GGACR/A.B.A/EX

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< GGACR‎ | A.B.A
EX characters are not tournament legal. They only see play in novelty events and casual play between consenting parties.


Overview

EX A.B.A is an intriguing spin on her standard counterpart, forgoing her Normal and Goku Moroha modes entirely to be in a permanent Moroha state. This leads to an inherently strong character on paper although she comes with her own odd quirks such as a mostly weaker rekka series, taking less self-damage, only one hit on her 5H and some different normals. Her highlight moves are likely her new version of Injection (214D), serving to restore health even BEYOND self-damage giving her a strong potential turtle/comeback game and an 100% super that can enable ToDs or extremely high damage even off weird hits like airthrows.

May be good for people who just don't want to deal with standard A.B.A's management or want a different approach to it.


 A.B.A
An unusual twist on A.B.A leaving her in permanent Moroha state with more health management and some odd tricks up her sleeve.

Pros
Cons
  • Less Management: More of a rework rather than a pro or con but considering the strengths of Moroha being able to play A.B.A in a permanent Moroha state and not having to start in Normal Mode is absurdly good, with access to extremely strong normals that command your ground and air space, suffocating pressure and consistently huge damage. No Goku is a bummer though.
  • Real Healing: EX A.B.A's Injection restores a very good amount of your health, whether acquired by self-damage or being hit, giving her the potential for strong comebacks or turtling combined with her rather good Tension Gain.
  • Overheads: Two extremely strong overheads in her 5D and new 6H, the former being 0 on block, the latter having an FRC to make it plus and both being so quick that you can combo into both, 6H doesn't yield reward besides on counterhit however.
  • Evidence: Eradication: An unusual super with an 100% Tension requirement and a weird input but potentially the most lethal move in the game, being completely invincible from startup to most of it's duration and strike invul even on it's recovery and turning stray hits into ToDs especially with some GB crank if both hits connect.
  • Rekkas: Compared to her standard counterpart her Rekka is massively nerfed with her followups being different and only comboable at extremely close range yielding generally low reward. However her rekka 1 framedata is buffed making it an alright poke although it doesn't really give you much in return.
  • Evidence: Eradication: On the opposite side of things the super is also extremely risky, putting EX A.B.A down to a single pixel of health (but Injection can still heal you provided you get enough meter back), potentially dropping combos due to the unusual input and also having to conserve meter that could be used for healing or other things.

Normal Moves

5P

Damage Guard Startup Active Recovery On-Block Invuln
10 Mid 7 3 14 -7

Your new friend, unfortunately you trade your 3F 5P for this but it sports very nice range and forward movement, serving as a good poke with a good gatling table, making for strong frametraps with it's quick blockstun.

  • No self-damage on block. (Tested)

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

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
3 8 1 10 10

5K

Damage Guard Startup Active Recovery On-Block Invuln
14 Mid 7 5 6 +1

A decent, fast plus on block kick. Unchanged from standard A.B.A's 5K.

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

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
6 7 2 12 12

c.S

Damage Guard Startup Active Recovery On-Block Invuln
33 Mid 9 3 14 0 7~22F Foot

A great pressure starter/extender that cranks up their guardbar rather well. This normal sports a monstrous hitbox along with foot invuln during startup and active frames. 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. Identical to standard Moroha c.S.

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

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
14 6 4 17 16

f.S

Damage Guard Startup Active Recovery On-Block Invuln
24×2 Mid 9 2(2)2 16 -1

With its amazing range and disjointed hitboxes, f.S is a staple for your neutral, and is also a beefy poke to start your pressure game. Possiblity for strong roundstarts due to EX starting with this normal.

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 2H. Identical to standard Moroha f.S.

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

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
14×2 6×2 4 17 16
  • 1st hit causes very little pushback

5H

Damage Guard Startup Active Recovery On-Block Invuln
42 Mid 11 5(6)2 5 +1

Reverted to it's AC+ state, unfortunately removing any vacuum hit pressure (but you still get good framedata and a wide cancel window to work with) and killing some combo extensions, but actually serving better as a poke due to faster startup, a nice stagger counterhit and having stronger framedata overall. Don't sleep on this move.

