gain even more groundslide time, which allows you to do rekka loops [xx > 2D > 1st rekka > 2nd rekka > delayed 3rd rekka] x 2/3. Still pretty unsafe on block, but the opponent still has to respect it due to its FRC point, as well as the fact you can activate GM as late as possible.


Gains even more groundslide time in Goku Moroha, allowing for up to 4(!) reps of Rekka loops in the corner against most characters that Rekka loops work on. The FRC point is also wider and it has less recovery in general, but is still rather unsafe on block. Generally less favored than butt loops due to lower damage but still builds a lot of meter for A.B.A and gives her conversions from a lot of ranges

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Bonding

63214H (Air OK)

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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
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    , or be RC'd.

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Engorgement

421H

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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
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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

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Judgment

623H

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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

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Eradication

j.41236S

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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.

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Blunder

41236K or 46S > 236K

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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
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for an expensive but very powerful unblockable setup into Goku Moroha
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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
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Displacement

63214P

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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.

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Suka Motion

Moroha Gauge reaches 0

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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.

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Force Breaks

FB Dragging

236D during Normal Mode

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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.

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FB Avoidance

236D during Moroha or Goku Moroha Mode

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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.

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FB Judgment

623D during Moroha or Goku Moroha Mode

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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.

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Overdrives

Evidence: Concealment

632146H during Normal Mode

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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.

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Evidence: Destruction

j.632146P

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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.

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Altercation

6321463214S during Moroha Mode

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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
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), 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.

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Instant Kill

Darkness of Ignorance

During IK Mode: 236236H

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Total: 80

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

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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.


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