GGACR/A.B.A/Frame Data

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< GGACR‎ | A.B.A
 A.B.A


Glossary

How do I read frame data?

System Data Glossary  
Defense The amount of damage that characters take is multiplied by this number.
Guts The amount of damage that characters take decreases as their life lowers. For more info see here.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Weight The character's weight class, which determines how fast they fall when being hit in the air.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Forward Dash Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash.
GuardBalance Amount of Guard Gauge characters gain when blocking is multiplied by this Guard Balance modifier.
WakeupFaceDown Amount of time the character is knocked down when the character is face down.
WakeupFaceUp Amount of time the character is knocked down when the character is face up.
Frame Data Glossary  
Guard How this attack can be guarded. All non-throws can be blocked with air Faultless Defense unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.
Invuln Attribute and Hitbox invincibility for this attack.
gbp Guard Bar Plus. How much the Guard Bar increases on block.
gbm Guard Bar Minus. How much the Guard Bar decreases on hit.
prorate How much additional damage proration this attack has. There are two types of proration, Initial and Forced.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancel Types  
C Self cancellable
S Special/Overdrive cancellable
J Jump cancellable
R Roman cancellable
F Force Roman cancellable
Tension Amount of tension gained on hit. For special moves first value is amount gained on startup. For moves using tension values are after tension penalty applied.
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Blockstun When blocked, how many frames the opponent is stuck in a blocking animation. Values shown here are for ground blocking.
GroundHit When hitting a grounded opponent, how many frames of hitstun they experience. Stagger shows time if no directions are pressed.
AirHit When hitting an airborne opponent, how many frames for which they cannot air tech.
  • The duration of wallstick and slide is part of total untechable time.
  • Ground bounce lasts for 10 frames which are added on top of move's untechable time.
    • Notes field will include ground bounce frames in untech time.
Attack Level Values

Each attack has an Attack Level. Depending on the level, the attack will inflict a different amount of hitstun / blockstun, though some attacks override these default values with their own.

Use the chart below to determine how much hitstun/blockstun an attack will inflict.

Blockstun
Attack Level Lv 1 Lv 2 Lv 3 Lv 4 Lv 5
Normal Blockstun 9 11 13 16 18
FD Blockstun +2 +2 +2 +2 +2
IB Blockstun -2 -3 -3 -4 -4
Air Blockstun 9 11 13 16 19
Air FD Blockstun +2 +3 +4 +4 +4
Air IB Blockstun -6 -6 -6 -7 -8
Blockstop/Hitstop 11 12 13 14 15


Hitstun/Untech Time
Attack Level Lv 1 Lv 2 Lv 3 Lv 4 Lv 5
Standing Hitstun 10 12 14 17 19
Crouching Hitstun +0 +1 +1 +1 +1
Untechable Time (Air hit) 10 12 14 16 18
Hitstop 11 12 13 14 15
CH Hitstop +0 +2 +4 +8 +12
  • Untechable time is doubled on CH.
  • Additional hitstop from CH only affects the receiver. In practice it acts as additional hitstun/untechable time.
For more values, see GGACR/Frame Data


System Data

Damage Received Modifier Guts Rating Guard Balance Guard Recovery Gravity Mod Stun Resist Wakeup Face Down Wakeup Face Up
0.89 0 1.0 1/5F 0.98 80 21F 32F

Ground Movement Values

Mode Forwards Walk Speed Backwards Walk Speed Initial Dash Speed Dash Acceleration Friction
A.B.A 1.75 1.45 7.0 0.3 120
A.B.A (Goku Moroha) 1.75 1.45 14.0 0.33 120
A.B.A (Moroha) 1.75 1.45 11.0 0.3 120

Backdash Values

Mode Backdash Duration Backdash Invuln Backdash Horizontal Speed
A.B.A 17 1~8F 9.0
A.B.A (Goku Moroha) 20 1~8F 9.7
A.B.A (Moroha) 16 1~8F 9.0