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

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
20 11 5 19 18
  • Staggers on CH (max 49F)

5D

Damage Guard Startup Active Recovery On-Block Invuln
17 High 17 4 10 0

A big deal and one of this characters highlights, EX A.B.A has an absurd 5D, with alot of cancel options into it due to being a 5D, extremely fast 17f startup with easy Impossible Dust followups (with normals like c.S even being able to combo into it) and being 0 on normal block, potentially allowing for resets. Could possibly even be thrown out as a counterpoke in some situations due to it's fast startup and huge counterhit state, buying time for heals. Absurd.

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
8 20 3 Launch 48 14

6P

Damage Guard Startup Active Recovery On-Block Invuln
23×2 Mid 10 3,3 17 -6 1~9 Upper Body
10~12F Above Knees

Gatling Options: 2S, 6H

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
90% 10×2 7×2 3 14 14
  • Jump cancel on 2nd hit only

6H

Damage Guard Startup Active Recovery On-Block Invuln
47 High 14 3 27 -11

Your opponents new nightmare. Blazing fast overhead that can be cancelled into from a good majority of normals (notably 2K). Low reward on normal hit as it forces knockdown but even harder to block than 5D and can be FRCed to be plus, use this to keep them scared. Very minus however, so very high risk without meter.

  • Absolutely terrifying counterhit with a huge groundbounce, allowing for a simple followup anywhere and obscene corner damage by going straight into orbloops or even giving you enough time to use Injection while still keeping good oki. May be more useful as a frametrap than an overhead.
  • Knocks down on both ground and airhit, allowing for KDs off far ground pokes with enough time to meaty, although the knockdown is rather short.
  • Can even be FRCed before startup, giving you a short slide boost and allowing for weird things like tick throw off a further blocked 5P.
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
15 6 5 Down 36
  • FRC timing 11~17F
  • Slams down opponent on air hit
  • Groundbounces on CH

2P

Damage Guard Startup Active Recovery On-Block Invuln
9 Mid 5 2 6 +2
  • No self-damage on block. (Tested)

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

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
80% 3 8 1 10 10

2K

Damage Guard Startup Active Recovery On-Block Invuln
13 Low 6 4 10 -2

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

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
70% 5 7 2 12 12

2S

Damage Guard Startup Active Recovery On-Block Invuln
33 Mid 12 6 18 -7

Gatling Options: 5D, 2D

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
14 8 4 17 23
  • Floats on CH (untechable for 46F)

2H

Damage Guard Startup Active Recovery On-Block Invuln
28×2 Mid 17 3,11 6 +2 13~18F Throw

Gatling Options: 2S

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
20×2 6, 14 5 Crouch 20, Launch 18, 25 + GBounce
  • FRC timing 20~22F
  • Jump cancel on 2nd hit only

2D

Damage Guard Startup Active Recovery On-Block Invuln
37 Low 12 2 23 -6

Still the same absurd normal as standard Moroha's 2D, but unfortunately no longer yields any real rewards after in damage without meter or a counterhit.

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
15 6 5 Down 18

j.P

Damage Guard Startup Active Recovery On-Block Invuln
13 High/Air 5 4 14

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

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
3 8 1 10 10

j.K

Damage Guard Startup Active Recovery On-Block Invuln
20 High/Air 5 8 12

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

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
8 7 3 Launch 28 14

j.S

Damage Guard Startup Active Recovery On-Block Invuln
33 High/Air 10 5 12

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

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
90% 11 6 4 17 16

j.H

Damage Guard Startup Active Recovery On-Block Invuln
40 High/Air 12 6 20

Gatling Options: j.D

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
15 6 5 19 18
  • Slams down opponent on air hit
  • Slides on CH (untechable for 100F, slides for 30F)

j.D

Damage Guard Startup Active Recovery On-Block Invuln
42 High/Air 13 4 13+5 after landing
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
90% 8 9 4 Launch 22
  • Wallbounces on CH (untechable for 44F)

Universal Mechanics

Ground Throw

Damage Guard Startup Active Recovery On-Block Invuln
40 45 pixels
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
Forced 50% 6 Down + GBounce
  • Sends opponent on opposite side of throw direction

Air Throw

Damage Guard Startup Active Recovery On-Block Invuln
57 88 pixels
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
Forced 50% 6 Down

