GGACR/A.B.A/Matchups

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 A.B.A



Matchups

NOTE: The old matchup subforums can be found here: http://www.dustloop.com/forums/index.php?/forums/forum/53-aba-matchups/

Things to note when discussing matchups:

  • General ratio
  • Optimal/inoptimal spacings
  • Strong/Weak buttons
  • Things to watch out for
  • Character specific confirms
  • etc etc
 A.B.A 10/0
  • You really don't want to play this.
  • Throws can lead to a guaranteed IK if your Moroha gauge is low enough, so be cautious of them. On the flipside, feel free to throw > IK the opposing A.B.A if they give you the chance.
  • A.B.A is the only character in +R who can get comboed by an OTG keygrab after the strike version of keygrab. Against every other character the OTG keygrab will always whiff when done after the strike keygrab; the only way you get double keygrab combos against them is to start with the throw version of keygrab. This is good to keep in mind when going for Moroha refreshes.
  • This clip is a great showcase of how wild and scramble heavy this matchup can be.
 Anji Mito -/-

Overview: While ABA in moroha and goku moroha mode is very capable of contesting Anji in neutral and smothering him on offense this matchup can very quickly swing into his favor if you aren’t careful, and even one mistake can allow Anji to put you into his potent okizeme game. Focus on stuffing out his buttons by mixing up between jumping, grounded mids and grounded lows. Bait out Fuujin as well as his various other tricky options such as his unique superjump, stomps and his air stalls in order to keep Anji from being able to predict what option you'll opt for

Positioning: Don’t get comfortable in any one position, as a good Anji player will often take advantage of you choosing to always press the same buttons in the same positions with things like autoguard and Fuujin. Moves with long active periods can disrupt the latter due to its lack of full invincibility through startup, as well as delayed buttons to change up your timings. 2D in particular can be quite effective as it requires Anji to commit to one of his low autoguard attacks, but be aware that its long recovery can open you up to other approaches. Avoid going for air-to-airs with him if possible, his superjump and plethora of strong air options make him very dominant when both characters are airborne

A.B.A Dos

  1. Bait out autoguard when Anji choses to RPS with it. Most of Anjis autoguard is relegated to mid and high autoguard, meaning that long range lows like Moroha 2D can often counterhit Anji attempting to autoguard through certain pokes such as Moroha f.S and 5H
  2. Mix up offensive and defensive options. Anji thrives off hard reads on both offense and defense, and making it harder/riskier for him to try to do so can give Anji players pause for thought before committing to a hard read
  3. Punish Fuujin and its followups. Fuujin is one of Anjis primary offensive and neutral tools, and failing to punish it properly is partially telling any Anji you may fight that its a free guessing game for them. For a quick summary: Fuujin~P loses to rising air-to-airs or running under, Fuujin~K is a common but reactable way for Anji to attempt to tick throw you that beats lows, Fuujin~S is Anjis fastest followup off of Fuujin, can often counter hit you attempting to beat the other followups and hits low but is heavily punishable on block, Fuujin~H and Fuujin~D are both slow overheads with high autoguard and throw invincibility that lose to lows. H is 0 on block and D is +5, so always be sure to interrupt them rather than blocking them
  4. Anti air him. Anji has fantastic air-to-airs but his air to ground normals are very lackluster. None of them are very disjointed or fast and will often at best trade with ABAs anti air normals. Moroha 2S in particular will beat out almost any jump normal that Anji attempts to land with unless done very late in response to their jump. He can stall with his j.214P but this is very, very risky for him to do depending on the height
  5. Crank his guard bar. Anji gains the most risc in the game tied with Millia and Robo-Ky. Even simple blockstrings into 2H can get him near flashing or right at it


A.B.A Don’ts:

  1. Don’t jump without reason. Anjis 6PGGAC Anji 6P.pngGuardMidStartup18Recovery16Advantage-1 is slow but his 5PGGAC Anji 5P.pngGuardMidStartup4Recovery8Advantage+3 is very fast and gives high reward on both regular air hit and air counter hit, and his 5DGGAC Anji 5D.pngGuardHighStartup27Recovery26Advantage-18 has very generous autoguard frames that can be cancelled into KouGGAC Anji Kou.pngGuardMidStartup4Recovery11+8 after landingAdvantage-41 or Force Break KouGGAC Anji FBKou.pngGuardMidStartup4Recovery24Advantage-66, both of which knock down
  2. Don’t get predictable. A common don’t in any matchup, but Anji is one of the best at punishing predictability. Predictable meaty spaced 2D will lose to Fuujin, while meaty 2H will lose to Anjis wakeup 6K
  3. Don’t recklessly danzai through fuujin followups. Both the H and D followups will often autoguard through reversal danzai without proper timing and can either be cancelled into Kou or Sou, or simply let rock in order to punish danzai either with a simple knockdown or a full combo into a knockdown
  4. Don’t activate Goku Moroha in neutral. Anji has a very consistent answer to Goku Moroha with Fuujin and can punish you from around halfscreen away for a free counter hit Fuujin into a full followup combo


Anji moves to watch out for:

  1. FuujinGGAC Anji Fuujin.pngGuardMidStartup20Recovery27Advantage-16 is one of Anjis main ways of bulldogging his way in and can punish you for using certain moves recklessly due to its partial strike invincibility during startup. A few things to keep in mind are that it loses invincibility before it hits (20 frames startup, 1-12 strike invincible) meaning it can lose to moves with lots of active frames, throws, delayed buttons, or even backdashed on reaction due to its short active duration. On block Anji can mix up between 5 followups that all win and lose to different things
  2. Shin: NishikiGGAC Anji ShinNishiki.pngGuardHigh/AirStartup14Recovery44Advantage-37, more commonly simply called orb, is an overhead that when TKed becomes a dangerous throw bait, particularly with meter. If its blocked and Anji has no meter however, it's at best -29 and counter hit state for the entire recovery. Bear in mind that the blockstun is very fast so be ready to punish it with 2S
  3. ButterflyGGAC Anji Shitsu.pngGuardAllStartup21RecoveryTotal 48Advantage-7 is commonly used in Anjis oki in order to make any mixups he attempts safer and more rewarding but can occasionally be used by Anji to zone. When used as a part of his oki IBing the butterfly and either backdashing or danzaiing can interrupt some of Anjis oki
  4. The Force Break version of butterflyGGAC Anji FBShitsu.pngGuardAll, High/Air×2Startup21RecoveryTotal 50Advantage-9 is Anjis secondary oki tool, that comes with benefits and drawbacks that make it very distinct from the meterless version. It travels faster, and has infinite projectile durability, making it much more useful for both zoning and counter zoning but has slightly more recovery than meterless. The primary benefit however is that the followup is an overhead, allowing Anji to set up unblockables on your wakeup. IB->backdash or IB->Danzai are both still very useful, but be aware that in the right circumstances these setups can be potentially round-ending
  5. OnGGAC Anji On-1.pngGuardUnblockableStartup11Recovery20+6 after landingAdvantage- is Anjis primary combo ender and occasional anti-air special. It does high damage, swaps sides, and will always knock down as well as giving Anji great spacing for butterfly oki. The FRC point just after it goes active is a common way for Anji players to bait bursts, as it will only come out if the attack whiffs
  6. KaiGGAC Anji Kai.pngGuardHigh/AirStartup28Recovery9Advantage+2 has two versions, both of which hit overhead and are plus on block. Anji can do either version on oki or in pressure in order to sneak crossups in, bait throws or simply add more to your mental stack. 214PGGAC Anji Kai.pngGuardHigh/AirStartup28Recovery9Advantage+2 is faster and much lower to the ground while 214K has a much higher jump. 214KGGAC Anji Kai.pngGuardHigh/AirStartup32Recovery8 after landingAdvantage+1 is slower but be faked with an FRC before it goes active, but leaves Anji with his air actions intact
  7. KouGGAC Anji Kou.pngGuardMidStartup4Recovery11+8 after landingAdvantage-41 and SouGGAC Anji Sou.pngGuardMidStartup11Recovery14Advantage+4 are both moves that Anji can perform out of his autoguard and have very different properties. Kou is fast and predominantly an anti air callout while Sou is much slower and is typically used when autoguarding something on the ground. Both are invincible to strikes during their startup. Meterless Kou is -41 and Sou is +4 but with a consistent timing for both IB or SB. FB KouGGAC Anji FBKou.pngGuardMidStartup4Recovery24Advantage-66 is the same startup as meterless but trades the high meter build of the latter for much higher damage, larger hitboxes and allowing Anji to retain his air options afterward
  8. Anjis 6KGGAC Anji 6K.pngGuardMidStartup11Recovery18Advantage-10 is one of his most common wakeup options due to its frame 1 high autoguard as well as its ability to be OSed with 6K+HS in order to give him a wakeup option that throws when too close and autoguards mids and highs. The best answer to beating this with ABA is meaty 2D, as it will counter hit Anji out of 6K from afar. Additionally you can meaty keygrab for a moroha refresh, or if you’re feeling bold, you can hit Anji during a 4 frame gap where the attack is still in startup but doesn’t have autoguard
  9. KachoufuugetsuGGAC Anji Kachoufuugetsu.pngGuardMidStartup7+0Recovery75Advantage-61 is Anjis only super out of autoguard, but you’ll very very rarely see this move due to its high risk and low reward. It’s both slower and more unsafe than Kou as well as in counter hit state for its entire recovery period, and is -61 on block