Jump Values

Mode Prejump Number of Jumps Jump vY Jump Gravity Jump Duration Forwards Jump vX Backwards Jump vX
A.B.A 4F 2 19.5 1.1 37F 5.5 4.0
A.B.A (Goku Moroha) 4F 2 17.8 1.1 34F 5.9 4.0
A.B.A (Moroha) 4F 2 19.5 1.1 37F 5.5 4.0

High Jump Values

Mode Prejump High Jump vY High Jump Gravity High Jump Duration Forwards High Jump vX Backwards High Jump vX
A.B.A 4F 29.0 1.3 46F 8.0 8.0
A.B.A (Goku Moroha) 4F 29.0 1.3 46F 8.0 8.0
A.B.A (Moroha) 4F 29.0 1.3 46F 8.0 8.0

Air Dash Values

Mode Number of Air Dashes Forwards Air Dash Startup Forwards Air Dash Duration Forwards Air Dash Speed Backwards Air Dash Startup Backwards Air Dash Duration Backwards Air Dash Speed Minimum Rising Airdash Height
A.B.A 1 7F 17F 10.0 6F 12F 10.0 60
A.B.A (Goku Moroha) 2 7F 14F 16.0 6F 12F 16.0 50
A.B.A (Moroha) 1 7F 14F 16.0 6F 12F 13.0 50

Tension Gain Values

Forwards Walk Run Forwards Jump Forwards Air Dash
12 25 10 25

Proximity Ranges

Close Slash Proximity Range Ground Throw Range Air Throw Range
180 45 88

Normal Moves

Regular Normals

input guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop
input guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop
5P Mid 1 CSJR 1.44 3 2 7 +1 8 3 8 2~4F Upper Body 9 10 10 11
5K Mid 2 SJR 2.64 7 5 6 +1 12 6 7 11 12 12 12
c.S Mid 3 SJR 2.64 7 3 12 -1 26 10 7 13 14 14 13
f.S Low 4 SJR 3.84 9 3 14 0 26 11 6 16 17 16 14
5H Mid 5 SR 3.84 13 7 27 -15 32 20 6 18 19 18 15
5D High 3 R 2.64 25 4 15 -5 15 8 20 13 Launch 48 14 13
6P Mid 3 SJR 2.64×2 10 3(5)5 10 -1 19×2 10×2 7×2 90% 1~9F Above Knees 13 14 14 13
6H Mid 5 SR 3.84 18 9 25 -15 53 20 18 Forced 70% 18 Launch 35 + WBounce 15
2P Mid 1 CSJR 1.44 5 2 6 +2 6 3 8 80% 9 10 10 11
2K Low 2 SR 2.64 7 4 10 -2 8 5 7 70% 11 12 12 12
2S Mid 3 SJR 2.64 8 6 13 -5 22 10 7 13 14 18 13
2H Mid 3 SJR 2.64×2 14 8(3)7 10 -3 22×2 10×2 7×2 13 14 19, 14 13
2D Low 3 SJR 2.64 10 3 15 -4 25 8 7 10~12F Low Profile 13 Down 14 13
j.P High/Air 1 CSJR 1.44 5 4 14 10 3 8 9 10 10 11
j.K High/Air 3 SJR 2.64 6 8 12 16 8 7 13 Launch 28 14 13
j.S High/Air 3 SJR 2.64 7 8 11 21 8 7 13 14 14 13
j.H High/Air 4 SR 3.84 15 Until landing 0 28 11 6 16 17 16 14
j.D High/Air 4 SR 3.84 16 4 13+5 after landing 35 8 9 90% 16 Launch 22 14