Dead Angle Attack

Damage Guard Startup Active Recovery On-Block Invuln
28 Mid 10 2(2)2 20 -12 1~15F All
16~27F Throw
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
50% 10 7 3 Launch 28 + WBounce 14 + WBounce
  • Max 1 hit

Blue Burst

Damage Guard Startup Active Recovery On-Block Invuln
0 All 17 6 24+3 after landing -12 1~31F Strike

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

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
25% 6 20 2 Launch 20
  • Untech time does not change on CH
  • Hitstop is one-sided like projectiles

Special Moves

Avoidance

236P

Damage Guard Startup Active Recovery On-Block Invuln
11 All 35 18 Total 40 +18

An unusual but welcoming addition, standard NM A.B.A's bloodball is given to EX A.B.A, giving her a simple projectile oki option and potential very plus pressure reset. Also mixes well with FRC and her run, strengthening her approaches.

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
0 7 2 12 12
  • FRC timing 23~24F
  • Attack is guaranteed to activate after 23F

Deletion

236S

Damage Guard Startup Active Recovery On-Block Invuln
16 Mid 11 2 15 -3

What would be a great poke with godlike returns bogged down by the weakness of it's followups, EX A.B.A's first rekka has it's recovery shortened from standard A.B.A's, making it a much less punishable -3 instead of -5 on normal block. Unfortunately you don't get much returns from it unless you're in range for the followups which is right in their face, which at that point you really shouldn't be hitting rekka on a blockstring anyway. Still good for controlling space and could be a nice blockstring ender at range, though.

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
10 7 3 14 14
  • Can cancel into followup on 18F on hit or block

Ruin

236S > 46S

Damage Guard Startup Active Recovery On-Block Invuln
20 Low 7 3 21 -10

Pretty horrible followup, swapping her standard animation and hitbox (which is now her 5P) for standard's Normal Mode f.S along with having a weaker stagger. Already bad on it's own but made worse by the fact it keeps AC+ f.S lack of forward movement, killing airhit rekka, rekka loops entirely and pretty much most of your reward off rekka period unless you are directly in their face in which case it will combo. Also more minus than the standard version of Ruin but is a low and has the odd property of being able to whiffcancel into Condemnation, so you might be able to pull some weird tricks with meter.

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
8 7 3 Stagger 35 14
  • Can cancel into followup from 17F onwards

Condemnation

46S > 63214S

Damage Guard Startup Active Recovery On-Block Invuln
40, 13 High 13 7,7 28 -16

Not as bad as the prior one, taking standard Moroha's 6H animation leading to it having far range but use is limited due to Ruin being not so good. Technically not safe on block, but might be better at far range due to pushback. Both hits are overhead and it has crazy untech on hit, so there is potential for good followup combos off this or using time to heal assuming you get a really close grounded hit.

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
15×2 6×2 5 19, Launch 18, 80

Blunder

41236K or 46S > 236K

Damage Guard Startup Active Recovery On-Block Invuln
50 Air 27 1 29 11~24F Lower Body
25~30F Foot
11~30F Throw

Flipkick. Can still be cancelled into as Rekka 3. Throw/low invincible overhead/pseudo-unblockable (can be air blocked) which ground bounces on hit and staggers the opponent on standing block. A little weakened by no Goku cancel but still useful.

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
80% 20 6 5 Launch 40 + GBounce
  • Staggers when blocked high (max 55F)
  • Does not count as hit when blocked high, deals no damage or self damage

Bonding

63214H

Version Damage Guard Startup Active Recovery On-Block Invuln
63214H 0, 5×4~7 [5] All [110 pixels] 13 [9] 3(2)26~38 [1] 38 -30
63214H &gt; 6H 1, 30 All 1 1(19)5 49 -35

EX A.B.A keygrab, a near entirely different move from it's standard counterpart, does not switch modes at all but keeps the grab/hitgrab properties with a wallbounce followup. Generally not great due to followup not connecting on air hit and the followup wallbounce being techable pretty fast besides CH, but linking off it in the corner is possible.