 Axl Low -/-
  • Fighting against Axl requires a lot of risky hard reads to approach, and his reversals/counters can become a problem.
    Watch out for his 2K, as it's very low profile. IAD over telegraphed low chains, but beware of misreading – any guess that puts you in the air against Axl is risky. Try to save some meter for FDing while in air and try to FD after air tech to avoid resets (you can OS by holding 4+P+K while attempting to tech).
  • Moroha/Goku Moroha 5H will stuff his 5P at range if you time it right, and the second hit might whiff. If it does, the CH 5H(1) stagger gives you plenty of time to run in and start a combo. It's risky, but can be worth it if you get a hard read on 5P.You can bait his reversals (except super) with max range Moroha/Goku Moroha 2D or Danzai. It’s also fairly easy to hit double orbs on Axl, so go for those when you can during corner combos.
 Baiken -/-
  • Hard baiting Baiken's guard cancels with dash throw mixup is a large part of the matchup. The Guard cancels make it difficult to get RISC up or perform block strings. Some of the guard cancel options can be avoided by jump canceling. Some can also be beat outright with call out Danzai.
  • The best poke to use is probably f.S; Moroha 2D midscreen doesn't get as much mileage without meter because Baiken is so floaty.
  • Jump ins against Baikens can be a gamble because of her anti air options. Zakuro (upward Pinwheel guard cancel) makes it so j.H being a giant hitbox less effective, as Baiken can just block and Zakuro. Baiken's 6p can sometimes just win outright against j.H.
  • Be aware of doing rekkas up close. If you're right next to Baiken, the third rekka can whiff and go through her, side switching, and you will get punished.
  • Baiken's j.H can be tricky to anti air if done directly above you, be ready for unexpected clashes.
  • Baiken's tatamis are extremely active and control space for a long time. Jumping Forward and blocking, play cautiously to close the distance.
  • Her 2H beats non-FB Danzai, but its mediocre hitbox will sometimes result in trades. Be ready to shake out of slip stagger.
  • Baiken's 2D has a large hitbox, is fast, and can be made safe jump cancelling or going into Tatami.
 Bridget -/-
 Chipp Zanuff -/-
  • Chipp outmaneuvers you in basically every form except for somewhat Goku Moroha, so you very well may end up chasing him a lot in this matchup
  • The most problematic aspect of this matchup is going to be fighting him before you get into Moroha. Chipp generally outbuttons you and can make himself very hard to hit. Sticking out pre-emptive buttons where you think Chipp is going to be can work quite well, as properly reacting can be very difficult
  • Teleport FRC is one of Chipps strongest options with meter since it enables him to get whiff punishes from distances that almost no other character can. Baiting this can allow you to make Chipp waste some of his meter in order to give you a punish on bad teleports. You can also air throw the H and D versions, but these can be mixed up with the other versions to bait you into jumping
  • Chipps Beta BladeGGAC Chipp 623S.pngGuardMidStartup5Recovery17+10 after landingAdvantage-35 has a very mediocre hitbox forward, meaning that meaty 2D can be quite easy to space on him, not unlike Ky. Be aware of your punishes on a whiffed beta blade as the meterless version has an FRC point just after the active frames that gives him an automatic jump install
  • Chipps j.HGGAC Chipp jH.pngGuardHigh/AirStartup8Recovery26Advantage- is multihitting like Sols, but is significantly less disjointed than the latter and is more used for mixups than anything else. Anti airing it with 2S is relatively easy and will often counter hit Chipp leading to very high reward
  • Gamma BladeGGAC Chipp 41236H.pngGuardAllStartup15Recovery29Advantage+5 is Chipps only projectile and is often used on oki for big plus frames. Meterless is +5, and the FB version is +15 on normal block. When spaced out it can be difficult to challenge but can also be harder for Chipp to enforce his pressure afterward
  • Alpha BladeGGAC Chipp 236P.pngGuardMidStartup18Recovery34 after landingAdvantage-32 goes very far very quickly, can be used on the ground or in the air, and can sometimes be quite difficult to beat out due to its speed. On block both versions are heavily punishable (-32 and -22 respectively). The grounded versions H followup is safer at -7 with pushback, but instant blocking can make it much easier to punish. The D followup on grounded alpha blade is one of Chipps common metered extensions, but on block is -23 and CH for much of its recovery. Both followups can be delayed to try and catch attempted punishes on blocked alpha blade
  • GenrouzanGGAC Chipp 41236K.pngGuard10 pixelsStartup29Recovery10 after landingAdvantage- is a slow, but highly invincible command grab that is a core part of Chipps mixup game. The invincibility can be used to go through many reversals, including both Danzai and Goku Moroha activation. For much of its startup however its considered airborne, and can be air thrown. Simply jumping out of the attack on reaction often fails to net a proper punish, and leaves you open to the D followup afterward which will snipe you out of jump attempts
  • Chipps ResshouGGAC Chipp resshou.pngGuardMidStartup13Recovery10Advantage-1 is a rekka with two followups, a low and an overhead. Done quickly enough the low is a true blockstring, but can be delayed a lot in order to catch reversal buttons. The overhead followup is much easier to react to, and on block is -11 on block, making it a very easy punish with something like ABAs far slashGGAC ABA fS M.pngGuardMidStartup9Recovery16Advantage-1. Both followups can be beaten with reversal Danzai, but this loses to rekka 1 into no followup
 Dizzy -/-
  • Dizzy’s f.S completely beats non-FB Danzai in neutral, her 2S is a very strong anti-air, and her throw range is noticeably larger than ABA's, so use caution when tick throwing. Thanks to Ice Spike, she can confirm basically any ground hit into a knockdown, and often into a fish oki setup.
  • Fish armor is a huge problem, especially during pressure/oki. Your 5P is best anti-fish button when they're close. At range, f.S's two hits can tag a fish and still connect with Dizzy. When she has a fish on top of you, the only wake-up reversal option you really have is Danzai > Goku cancel since fish can eat a hit for her. But even that is very risky as she may recover in time to punish depending on what she was doing.
  • It's easier said than done, but try your best to not get KD'd into fish oki. It can be the round since it's Danzai, Burst, DAA, and Goku safe (they'll all hit the fish and Dizzy will punish you before you can do anything else).
  • On the other hand, you often only need 1-3 good hits since her health is so low and her meterless options for escaping pressure are pretty awful.
  • If a fish is on top of you, Danzai/FB Danzai > Goku can possibly work. It's crazy expensive resource wise, and Dizzy has ways to deal with it, but at least it's something.
  • In GM, Danzai/FB Danzai, then FRC while holding back can give you an armored and throw invul way to destroy a fish without recovery.
  • If the Dizzy is sloppy with their pressure when a fish is on top of you, remember: IB can create gaps or make them larger and 5P is only 3F start-up, self-gatlings/is mashable, and has upper body invul.
  • Her j.2S is airthrow invul.
  • If you're on offense when she has 50%, watch for DAA (fast, KDs) and coffin super (invul on start-up, plus she can AA with it).
  • If she clips you with a random ground normal, she will almost guaranteed be able to string into Ice Spike for KD + fish oki. Might be worth bursting before you get fully put in that situation since burst won't save you once you're in it.
  • If you're far away enough and burst through Ice Spike with proper timing, you can make it whiff without the burst hitting Dizzy. If you're quick and she didn't FRC, it may be possible to punish with something like microdash f.S.
  • f.S(2) can kill a fish and tag Dizzy if they're both in range of it.
  • Her 2S is very good AA, but you might be able to beat or trade with it by using j.H. You could also try spacing your air approach weirdly to bait Dizzy into whiffing it.
  • Her throw range is massive. Keep this in mind especially when going to dash in > throw as she'll be in range to throw you before you can throw her.
  • Beware of using non-FB Danzai vs ground, as her f.S is fast, has multiple hits, and will beat it clean.
  • Orbs(2) stuff is fairly easy on her. If you get her in the corner, you can melt her health bar
  • This MU is one of those "whoever gets KD'd without resources is gonna eat shit" MUs.
  • Dizzy is one of the chars who has a chance to be insta-stunned by NM CH 6H.
  • Dizzy does not have an escape for the unblockable setup without resources (50 meter or burst). You can GM Flipkick FRC to bait DAA or Burst, or hard call them out with Danzai. But I'm pretty sure reversal coffin super can beat your Danzai or downback (it's technically a throw and has invul, so idk. Probably needs testing to confirm)
 Eddie -/-