Moroha Normals

input guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop frcWindow
input guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop frcWindow
5P[m] Mid 1 CSJR 1.44 3 2 7 +1 11 3 8 2~4F Upper Body 9 10 10 11 N/A
5K[m] Mid 2 SJR 2.64 7 5 6 +1 14 6 7 11 12 12 12 N/A
c.S[m] Mid 4 SJR 3.84 9 3 14 0 33 14 6 7~22F Foot 16 17 16 14 N/A
f.S[m] Mid 4 SR 3.84×2 9 2(2)2 16 -1 24×2 14×2 6×2 16 17 16 14 N/A
5H[m] Mid 5, 3 SR 3.84×2 15 5(6)2 12 0 30, 20 20, 10 6×2 18 19, 14 18, 28 15, 13 N/A
5D[m] High 3 R 2.64 24 4 15 -5 17 8 20 13 Launch 48 14 13 N/A
6P[m] Mid 3 SJR 2.64×2 10 3,3 17 -6 23×2 10×2 7×2 90% 1~9F Upper Body
10~12F Above Knees
13 14 14 13 N/A
6H[m] Mid 5 SR 3.84×2 15 7,7 30 -18 38×2 20×2 6×2 18 19 23 15 N/A
2P[m] Mid 1 CSJR 1.44 5 2 6 +2 9 3 8 80% 9 10 10 11 N/A
2K[m] Low 2 SR 2.64 6 4 10 -2 13 5 7 70% 11 12 12 12 N/A
2S[m] Mid 4 SJR 3.84 12 6 18 -7 33 14 8 16 17 23 14 N/A
2H[m] Mid 5 SJRF 3.84×2 17 3,11 6 +2 28×2 20×2 6,14 13~18F Throw 18 Crouch 20, Launch 18, 25 + GBounce 15 20~22F
2D[m] Low 5 SR 3.84 12 2 23 -6 37 15 6 18 Down 18 15 N/A
j.P[m] High/Air 1 CSJR 1.44 5 4 14 13 3 8 9 10 10 11 N/A
j.K[m] High/Air 3 SJR 2.64 5 8 12 20 8 7 13 Launch 28 14 13 N/A
j.S[m] High/Air 4 SJR 3.84 10 5 12 33 11 6 90% 16 17 16 14 N/A
j.H[m] High/Air 5 SR 3.84 12 6 20 40 15 6 80% 18 19 18 15 N/A
j.D[m] High/Air 4 SR 3.84 13 4 13+5 after landing 42 8 9 90% 16 Launch 22 14 N/A

Goku Moroha Normals

input guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop frcWindow
input guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop frcWindow
5P[gm] Mid 1 CSJR 1.44 3 2 6 +2 11 3 8 2~4F Upper Body 9 10 10 11 N/A
5K[gm] Mid 2 SJR 2.64 6 5 4 +3 14 6 7 11 12 12 12 N/A
c.S[gm] Mid 4 SJR 3.84 7 3 9 +5 33 14 6 6~17F Foot 16 17 16 14 N/A
f.S[gm] Mid 4 SJR 3.84×2 7 2(2)2 12 +3 24×2 14×2 6×2 16 17 16 14 N/A
5H[gm] Mid 5, 3 SJR 3.84×2 11 4(4)2 11 +1 30, 20 20, 10 6×2 18, 13 19, 14 18, 28 15, 13 N/A
5D[gm] High 3 R 2.64 22 4 15 -5 17 8 20 13 Launch 48 14 13 N/A
6P[gm] Mid 3 SJR 2.64×2 7 2,3 12 -1 23×2 10×2 7×2 90% 1~6F Upper Body
7~8F Above Knees
13 14 14 13 N/A
6H[gm] Mid 5 SJR 3.84×2 11 7,7 24 -12 38×2 20×2 6×2 18 19 23 15 N/A
2P[gm] Mid 1 CSJR 1.44 5 2 6 +2 9 3 8 80% 9 10 10 11 N/A
2K[gm] Low 2 SR 2.64 5 4 10 -2 13 5 7 70% 11 12 12 12 N/A
2S[gm] Mid 4 SJR 3.84 9 6 9 +2 33 14 8 16 17 23 14 N/A
2H[gm] Mid 5 SJRF 3.84×2 17 3,11 6 +2 28×2 20×2 6,14 13~18F Throw 18 Crouch 20, Launch 18, 25 + GBounce 15 20~22F
2D[gm] Low 5 SJR 3.84 9 2 23 -6 37 15 6 18 Down 18 15 N/A
j.P[gm] High/Air 1 CSJR 1.44 4 4 4 13 3 8 9 10 10 11 N/A
j.K[gm] High/Air 3 SJR 2.64 4 8 12 20 8 7 13 Launch 28 14 13 N/A
j.S[gm] High/Air 4 SJR 3.84 10 4 2 33 11 6 90% 16 17 16 14 N/A
j.H[gm] High/Air 5 SR 3.84 9 6 20 40 15 6 80% 18 19 18 15 N/A
j.D[gm] High/Air 4 SJR 3.84 7 4 10+5 after landing 42 8 9 90% 16 Launch 22 14 N/A