  • If keygrab is done in a blockstring, followup can be cancelled into and will frametrap even 3F normals for a massive counterhit with huge damage potential. Might sound bad but the followup has the strange property of being RCable on whiff so you can beat things like DP or backdash on reaction, or continue your pressure if they sit still. It also can do things like forward profile through Ky's Vapor Thrust if you're close range.
  • Keygrab part can be mashed with HS, does more hits and a little more damage/GB+ and also can tag extended hurtboxes, bringing them to you.
  • If done around midscreen followup will be a true long range knockdown instead of wallbounce and buy you time to heal.
Version Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
63214H 3×5~8 8, 0×4~7 [6] 1 10 10
63214H &gt; 6H 20×2 6×2 5 Stagger 35, Launch 18, 63 + WStick 60

63214H:

  • Data in [] is for throw part
  • 1 less maximum hit if thrown
  • Can cancel into followup 19F onwards during active frames

63214H > 6H:

Judgement

623H

Damage Guard Startup Active Recovery On-Block Invuln
25, 35 Mid 18 6(20)3 25 -9 1~20F Throw
1~24F Armor
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
100%, Forced 70% 14, 20 6×2 4, 5 Launch 30, 40 + GBounce
  • Armor absorb one non-super hit for half damage
  • 2nd hit disables opponent's burst on hit

Engorgement

421H

Damage Guard Startup Active Recovery On-Block Invuln
48 Mid 21 11 14 -6
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
85% 20 6 5 Launch 34
  • ABA is airborne from 12~31F
  • ABA is in CH state from 1~38F
  • Auto Jump Install

Eradication

j.41236S

Damage Guard Startup Active Recovery On-Block Invuln
38(58) All 16(17) 6(5) Until landing+12
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
0 10(2) 4 17 26(36)
  • FRC timing 22~23F
  • Data in () is for rear orb
  • Attack is guaranteed to activate after 10F

Force Breaks

FB Avoidance

236D

Damage Guard Startup Active Recovery On-Block Invuln
18, 22 All 51 3(6)3 Total 38 7~11F, 20~22F Above Knees
12~19F Upper Body
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
0 7×2 2 12 12
  • FRC timing 23~24F
  • Attack is guaranteed to activate after 23F

FB Judgement

623D

Damage Guard Startup Active Recovery On-Block Invuln
25, 35 Mid 18 6(20)3 25 -11 1~20F Throw
1~24F Armor
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
14×2 6×2 4 Launch 30, 70 + GBounce
  • 2nd hit removes OTG status from opponent on hit
  • Armor absorbs non-super attacks for half damage

Injecting

214D

Damage Guard Startup Active Recovery On-Block Invuln
46 Total 64 45~48F All
49F Strike

EX Bloodpack. One of EX A.B.A's most interesting moves. Unlike her standard counterpart this does not actually switch modes and there is no resource tied to it, nor does it rely on self damage. This means you can spend 25% to heal 92 points of health no matter how it was inflicted to you, an absolute game changer provided you find the space to pull one off as the animation is a bit lengthy.

  • Carries some invul frames like standard bloodpack, likely no practical use but could possibly go through things.
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
  • Restores 92 health

Overdrives

Evidence: Destruction

j.632146P

Version Damage Guard Startup Active Recovery On-Block Invuln
j.632146P 26×4 Mid 9+3 24 Until landing+11 1~14F All
j.632146P &gt; 214K 26×4 High, High/Air×3 2+5 38 Until landing+11 1~8F All
Version Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
j.632146P 20×4 6×4 5 Launch 34
j.632146P &gt; 214K 15×4 6×4 5 Launch 24

j.632146P:

  • Can cancel into Followup from 41F until landing
  • Max 4 hits

j.632146P > 214K:

  • Max 4 hits

Evidence: Eradication

34123646H

Damage Guard Startup Active Recovery On-Block Invuln
140×2 Mid 15+7 17,12 30 -8 1~44F All
45~End Strike

Carried over from Isuka and probably one of the most recognizable aspects of EX A.B.A. Spends 100% and reduces your health to a single pixel (however if you can find the space to get 25% back after, you can heal yourself) but with both hits is one of the highest damaging moves in the game, allowing huge damage into stuns or outright ToDs off quick stray hits especially with a little guardbar crank. Obviously insane risk if you land yourself in a situation where it doesn't end the round or misses, but is also completely invuln for some time then still strike invul for the rest so may be unorthodox to punish. Not necessary considering in most situations you would have to hold onto your meter for this when it's likely better spent towards other moves, but absolutely lethal.