Overview: A rare but important to know matchup, Eddie is very adept at putting you into his blender in most any form, as he tends to do in any matchup, Eddie is one of the most susceptible characters to being rushed down, likely second only to Venom. One of the most important aspects of this matchup is killing Eddie’s shadow, as without it, he’s slow, has fairly weak normals all around and has severely weakened options in neutral and on offense. Focus on navigating around shadow neutral, or kill it and neuter his options in order to get close to Eddie. He has slow normals, a below average backdash, and his only real defensive options of Dead Angle and Amorphous are both very slow. On top of that, his defense modifier is below average and he has 0 guts, meaning he’s often prone to dying very quickly when put on the backfoot

Positioning: Your best position in this matchup will change depending on if he does or doesn’t have shadow available, as well as if he has it up. If he has shadow available, avoid jumping, as he can activate and perform NobiruGGAC Eddie LilEddieK.pngGuardAllStartup13Recovery31Advantage- for an anti air that is very difficult to contest properly. Look for Eddie attempting to poke with his 2SGGAC Eddie 2S.pngGuardMidStartup9Recovery16Advantage-6, it has an extended hurtbox before it comes out, and combos to his DrillsGGAC Eddie 22S.pngGuardLow/AirStartup18RecoveryTotal 42Advantage+2 on counter hit.

A.B.A. do’s:

  1. Kill the shadow. This is the most important part of the matchup without a doubt. Killing Eddie’s shadow makes him into a much weaker character than he otherwise is, and will force him to play with weaker pokes, anti airs, and much weaker damage output as a whole. 2KGGAC ABA 2K.pngGuardLowStartup7Recovery10Advantage-2 and Moroha f.SGGAC ABA fS M.pngGuardMidStartup9Recovery16Advantage-1 are good ways of killing Shadow in neutral due to the former's speed and low commitment, and the latters multi hit disjointed hitboxes. Shadow will always go away when Eddie gets hit, but smart shadow positioning can make this quite difficult. Once again, kill the shadow. It will make or break this matchup
  2. Bait Eddie’s Dead Angle. Eddie has terrible defensive options, and his Dead Angle is no different, but it's still useful to him in the matchup and should always be considered an option. It's not particularly rewarding for him due to its low untech time but will still either reset you to neutral or put you airborne vs Eddie with shadow. Low recovery moves such as repeated 2P or 5Ks, as well as jump cancelling moves and Danzai through it will keep Eddie from using it in spots where it would otherwise be guaranteed and can keep him pinned down for longer
  3. Bait wakeup and reversal throw. As previously mentioned, Eddie’s defensive options are quite bad, but he does have the 2nd longest throw range in the game, meaning he can often catch you at ranges other characters may not be able to. Meaty 2H is a godsend against him for this reason, as the normals that come out on a whiffed throw are incredibly slow. His c.SGGAC Eddie cS.pngGuardMidStartup9Recovery9Advantage0 is 9 frames and his 5HGGAC Eddie 5H.pngGuardMidStartup13Recovery15Advantage+1 is a whopping 13, making him very susceptible to both meaty 2H as well as gatlings into it that leave an unthrowable gap
  4. Anti-air summonless Eddie. Eddie has very unorthodox air movement due to his Flight, giving him immense freedom to reposition himself. Eddie will often use this in conjunction with his shadow to prevent you from putting yourself in a position to anti-air. Without Shadow he is very vulnerable throughout flight though, and can be chased down in order to keep him from landing safely. His only option to keep you from anti-airing him without Shadow to dissuade movement is Shadow Gallery, which is very committal and telegraphed. His best air to ground option is his j.K, which while fast isn’t disjointed and can be anti-aired rather easily when landing from Flight.
  5. Pay attention to shadow meter. If Eddie is low on shadow meter and isn’t in an advantaged state he may attempt to disengage to stall, or use ExhaustionGGAC Eddie 236D.pngGuardStartupRecoveryTotal 48Advantage- to build it back up. When he’s low on shadow meter he often can’t convert stray shadow hits into big damage and sometimes can’t even turn them into a knockdown without the right hit
  6. Learn instant block and slashback timings. Instant blocking Eddie's normals, particularly moves that are commonly cancelled into summon like 5HGGAC Eddie 5H.pngGuardMidStartup13Recovery15Advantage+1 can open up opportunities to safely escape pressure, or force Eddie to go for alternative pressure options to beat universal defensive options like jump or backdash. Additionally learning to slashback things like MawaruGGAC Eddie LilEddieK.pngGuardAllStartup13Recovery31Advantage- can throw a huge wrench into Eddie's usual offensive strategy, as slashbacking it entirely negates the vacuum effect that otherwise makes it such a strong offensive option.