Universal Mechanics

name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop
name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop
Blue Burst All 2 17 6 24 -12 0 6 20 25% 1~31F Strike 11 Launch 20 6
Gold Burst All 3 19 6 26 -5 0 10 20 25% 1~1F After Landing Strike 13 Launch 20 13
Ground Throw 45 pixels 4.00 40 6 Forced 50% Down + WBounce
Ground Throw (Moroha) 45 pixels 4.00 40 6 Forced 50% Down + GBounce
Air Throw 88 pixels 4.00 53 6 Forced 50% Down
Air Throw (Moroha) 88 pixels 4.00 57 6 Forced 50% Down
Dead Angle Attack Mid 3 R 0.52 12 7 29 -22 22 10 7 50% 1~27F All
28~41F Throw
13 Down 14 13
Dead Angle Attack (Moroha) Mid 3 R 0.52 10 2(2)2 25 -12 28 10 7 50% 1~15F All
16~27F Throw
13 Launch 28 + WBounce 14 + WBounce 13

Special Moves

input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop frcWindow
input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop frcWindow
236S Deletion Mid 3 R 1.00/2.40 12 2 17 -5 20 10 7 13 14 14 13 N/A
236S[m] Deletion Mid 3 R 1.00/2.40 11 2 17 -5 21 10 7 13 14 15 13 N/A
236S[gm] Deletion Mid 3 RF 1.00/2.40 10 2 17 -5 21 10 7 13 14 15 13 10~13F
236S > 46S Ruin Mid 3 R 1.00/2.40 6 3 19 -8 26 10 7 13 Stagger 30 14 13 N/A
236S > 46S[m] Ruin Mid 3 R 1.00/2.40 6 3 19 -8 28 10 7 13 Stagger 45 35 13 N/A
236S > 46S[gm] Ruin Mid 3 RF 1.00/2.40 5 3 19 -8 28 10 7 13 Stagger 45 35 13 5~8F
236S > 46S > 63214S Condemnation Mid 5 RF 1.50/3.60 14 3 31 -15 38 20 6 Forced 90% 18 Launch 50 + Slide 43 15 14~15F
236S > 46S > 63214S[m] Condemnation Mid 5 RF 1.50/3.60 14 3 28 -12 42 20 6 Forced 90% 18 Launch 60 + Slide 40 15 14~15F
236S > 46S > 63214S[gm] Condemnation Mid 5 RF 1.50/3.60 14 3 23 -7 42 20 6 Forced 90% 18 Launch 60 + Slide 40 15 14~17F
63214H Bonding All(65 pixels) 1 R 1.50/6.00 13(4) 12(6) 30 -32 0, 10 3 8, 0(6) 9 Launch 80 11 N/A
j.63214H Air Bonding All 1 R 1.50/6.00 10 3 Until landing 0, 30 3 8, 0 9 Down 80 11 N/A
63214H[m] Bonding All(65 pixels) 1 R 1.50/6.00 13(4) 12(6) 30 -32 0, 10 [1, 9] 3 8, 0(6) 9 Launch 80 11 N/A
j.63214H[m] Air Bonding All 1 R 1.50/6.00 10 3 Until landing 1, 30 3 8, 0 9 Down 80 11 N/A
236P Dragging F 1.50/- Total 28 1~2F Above Knees
3~25F Above Feet
11~13F
236K Retribution High 5 RF 2.00/4.80 22 3 20 -4 35 15 6 90% 6~27F Throw, High Profile 18 19 18 15 28~30F
236H Avoidance All 2 F 1.50/3.60 35 18 Total 40 +18 11 0 7 11 12 12 12 23~24F
63214P Injecting Total 38 19~22F All
23F Strike
N/A
421H Engorgement Mid 5 R 1.50/4.80 21 11 14 -6 48 20 6 85% 18 Launch 34 15 N/A
421H[gm] Engorgement Mid 5 JR 1.50/4.80 20 11 10 -2 48 20 6 18 Launch 34 15 N/A
623H Judgement Mid 4, 5 R 2.50/6.00×2 18 6(20)3 25 -9 25, 35 14, 20 6×2 100%, Forced 70% 1~20F Throw
1~24F Armor
16, 18 Launch 30, 40 + GBounce 14, 15 N/A
623H[gm] Judgement Mid 4, 5 RF 2.50/6.00×2 12 4(14)2 21 -4 25, 35 14, 20 6×2 100%, Forced 70% 1~13F Throw
1~16F Armor
16, 18 Launch 30, 40 + GBounce 14, 15 12~14F
63214P[m] Displacement F Total 40 9F All
10~13F Strike
10~13F
41236K Blunder Air 5 R 2.00/4.80 28 1 29 60 20 6 80% 11~24F Lower Body
25~30F Foot
11~30F Throw
18 Launch 41 + GBounce 15 N/A
41236K[gm] Blunder Air 5 RF 2.00/4.80 28 1 19 60 20 6 80% 11~24F Lower Body
25~30F Foot
11~30F Throw
18 Launch 41 + GBounce 15 28~30F
j.41236S Eradication All 4 F 1.50/3.60 16(17) 6(5) Until landing+12 38(58) 0 10(2) 16 17 26(36) 14 22~23F
j.41236S[gm] Eradication All 4 F 1.50/3.60 12(13) 6(5) Until landing+12 38(58) 0 10(2) 16 17 26(36) 14 15~18F
Suka Motion Suka Motion Total 52 N/A