  • Essentially a replacement for her standard Instant Kill which does not exist on this character, this also means you can Slashback with PKSH macro.
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
20×2 6×2 5 Launch 28 18
  • Requires 100% tension
  • Sets A.B.A's health to 1
  • 1st hit is active for 4 frames during 2nd hit actives

Combos

Unfortunately a lot of your combo versatility is lost due to your different rekka followups, rekka 2 needing to be really close range to combo killing any range confirms and not airhitting at all and keeping what would otherwise be a pretty decent rekka 3 off the table for this purpose. Generally probably best to stick to butt loops and corner orb loops.

Basic Combos

Combo Position Damage Tension Gain Works on: Difficulty Notes Video Demonstration
5P > f.S > 2D Anywhere 61 (TE) XXX XXX [1] Very Easy Basic far range confirm. f.S and 2D will hit at most ranges but not absolute max. Use Avoidance after knockdown for a simple oki setup or cancel into Injection with 25% for a simple heal setup.
(5P)> f.S/5H > 6H Anywhere 65 (TE) XXX XXX [1] Very Easy Also a simple far range confirm, 6H connects at spaces 2D won't, but gives you a weaker knockdown. Still important as you generally get enough time to meaty and always connects off f.S or 5H starter. 5P does not connect into 5H.

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGAC ABA MM Fukumetsu.pngGuardMidStartup7Recovery14Advantage-7 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Special
2PGGAC ABA 2P.pngGuardMidStartup5Recovery6Advantage+2 5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 6H 5D, 2D Jump, Special
6PGGAC ABA MM 6P.pngGuardMidStartup10Recovery17Advantage-6 - - 2S 6H - Jump (2nd hit), Special
5KGGAC ABA 5K.pngGuardMidStartup7Recovery6Advantage+1 6P 5K c.S, f.S, 2S 5H, 6H 5D, 2D Jump, Special
2KGGAC ABA 2K.pngGuardLowStartup6Recovery10Advantage-2 6P - c.S, f.S, 2S 6H 5D, 2D Special
c.SGGAC ABA cS M.pngGuardMidStartup9Recovery14Advantage0 6P - f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special
f.SGGAC ABA fS M.pngGuardMidStartup9Recovery16Advantage-1 - - 2S 5H, 2H, 6H 5D, 2D Special
2SGGAC ABA 2S M.pngGuardMidStartup12Recovery18Advantage-7 - - - - 5D, 2D Jump, Special
5HGGAC ABA 5H M.pngGuardMidStartup11Recovery5Advantage+1 - - 2S 2H, 6H 5D, 2D Special
2HGGAC ABA 2H M.pngGuardMidStartup17Recovery6Advantage+2 - - 2S - - Jump (2nd hit), Special
6HGGAC ABA Dangoku MM.pngGuardHighStartup14Recovery27Advantage-11 - - - - - -
5DGGAC ABA 5D.pngGuardHighStartup17Recovery10Advantage0 - - - - - Homing Jump
2DGGAC ABA 2D M.pngGuardLowStartup12Recovery23Advantage-6 - - - - - Special
Air Gatlings
P K S H D Cancel
j.PGGAC ABA jP.pngGuardHigh/AirStartup5Recovery14Advantage- j.P[+] j.K[+] j.S j.H j.D Jump, Special
j.KGGAC ABA jK.pngGuardHigh/AirStartup5Recovery12Advantage- j.P - j.S - j.D Jump, Special
j.SGGAC ABA jS M.pngGuardHigh/AirStartup10Recovery12Advantage- j.P j.K - j.H j.D Jump, Special
j.HGGAC ABA jH M.pngGuardHigh/AirStartup12Recovery20Advantage- - - - - j.D Special
j.DGGAC ABA MM jD.pngGuardHigh/AirStartup13Recovery13+5 after landingAdvantage- - - - - - Special
  • 5D can be only canceled into Homing Jump on ground hit
  • 2H gatlings on 2nd hit only
X = X is available on hit or block
X[+] = X is available on hit, block, or whiff

Navigation

To edit frame data, go to GGACR/A.B.A/EX/Data