A.B.A. don’ts:

  1. Don’t jump recklessly when Eddie has shadow. Eddie with shadow can often anti-air even well timed jump ins with NobiruGGAC Eddie LilEddieS.pngGuardAllStartup11Recovery23Advantage-. This move has an incredibly dominant hitbox that makes even trading with it difficult, and on counter hit gives Eddie huge damage with Nobiru loops
  2. Don’t FD shadow. The general rule for Eddie pressure is when possible to FD Eddie’s normals and to IB the shadows attacks. FD doesn’t push the shadow out normally due to it generally possessing fixed positions for its attacks, and especially for things like MawaruGGAC Eddie LilEddieK.pngGuardAllStartup13Recovery31Advantage- are likely only going to burn your meter and put you into a worse position
  3. Don’t give Eddie space to set up. Stay on top of Eddie whenever possible. Don’t allow him to simply back away and summon shadow in neutral for free, as even in neutral Eddie becomes much harder to deal with when he has either shadow up


Eddie moves to watch out for:

  1. Invite HellGGAC Eddie 22S.pngGuardLow/AirStartup18RecoveryTotal 42Advantage+2 is Eddie’s most important special, and one that when he doesn’t have Shadow summoned is one you should always be on the lookout for. All versions hit low and are active for a very long time. Both versions hit at different ranges, from roundstart distance, 22S hits just in front, and 22H hits about a backdashes distance away. 22H has an FRC point before it goes active, which can make it very powerful to use in pressure for 25 meter
  2. Force Break DrillGGAC Eddie 22D.pngGuardLow/Air, All×2Startup20RecoveryTotal 62Advantage+8, while not as terrifying as it was in vanilla Accent Core, is still an incredible tool for Eddie, giving him extensive pressure both by itself and at the cost of an additional 25 tension with its FRC allowing Eddie a free summon with either shadow. The most important thing to note is that only the first hit is a low, meaning any unblockables done off this outside of very specific setups are often fake
  3. Eddie has two different Shadow summons, 236H and 214H, both of which have a different moveset. The way to tell which one is being used is based on the animation, as well as with Vice Summons the Shadow meter gains a red border. Normal Shadow is more commonly used in midscreen positions, while Vice Shadow is more common in the corner
  4. MawaruGGAC Eddie LilEddieK.pngGuardAllStartup13Recovery31Advantage- is Eddie’s most common pressure option midscreen with Shadow active due to its vacuum properties giving him chances to restart his pressure when blocked. The best answer to Eddie players using this is to instant block the first hit and backdash in order to escape. This will force Eddie to vary his pressure up more and use normals on top of Mawaru in order to keep you pinned down
  5. Damned FangGGAC Eddie 623S.pngGuard70 pixelsStartup6Recovery18Advantage- is Eddie’s command grab and is commonly seen during shadow pressure, particularly when the gauge runs low in order to allow Eddie to set up either puddle or Vice Drill Special. Like any command grab, it always leaves a gap allowing you to backdash, danzai or jump out, but it can be covered by Eddie’s shadow attacks to prevent escapes
  6. AmorphousGGAC Eddie 632146H.pngGuardMidStartup8+8Recovery28Advantage-17 is Eddie’s only true reversal, but is painfully slow at 16 frames of startup, as well as having a deadzone between Eddie and the attack itself. When used up close you can jump after the freeze for a neutral jump punish, or input something invincible in order to punish it when done from further out. It is air unblockable, but is very seldom used as an anti air due to its slow startup and high tension cost