Force Breaks

input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop frcWindow
input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop frcWindow
236D FB Dragging F Total 26 1~End All 9~23F
236D[m] FB Avoidance All 2 F -/0.17×5 51 1(3)×5,1 Total 38 +45 18, 10×5 0 7×6 7~11F, 20~22F Above Knees
12~19F Upper Body
11 12 12 12 23~24F
623D FB Judgement Mid 4 R 18 6(20)3 25 -11 25, 35 14×2 6×2 100%, Forced 80% 1~20F Throw
1~24F Armor
16 Launch 30, 70 + GBounce 14, 15 N/A
623D[gm] FB Judgement Mid 4 RF 12 4(14)2 21 -6 25, 35 14×2 6×2 100%, Forced 80% 1~13F Throw
1~16F Armor
16 Launch 30, 70 + GBounce 10 14, 15 12~14F

Overdrives

input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop frcWindow
input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop frcWindow
632146H Evidence: Concealment (1st Hit) Mid 5 F 9+10 6 34 -14 68 20 12 Forced 50% 1~14F All
15~22F Throw, Above Feet
23~49F Low Profile
18 Launch 58 7 19~22F
632146H > 236H Evidence: Concealment (2nd Hit) Mid 5 F 23 6 34 -14 68 20 12 Forced 50% 19~26F Above Feet
27~53F Low Profile
18 Launch 58 7 23~26F
632146H > 236H > 236H Evidence: Concealment (3rd Hit) Mid 5 F 23 6 34 -14 108 20 18 Forced 50% 19~26F Above Feet
27~53F Low Profile
18 Launch 58 7 23~26F
j.632146P Evidence: Destruction High/Air 4 R 9+3 24 Until landing+11 35×4 11×4 6×4 1~11F All 16 Launch 44 14 36~39F
j.632146P[m] Evidence: Destruction Mid 5 RF 9+3 24 Until landing+11 26×4 20×4 6×4 1~14F All 18 Launch 44 15 36~39F
j.632146P > 214K Evidence: Destruction Followup High, High/Air×3 5 R 2+5 38 Until landing+11 26×4 15×4 6×4 1~8F All 18 Launch 44 15 N/A
6321463214S Altercation Mid 5 15+2 3 26 +5 10 20 10 1~15F All 18 Stagger 45 50 + WBounce 15 N/A

Instant Kill

input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop
input name guard level cancel tension startup active recovery onBlock damage gbp gbm prorate invuln blockstun groundHit airHit hitstop
236236H Darkness of Ignorance All 4 6+30 5 40 -28 Fatal 14 6~10F All 16 14

Gatling Table

Normal Mode

Ground Gatlings
P K S H D Cancel
5PGGAC ABA 5P.pngGuardMidStartup3Recovery7Advantage+1 5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S[+], f.S[+], 2S[+] 5H[+], 2H[+], 6H[+] 5D[+], 2D[+] Jump, Special, Super
2PGGAC ABA 2P.pngGuardMidStartup5Recovery6Advantage+2 5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
6PGGAC ABA 6P.pngGuardMidStartup10Recovery10Advantage-1 - - 2S - - Jump (2nd hit), Special, Super
5KGGAC ABA 5K.pngGuardMidStartup7Recovery6Advantage+1 - 5K c.S, f.S 5H, 2H, 6H 5D, 2D Jump, Special, Super
2KGGAC ABA 2K.pngGuardLowStartup7Recovery10Advantage-2 - - c.S, 2S 2H, 6H 2D Special, Super
c.SGGAC ABA cS.pngGuardMidStartup7Recovery12Advantage-1 2P - f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
f.SGGAC ABA fS.pngGuardLowStartup9Recovery14Advantage0 - - - 5H, 2H, 6H 5D, 2D Jump, Special, Super
2SGGAC ABA 2S.pngGuardMidStartup8Recovery13Advantage-5 - - - 2H 5D, 2D Jump, Special, Super
5HGGAC ABA 5H.pngGuardMidStartup13Recovery27Advantage-15 - - - 6H 5D, 2D Special, Super
2HGGAC ABA 2H.pngGuardMidStartup14Recovery10Advantage-3 - - - - - Jump, Special, Super
6HGGAC ABA 6H.pngGuardMidStartup18Recovery25Advantage-15 - - - - - Special, Super
5DGGAC ABA 5D.pngGuardHighStartup25Recovery15Advantage-5 - - - - - Homing Jump
2DGGAC ABA 2D.pngGuardLowStartup10Recovery15Advantage-4 - - - - - Jump, Special, Super
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, Super
j.KGGAC ABA jK.pngGuardHigh/AirStartup6Recovery12Advantage- j.P - j.S j.H j.D Jump, Special, Super
j.SGGAC ABA jS.pngGuardHigh/AirStartup7Recovery11Advantage- j.P - - j.H - Jump, Special, Super
j.HGGAC ABA jH.pngGuardHigh/AirStartup15Recovery0Advantage- - - - - - Special, Super
j.DGGAC ABA jD.pngGuardHigh/AirStartup16Recovery13+5 after landingAdvantage- - - - - - Special, Super