 Faust -/-
  • Orb oki is not recommended. Unless done very low, he can crab walk it and evade
  • Meaty 2H blows up his 5D. Will CH him after 5D's invul runs out
  • His j.D can be tough to AA. It KDs on hit. Non-FB Danzai'ing it is not recommended as j.D can be canceled into GMW, which also KDs.
  • Reminder: you're invul during Keygrab animation if it lands. It's long enough that it can avoid meteors if timed right, but be careful not to telegraph it.
  • Air to air, watch out for his j.H or less commonly j.S. Both have great hitboxes and are hard to contest.
  • You can beat AA 5K attempts if you get j.H out early enough. Slightly too late it will trade, any later and you get AA'd.
  • Beware of his scalpel stab. It's hella active and will KD if it clips your backdash. Use caution when backdashing in neutral or at range, and just block or IB the stab.
  • He can use Bombtoss to bait AA attempts. This will beat non-FB Danzai outright as it hits multiple times. FB Danzai can armor the hits, but Faust remains in air long enough that your Danzai will likely whiff and he can punish on his way down. If the Bombtoss is done carelessly, you might be able to run under it and potentially punish, but beware of falling j.D (see above).
  • At round start: Slide beats his 5K, but his 5K will beat most of your other options. Raw Keygrab will beat a few of his options clean, but is risky.
 I-No -/-
  • I-No is going to dance around you a lot when you're in normal mode due to just how much better her mobility is than yours at that point. Pre-emptive keygrab to catch forward movement from her or raw bloodpack from further out than her hoverdash goes (just a hair further than roundstart distance) can help you start to be able to play the matchup
  • Once you're in Moroha, the primary goal becomes largely the same as any other low health, poor defense character, knock her down and don't let her get out of the corner
  • I-Nos Horizontal Chemical loveGGAC Ino 632146K.pngGuardAllStartup11Recovery12+8 after landingAdvantage+3 is airborne frame 1 but will only hit crouching opponents from up close. This can help her escape tick throws and certain meaty setups that would otherwise be difficult for her to escape but comes with the significant risk of being in counter hit state for the entire duration of the move
  • Unlike many characters, A.B.A. cannot run under I-No's HCLGGAC Ino 632146K.pngGuardAllStartup11Recovery12+8 after landingAdvantage+3, meaning you may be forced to simply walk forward and crouch block against I-No's who use this move to catch reckless forward movement or poke from afar. Dash FD brake can also be effective at getting closer to I-No
  • I-No has two different versions of her note projectile. P noteGGAC Ino 214P.pngGuardAllStartup19RecoveryTotal 50Advantage-11 starts off slow and gains speed the longer its on screen, while H noteGGAC Ino 214P.pngGuardAllStartup19RecoveryTotal 50Advantage-11 starts fast and slows down the longer its on screen. Both versions can be steered up or down by I-No, can be performed in the air, and have FRC points. Sticking out an extended hurtbox into note before it travels far enough to gain hits can make it much easier to deal with
  • I-Nos D noteGGAC Ino 214D.pngGuardAllStartup15RecoveryTotal 42Advantage+10 is something of a different beast. This attack will spawn 2 notes, both of which travel very quickly across the screen, and at fullscreen both will do 7 hits. Blocking this is very much not recommended, as even blocking 1 note will increase your guard bar significantly and allow I-No to run a very threatening mixup on you. Learning to navigate around this attack can make dealing with I-No a bit easier, but be aware that when she has 25 meter this attack can make your life hell
  • I-Nos air movement outside of hoverdashes can be very problematic due to her fast jumps, double airdashes and divesGGAC Ino j236P.pngGuardHigh/AirStartup13Recovery16 after landingAdvantage+1. P diveGGAC Ino j236P.pngGuardHigh/AirStartup13Recovery16 after landingAdvantage+1, K diveGGAC Ino j236S.pngGuardHigh/AirStartup13Recovery12 after landingAdvantage+1 and S diveGGAC Ino j236S.pngGuardHigh/AirStartup13Recovery14 after landingAdvantage-1 all bring I-No down at a diagonal angle, while H diveGGAC Ino j236H.pngGuardAllStartup10RecoveryUntil landing+10Advantage- is a multihit, horizontal version with an FRC point late into the recovery
  • FB DiveGGAC Ino j236D.pngGuardAllStartup9Recovery23Advantage- similar to FB noteGGAC Ino 214D.pngGuardAllStartup15RecoveryTotal 42Advantage+10 is a very different beast than the other dives, being significantly faster, restoring her air options and being cancellable at any point during the moves duration. I-No can often times use this attack when she's run out of air movement to simply allow her to navigate the screen better, and this can be done until she runs out of meter. It also halts all air movement from her and is strike invincible for a few frames during startup, allowing her to bait anti airs and potentially punish them. On top of everything else due to the fact she can cancel it during its entire period for free she can make this attack completely burst safe
  • Be very careful of I-No when she has meter to perform Ultimate FortissimoGGAC Ino j2363214S2.pngGuardAllStartup7+0RecoveryUntil landingAdvantage+27. This super is very fast, invincible, 0 post freeze meaning if you aren't blocking before the freeze you'll get hit, +27 on block at minimum allowing her to run a mixup on you, and on hit will let her combo out of it on hit. Pre-emptive 6P can often counter hit her out of this attack due to the fact its invincibility runs out during the active frames, but be aware that it can also trade.
  • I-Nos other super Longing DesperationGGAC Ino 632146H.pngGuardAllStartup7+2Recovery10Advantage+1 is strong and useful as a reversal, but it can be thrown before and after its freeze if you're close enough. A well timed keygrab can grab her out of this attack if you read their wakeup super
 Jam Kuradoberi -/-
  • Big slugger matchup. Both of you are going to hit each other very hard but ABA is gonna hit Jam just a little harder than vice versa. Often times Jam players will back up when ABA is in normal mode to stock up on a card, using this as an opportunity to bloodpack is quite strong
  • 236S is a very fast low profile command with a variety of followups, the scariest of which is is S followup known informally as Puffball. ABAs 6P won't go underneath it but 236P can go underneath it in normal mode and 623H or 623D in moroha can armor through it and punish the attack. Be aware that it can be cancelled into card special moves which will beat meterless Danzai
  • Carded DPGGAC Jam 623K.pngGuardAllStartup3RecoveryUntil landing+5Advantage- is hugely invincible and will lead to a combo on hit. Additionally it can be difficult to do spaced 2D vs it, though normally when slightly off with spacing you'll only be hit by a few hits of the dp and you may be able to punish Jam
  • Carded RyyuujinGGAC Jam 236K.pngGuardAllStartup11RecoveryUntil landing+17Advantage- will often snipe you out of reckless movement, but is fully duckable and heavily unsafe on both block and whiff. Additionally it has a rather poor hitbox and isn't invincible all the way through startup, meaning its very possible to outright beat the attack with proper timing
  • 6HGGAC Jam 6H.pngGuardMidStartup18Recovery10Advantage+3 is one of Jams most common meaty attacks due to the throw invincibility, disjointed hitbox and advantage on block. Even when timed to hit after the throw invincibility has run out the disjoint on the attack can make it impossible to throw her out of it. It can also be gatlinged into from many of her normals, but the most common is 5HGGAC Jam 5H.pngGuardMidStartup13Recovery15Advantage+1 due to the large amount of guard bar generated and it being a true blockstring on normal block. Learn to instant block or slashback 6H when gatlinged into from 5H, as its fairly reactable and instant block in particular is very low risk in this situation
  • Avoid doing goku moroha activation in neutral when Jam has card stocked. Jam can snipe it with 236D from most positions on screen for a counterhit combo that is going to almost assuredly shave off a third or more of your moroha meter
  • Jams anti airs can be a bit suspect, with Jam players often relying more on her DP or air throw rather than her 6PGGAC Jam 6P.pngGuardMidStartup7Recovery12Advantage+2. Properly spaced j.H can clash with her 623D and can be difficult to air throw so using it at the tip of the attacks range can be somewhat difficult for Jam to deal with
  • Jams parry is another of her various defensive options, and is commonly used to give Jam opportunities to retaliate out of gaps in blockstrings. Parry will only cover Jam from mids however, and cannot be done during blockstun, meaning that true blockstrings or blockstrings into lows will often force Jam to use parry less
 Justice -/-
  • Jumping at round start is not recommended. Slide can be okay (low profiles 2D, f.S, Michael Sword, maybe some other stuff) but just holding downback is probably your best bet.
  • How to get around missiles: look for patterns in their missile usage. They can only have one missile of a specific type on screen at once (so they can't have, say, two P missiles at once). Missiles detonate on contact or when JU releases its button. Carefully jumping/double jumping/superjumping forward and immediately blocking can be a way to gain ground. iad can also be used to go between missiles of there's a big enough gap, but this can be risky since you can't immediately airblock like you can with jumps.
  • 2D is solid in this matchup. If she does P bomb and doesn't detonate it quickly enough, your 2D will go under it and the bomb will disappear upon her being hit. You can get meterless Rekka loops from pretty far away from the corner due to JU's huge hurtbox. 6H can be used in a similar fashion, confirm 6H(1) into Rekkas FRC > [Rekka loop]x2, or 6H(2) into Rekkas FRC > dash > ground normal pickup or [Rekka loop]x1
  • Go for Orb(2) combos when you get a hit in the corner. They're easy to set up and there are multiple ways into it; you just need to get her high enough, early enough in the combo. Butt > iad Orbs(2) is best, but if she's above you, you can Butt > iad j.H > Orbs(2) to pull her down into the orbs.
  • SBT (Lightning strike) hits very high, possibly fullscreen vertically. This, her catch counter, and her great AAs can make aerial approach difficult. It also has foot invul from frame 1, use 2D carefully.
  • If she superjumps in with j.H while you're in NM, AA with 2S. It'll probably trade but you get an OTG Keygrab.
  • When she has missiles out at fullscreen, staying in NM (or even blood packing from MM back into NM) can be a good option since it gives you access to FB Slide. Be patient and block missiles as they get close, and walk or dash forward through large enough gaps to gain meter when you can. Once you have 25%, FB Slide can be used to punish missile launches, many normals, or basically anything that has long recovery with throw > dash > Keygrab. FB Slide is extremely important and useful in this MU for this reason
  • If you want to contest her A2As, hitting your button a hair faster can be useful. Her A2A buttons are huge and faster than yours (ex: j.K), but by timing your air normal slightly early, you might be able to CH her hurtbox during startup (risky, but good to know if you do want to challenge with something like j.S/j.H). j.P can be a good A2A if you're close enough for it purely due to its speed
  • You can OS her backdash with fuzzy j.S (similar to Potemkin's backdash). The way her backdash works, the timing can be a bit harder to line up, but it can be a great option.
  • Swatting nukes is vital to playing this matchup. Swatting nukes is when you use a move that has an extended hurtbox to purposefully get hit by the first hit of a nuke, and once you're hit your hurtbox will retract. Only certain moves are able to do this and keep in mind that Justice can detonate nukes manually to beat nuke swatting.
    • Swatting P Nuke: Rekka 1 (All Modes), f.S (MM/GM), 5H (MM/GM)
    • Swatting K Nuke: 2H (MM/GM)
  • JU can catch counter between 2nd and 3rd Rekkas, but canceling 2nd Rekka into Goku (or omitting 3rd Rekka) will blow it up
  • FDing nukes is not recommended. They do decent chip and can crank your guard gauge from afar but saving your meter for FB Slide or GM is vital. Two exceptions where I do recommend FD: 1) if you're about to die from chip damage (ex: missiles, Imperial Ray), and 2) when approaching from the air and close to JU. Her ground normals must be airblocked with FD; she can hit them while you're stuck in missile blockstun to open you up for a combo of you aren't FDing.
  • Michael Blade can be safejumped and punished (but beware, it can punish NM Slide, Bloodpack, or GM activation from fullscreen.). Imperial Ray is plus on block but gives exterme amounts of meter if you don't FD.
  • j.D has the longest horizontal reach of your air normals. If you use it while iad'ing in, it might be able to hit her out of missile start-up if she's launching one. In the corner, this nets you a combo off CH j.D wall bounce
  • If you're fighting a Justice player who likes to walk in behind nukes don't be afraid to f.S them as MM f.S has an incredibly disjointed hurtbox. Unless you time your f.S poorly or were too close to Justice in the first place, you'll end up swatting the nuke if f.S doesn't hit Justice.
  • Use 2D if you're dashing at Justice while she's setting nukes. 2D's hitbox extends forward before the attack comes out, so be sure to space it well.
    • Here's a general guide: Use f.S if Justice is walking at you and use 2D if you're running at Justice. Placing f.S in-between the gaps of Justice nuke sets is the key to making this matchup bearable, alongside waiting for those gaps to show themselves.
  • While in MM, use the deep j.S safejump whenever possible when justice has meter to avoid reversal supers, and to do high/low mix when she doesn't.
 Johnny -/-
  • Johnny is one of the characters that throw->keygrab doesn't require a dash on
  • Johnny is very vulnerable to low profile. In normal mode 236P will go under a lot of his moveset and net you a throw->keygrab punish
  • His dash is airborne for a lot of its duration, if you're looking to check Johnnys dash be prepared for air hits
  • Many of Johnnys longer ranged pokes such as f.S, 5H, and 6H have a lot of recovery, don't allow Johnny to whiff his more commanding space control normals recklessly
  • 2H is a 5 frame normal that moves Johnny backwards and staggers on counter hit. On block or normal hit however its very punishable and is in CH state for most of its duration. Be aware of this attack when pressuring him, as its speed can net counter hits very easily
  • 236H/214H is Johnnys primary way of building levels up and are integral to both his combo game and his pressure game. Johnny only has 8 of them, and they only grant a level on hit, so making Johnny burn them to continue pressure due to their frame advantage on block can sometimes work in your favor, though be aware that this may leave you open to Johnny attempting more throws on you or performing pressure that may not be real
  • FD is very strong vs Johnny, despite it giving him more advantage on many of his cancels it can push him out of range for certain normals which can set you up for opportunities to whiff punish him or merely start challenging him on defense
  • Johnny can struggle to score knockdowns off some of his combo routes but has great ways to tech chase, so make sure to vary your tech directions and options afterward to avoid getting predictable
  • Johnnys air movement can be very unpredictable due to j.421S and j.236S FRCs allowing him to stall his descent, bait and restore his air options. Coupled with his j.Hs very disjointed hitbox Johnny can be difficult to properly challenge in the air at times but is far from impossible. 2S, 623H, and air to airs will still be your best friends with proper timing and spacing
  • Whiff punishing Johnny with f.S > rekkas is going to be key in the matchup, and is one of your best ways to deter him from pressing some of his higher recovery normals
  • Learn to IB his super. On normal block its only -6 with enough pushback to make punishing it with your 6 frame buttons much harder, and IB leaves you closer with more frame advantage. SBing post super freeze can also work but is a much stricter timing, but with much higher reward than normal or IB
 Kliff Undersn -/-
 Ky Kiske -/-
  • The biggest threat in this MU is his IK. It's very fast and has huge range, practically guaranteeing it from many different KDs. Some examples of easy ways into IK: ground string > 2D; throw; DP followup, Star/FB Star projectiles.
  • Aside from IK, he's not too difficult to deal with. His pokes have good range, but so does ABA in MM/GM, and in NM you can slide under some of his better ones (ex: f.S).
  • His 3H has very little recovery and can be used to OS reversals when done meaty. SBing the second hit can help negate its frame advantage.
  • You can easily OS his DP with ranged 2D. Like Sol, he can vary the followup timing to mess up your punish attempt, so keep this in mind
  • His 6P is solid AA. Use caution when approaching from the air.
  • His 2D is a solid poke on its own and KDs, so watch for it.
  • It's possible for Greed Sever to go over crouching ABA and cross her up (usually if he has some momentum).
  • NM Slide goes under Stun Edge/Charged Stun Edge. Up close, you can punish with Slide > Throw > dash > Keygrab.
  • His 5K is a standing low. Usually you'll see this done as a meaty or to continue pressure when dashing in after CSE
  • Star (and especially FB Star) stays out a lot longer than you may expect. If he sets them out for oki, depending on their positioning, they can corral you, preventing escape attempts or counterpokes. They can also grant combos where he normally wouldn't get them (ex: Throw > Star > etc).
  • His hurtbox can be a little weird in the corner. Orbs(2) routes are not recommended, probably best to stick with Butt/Rekka loops.
  • Stun Dipper is -15 on block. If they don't have meter, be sure to punish. Depending on spacing, you might also run into situations where the first hit lands, but the second doesn't combo, so be ready to punish that as well.
 May -/-
  • Dealing with May in normal mode is a pain. Her buttons are better than yours, she dances circles around you in neutral and her damage is significantly higher than yours is
  • Dealing with may in Moroha is completely the opposite from normal. Your buttons are better and lead to higher damage generally, and while you aren't as fast as her generally you can play around most of her movement tools for big reward
  • Danzai is really strong in this matchup. Many of her common moves she uses in neutral such as HD and VD are single hit and with a lot of recovery forcing her to use meter on FB Dolphin to use them safely.
  • 3K is a high risk/high reward move for May to use in neutral vs ABA due to the fact that it will always net a knockdown and is very low profile for much of its duration even into its recovery. On block its both incredibly unsafe at -29 and in counter hit state so be sure to punish May accordingly for using this move recklessly
  • May players will often use tick throws into 63214K when ABA is at a third or lower Moroha since it sets her up for a free IK. This is reactable and can be both backdashed or jumped for a free punish
  • Be aware of the ranges on many of May's normals. Her f.S and 5H can contend you quite well, and 5H in particular is very dangerous due to its fast recovery, advantage on block and stagger on counter hit. Her 6P can also go under certain normals due to its upper body invincibility and when charged deals inordinate amounts of stun, especially on counter hit
  • May's 5D can be held to turn it into a low. The difference between 5D and 5[D] is only 7 frames so it can be quite difficult to react to in a vacuum. If you do block 5[D] its -12 opening May up to a substantial punish
  • Vertical dolphin is a high risk move May can use in neutral to close the gap with you or to anti air you for jumping recklessly, but is heavily punishable on block and is also weak to Danzai unless she has meter to FRC or use FB dolphin
  • Mays armored super 63214S is hyper armored and plus on block, but quite slow to start up at 15 frames. It can be thrown or avoided entirely if done raw, and additionally can be slashbacked if you're forced to block it in order to give you time to properly interrupt the attacks on block. If May attempts to wake up with this super it will lose to any super done post freeze since its only armored rather than invincible. Conversely, this will blow you up for getting too happy with your Danzai's, so be careful about doing it when May has meter for this attack
  • On the off chance May actually activates IK mode on you and doesn't kill you, its a throw as well as fully invincible for its startup. If you're playing the matchup correctly this probably won't come up, but be aware that Mays IK is very very good
 Millia Rage -/-
  • Similar to Chipp, Millia is a character who is likely going to out-maneuver you for a large majority of the match and for a similar reason. Just like him Millia is very quick to die once you've closed the distance with her
  • Millia has no reversal on wakeup besides Winger, so unless she has meter never be afraid to meaty her
  • Be wary of anti airing her when she has Pin (j.214K/S/H) as it can be used to bait many common anti airs ABA uses such as 6P or 2S. If it ever counter hits you it staggers for a significantly long time, allowing Millia to combo afterward and start her offense
  • Meterless Danzai on defense is not recommended, as the hit of armor will likely be eaten by disc and give Millia a free counter hit after the armor break. If you're going to Danzai out, make sure to use the FB version
  • If Millia doesn't have Pin available anti-airing her can be much easier, as many of her air normals don't have particularly strong downward hitboxes besides j.S, but all her air normals can be cancelled into airdash allowing her to perform mixups on block no other character has access to
 Order-Sol -/-