Moroha Mode

Ground Gatlings
P K S H D Cancel
5PGGAC ABA 5P.pngGuardMidStartup3Recovery7Advantage+1 5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S[+], f.S[+], 2S[+] 5H[+], 2H[+], 6H[+] 5D[+], 2D[+] Jump, Special, Super
2PGGAC ABA 2P.pngGuardMidStartup5Recovery6Advantage+2 5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 6H 5D, 2D Jump, Special, Super
6PGGAC ABA MM 6P.pngGuardMidStartup10Recovery17Advantage-6 - - 2S 6H - Jump (2nd hit), Special, Super
5KGGAC ABA 5K.pngGuardMidStartup7Recovery6Advantage+1 6P 5K c.S, f.S, 2S 5H, 6H 5D, 2D Jump, Special, Super
2KGGAC ABA 2K.pngGuardLowStartup6Recovery10Advantage-2 6P - c.S, f.S, 2S 6H 5D, 2D Special, Super
c.SGGAC ABA cS M.pngGuardMidStartup9Recovery14Advantage0 6P - f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
f.SGGAC ABA fS M.pngGuardMidStartup9Recovery16Advantage-1 - - 2S 5H, 2H, 6H 5D, 2D Special, Super
2SGGAC ABA 2S M.pngGuardMidStartup12Recovery18Advantage-7 - - - - 5D, 2D Jump, Special, Super
5HGGAC ABA 5H M.pngGuardMidStartup15Recovery12Advantage0 - - 2S 2H, 6H 5D, 2D Special, Super
2HGGAC ABA 2H M.pngGuardMidStartup17Recovery6Advantage+2 - - 2S - - Jump (2nd hit), Special, Super
6HGGAC ABA 6H M.pngGuardMidStartup15Recovery30Advantage-18 - - - - - Jump, Special, Super
5DGGAC ABA 5D.pngGuardHighStartup24Recovery15Advantage-5 - - - - - Homing Jump
2DGGAC ABA 2D M.pngGuardLowStartup12Recovery23Advantage-6 - - - - - Special, Super
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, Super
j.KGGAC ABA jK.pngGuardHigh/AirStartup5Recovery12Advantage- j.P - j.S - j.D Jump, Special, Super
j.SGGAC ABA jS M.pngGuardHigh/AirStartup10Recovery12Advantage- j.P j.K - j.H j.D Jump, Special, Super
j.HGGAC ABA jH M.pngGuardHigh/AirStartup12Recovery20Advantage- - - - - j.D Special, Super
j.DGGAC ABA MM jD.pngGuardHigh/AirStartup13Recovery13+5 after landingAdvantage- - - - - - Special, Super

Goku Moroha Mode

Ground Gatlings
P K S H D Cancel
5PGGAC ABA 5P.pngGuardMidStartup3Recovery7Advantage+1 5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S[+], f.S[+], 2S[+] 5H[+], 2H[+], 6H[+] 5D[+], 2D[+] Jump, Special, Super
2PGGAC ABA 2P.pngGuardMidStartup5Recovery6Advantage+2 5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
6PGGAC ABA MM 6P.pngGuardMidStartup7Recovery12Advantage-1 5P, 2P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump (2nd hit), Special, Super
5KGGAC ABA 5K.pngGuardMidStartup6Recovery4Advantage+3 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
2KGGAC ABA 2K.pngGuardLowStartup5Recovery10Advantage-2 5P, 2P, 6P 5K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Special, Super
c.SGGAC ABA cS M.pngGuardMidStartup7Recovery9Advantage+5 5P, 2P, 6P 5K, 2K f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
f.SGGAC ABA fS M.pngGuardMidStartup7Recovery12Advantage+3 5P, 2P, 6P 5K, 2K 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
2SGGAC ABA 2S M.pngGuardMidStartup9Recovery9Advantage+2 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
5HGGAC ABA 5H M.pngGuardMidStartup11Recovery11Advantage+1 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 2H, 6H 5D, 2D Jump, Special, Super
2HGGAC ABA 2H M.pngGuardMidStartup17Recovery6Advantage+2 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 6H 5D, 2D Jump (2nd hit), Special, Super
6HGGAC ABA 6H M.pngGuardMidStartup11Recovery24Advantage-12 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
5DGGAC ABA 5D.pngGuardHighStartup22Recovery15Advantage-5 - - - - - Homing Jump
2DGGAC ABA 2D M.pngGuardLowStartup9Recovery23Advantage-6 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D Jump, Special, Super
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, Super
j.KGGAC ABA jK.pngGuardHigh/AirStartup4Recovery12Advantage- j.P j.K j.S j.H j.D Jump, Special, Super
j.SGGAC ABA jS M.pngGuardHigh/AirStartup10Recovery2Advantage- j.P j.K - j.H j.D Jump, Special, Super
j.HGGAC ABA jH M.pngGuardHigh/AirStartup9Recovery20Advantage- j.P j.K j.S - j.D Special, Super
j.DGGAC ABA MM jD.pngGuardHigh/AirStartup7Recovery10+5 after landingAdvantage- - - - - - Jump, Special, Super
  • 5D can be only canceled into Homing Jump on ground hit
  • (Goku) Moroha 2H gatlings only on 2nd hit
X = X is available on hit or block
X[+] = X is available on hit, block, or whiff

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To edit frame data, edit values in GGACR/A.B.A/Data.
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