Overview: A matchup that is largely dictated by your ability to control Order-Sols movement and how much charge he has at any given moment. Order-Sol without charge when you’re in Moroha is a fairly non-threatening character, with good burst movement and decent pressure but very little in the way of threatening damage or knockdowns without being in range for his 2DGGAC OSol 2D.pngGuardLowStartup9Recovery14Advantage-1. With level 2 or 3 charge Order-Sol is a much more threatening character who can shave off your Moroha gauge in only a couple good hits and is very capable of making you explode similar to his future self.

Positioning: Staying on the ground is generally much better for you in this matchup than attempting to meet Order-Sol in the air or beat him air-to-ground, as your buttons in Moroha have better reach and reward than his do, and you can better check his movement with buttons like f.S, 5H and 2D, or anti air him with 5P, 6P, 2S, j.P or air throw if he attempts to take to the air.

A.B.A. do’s:

  1. Don’t allow Order-Sol room to charge if you can. In normal mode this is much harder due to your more limited movement, but in Moroha if he isn’t fullscreen you should usually be able to punish him for attempting to charge in neutral, or force him to Charge Burst to attempt to get you away from him. If you block charge burst you can always punish with a counter hit starter such as 5K or c.S
  2. Be patient. Order-Sol wants to get close to you and make you regret his opportunity to do so. Look for common habits in pressure and neutral in order to find your chance to retaliate. Order-Sol needs resources to continue his pressure, whether that be charge or meter for Action Charge FRC, and proper defense will eventually force him out.
  3. Meaty 2H when he doesn’t have charge. Order-Sols DP doesn’t knock down without level 2 or 3 meaning that you’ll often reset back to neutral when you get hit by level 1 Storm-Viper. At level 2 or 3 stick to safejumping or safejabbing it as at level 2 it will knock you down and level 3 will give him a followup combo
  4. Pressure carefully when he has 50 meter. Order-Sol has the second fastest Dead Angle in the game which will punish even your light normals and gives him oki afterward
  5. Switch your pokes up. A.B.As f.SGGAC ABA fS M.pngGuardMidStartup9Recovery16Advantage-1 is as good as it always is in this matchup but is rather susceptible to being jumped over due to Order-Sols low jump height. Using her 5KGGAC ABA 5K.pngGuardMidStartup7Recovery6Advantage+1 when in range for Order-Sol to jump at you can give you time to recover and either block or anti-air Order-Sol attempting to jump over your normals, while still being fast enough in startup to check forward movement and comboing into RekkaGGAC ABA MM Masshou.pngGuardMidStartup11Recovery17Advantage-5 from max range


A.B.A. don’ts:

  1. Don’t let Order-Sol sneak Action Charge FRC in after blocking any version of Storm ViperGGAC OSol 623H.pngGuardMidStartup12Recovery22+8 after landingAdvantage-19. Doing 2S pre-emptively after blocking it will allow you to hit him during the recovery if he doesn’t AC, and will counter hit him before he can FRC if he does. If you block Level 3 SVGGAC OSol 623H.pngGuardMidStartup8Recovery4+8 after landingAdvantage-3 you can always counter hit the final hit before you have to block it unless he RRCs it
  2. Do not jump recklessly at Order-Sol. Despite his 6P being bad for anti-airing he is very adept at punishing you for jumping at him. His j.PGGAC OSol jP.pngGuardHigh/AirStartup4Recovery4Advantage- is one of the best and fastest air-to-air’s in the game at frame 4, though it doesn’t lead to too much damage. His 5HGGAC OSol 5H.pngGuardMidStartup13Recovery16Advantage+1 and GunblazeGGAC OSol 214S.pngGuardAllStartup23RecoveryTotal 44Advantage+9 both hit very high up and give him enormous reward on both regular and counter hits. His air throw is also a universal anti-air option that Order-Sol can get particularly good use out of due to his lower than average jump height allowing him to do it from shorter heights.
  3. Don’t try to anti-air j.HGGAC OSol jH.pngGuardHigh/AirStartup9Recovery13Advantage- reactively. He can do it incredibly fast off the ground and from fairly far away due to his fast dash speed and low jump
  4. Do not wake up throw against Order-Sol. 6KGGAC OSol 6K.pngGuardMidStartup12Recovery7Advantage-3 is fully invincible to throws for its startup and active frames and staggers on hit while 2HGGAC OSol 2H.pngGuardHighStartup23Recovery13Advantage0 is throw invincible for a portion of its startup and its entire active duration and causes a ground bounce on hit


Order-Sol moves to look out for:

  1. Even in the past Sol has a 3 frame normal. While his 5KGGAC OSol 5K.pngGuardMidStartup3Recovery9Advantage0 is still 3 frames, it isn’t quite the same as regular Sols, being single hit and less active and also not anti-airing like his future counterparts. It sees use as a pressure tool due to its low pushback and neutral frame advantage
  2. While not quite as good as his present selfs, Order-Sols 2DGGAC OSol 2D.pngGuardLowStartup9Recovery14Advantage-1 should still be feared and respected for its fast access to low profile, advancing properties and advantage on block when charge cancelledGGAC OSol 214D.pngGuardStartup13~RecoveryAdvantage-
  3. 2SGGAC OSol 2S.pngGuardMidStartup6Recovery12Advantage-1 functions very differently to regular Sols, serving more as Order-Sols go-to spacing tool and buffer normal when he has higher levels of charge. While it isn't plus like his current self, it is a button you'll likely see often in order to prevent reckless approaches, buffer into 6HGGAC OSol 6H.pngGuardMidStartup17Recovery24Advantage-6 to fish for counter hits, and look for safe pokes into a knockdown with higher levels of Rock-ItGGAC OSol 236S.pngGuardMidStartup12Recovery12Advantage+4
  4. Blockhead BusterGGAC OSol 236P.pngGuardAllStartup12RecoveryTotal 42Advantage-2 is one of Order-Sols most frequently used combo and pressure tools. Level 1 causes a short stagger that with proper mashing cannot be converted from without Action Charge FRC, while level 2GGAC OSol 236P2.pngGuardAllStartup12RecoveryTotal 42Advantage+11 wallsticks and level 3GGAC OSol 236P3.pngGuardAllStartup12RecoveryTotal 42Advantage+37 causes a very lengthy stagger. All versions are plus when ACFRCed and the higher levels are naturally plus, but see little use outside of pressure or combos
  5. Storm ViperGGAC OSol 623H.pngGuardMidStartup12Recovery22+8 after landingAdvantage-19 is a very slow DP at any level of charge at 12, 10 and 8 for levels 1, 2 and 3 respectively. Safejumps are incredibly easy on it due to this reason and safejabs are possible on it with proper timing. As previously stated Action Charge FRC on any version is punishable with pre-emptive 2S
  6. Bandit Revolver PrototypeGGAC OSol 236K.pngGuardHigh/AirStartup22Recovery6+6 after landingAdvantage-1 is an overhead at all levels. Level 1 is -1, 2GGAC OSol 236K.pngGuardHigh/Air, HighStartup20Recovery9+4 after landingAdvantage+1 is +1, and 3GGAC OSol 236K.pngGuardHigh/Air, HighStartup18Recovery8+2 after landingAdvantage+5 is +5. IBing Levels 1 and 2 makes them punishable by 5P, but punishing Level 3 requires you to Slashback the final hit.
  7. Level 2 Rock ItGGAC OSol 236S.pngGuardMidStartup16Recovery10Advantage+3 is a common pressure reset for Order-Sol at level 1, and at levels 2GGAC OSol 236S.pngGuardMidStartup12Recovery12Advantage+4 and 3GGAC OSol 236S.pngGuardMidStartup8Recovery19Advantage-4 are fast and can be buffered from his 2SGGAC OSol 2S.pngGuardMidStartup6Recovery12Advantage-1 which gives Order-Sol a very rewarding buffer from a very fast poke that he’ll likely already be using a lot of vs you. Level 3 jump cancels on block, meaning despite it being -2 on paper makes it much harder to take your turn back
  8. FafnirGGAC OSol 236D.pngGuardLowStartup10Recovery23Advantage-6 is a 10 frame, very far reaching low attack that also low crushes. If you represent 2D too often either as a meaty or in neutral this attack will give you a very sharp, very painful reminder to use 2D less. In particular this attack can be very potent when used as an answer to meaty spaced 2D
  9. GunblazeGGAC OSol 214S.pngGuardAllStartup23RecoveryTotal 44Advantage+9 is an instant low profile special similar to Grand Viper, but instead of hitting in front this attack generates a pillar behind Order-Sol. It is commonly used as a meaty or an anti-air due to the attack's advantage on block and tall hitbox.
  10. Level 2 Savage FangGGAC OSol 632146P2.pngGuardAllStartup3+0Recovery7Advantage+7 is one of Order-Sols most powerful, if expensive callout tools. Its fast, eats through projectiles, has a huge hitbox in front of and above him, is massively plus on block and is 0 post freeze. It requires 50 meter and level 2 charge but can be an incredibly potent tool to prevent you from even doing so much as moving forward when used correctly
 Potemkin -/-
  • Normal mode ABA is easy pickings for him. Blocking any hit puts normal ABA in the nightmare realm. At the very least, FB Slide gives her a fully invincible way out of Potemkin mixups that can potentially be converted into a keygrab.
  • In Moroha mode, Danzai is throw invincible from frame 1, so Pot's strike-throw game becomes a lot weaker. Keep in mind that he can armor through the first hit of Danzai with Hammer Fall and hit you before the second hit comes down (or just Hammer Fall after blocking the first hit) and normal Danzai will typically lose as a wakeup reversal outside of Goku, as Pot meaty 5K > 2S will connect before the first hit.
  • Do not activate Goku Moroha if Potemkin is on the ground and is not in range of it's hitbox. He can Slide Head on reaction and immediately knock you down and drain a third of your gauge. The same thing applies for bloodpacking into Moroha, but bloodpack doesn't have a super flash to make it easily reactable.
  • Once you land a knockdown on Pot in Moroha, safejump j.S setups will usually get backdashed through, and you will get thrown if you try to continue grounded pressure. Keep an eye out for Pot backdashing on wakeup, and do deep j.S > rejump > j.S. Goku Moroha can do rejump j.S > j.H into a typical combo, regular Moroha is more consistent with rejump j.S > j.H > j.D > rekkas. Alternatively, go for a slightly delayed 2H, which will either catch Pot in the 1 vulnerable frame of his backdash or force him to block and be -2.
  • Potemkins 2SGGAC Potemkin 2S.pngGuardMidStartup13Recovery16Advantage-2 is a core part of his Hammer Fall BreakGGAC Potemkin hammerBreak.pngGuardStartupRecoveryTotal 15Advantage- pressure. On normal block 2S->Hammerfall Break is 0 on block and has the threat of Pot BusterGGACR Potemkin 632146P.pngGuard176 pixelsStartup3Recovery37Advantage- behind it. On Instant Block however it becomes -4, meaning outright punishable by both 5PGGAC ABA 5P.pngGuardMidStartup3Recovery7Advantage+1 and keygrabGGAC ABA ketsugou.pngGuardAll(65 pixels)Startup13(4)Recovery30Advantage-32. Learning to IB this move is incredibly important for forcing Potemkin to start varying up his pressure on block
 Robo-Ky -/-
  • Similar to Order-Sol, this matchup is going to be largely about denying Robo-Ky the ability to build meter and lower his heat gauge. While high heat Robo can be threatening, not allowing him space or time to deplete his heat gauge can force him to play with the semi-constant threat of overheat explosion
  • Backing off and blood packing at round start can be good, but be aware that this will allow Robo to do the same and lay down a 2D to build meter
  • Similar to Anji Robo-Ky builds risc very quickly, and additionally he also builds heat when blocking attacks. On top of that, he has a longer than average number of prejump frames, making it harder for him to escape pressure that other characters may be able to get out of. One of the more common ways for Robo-Ky to defend himself is using IB due to the increased meter gain on it, so be sure to adjust your blockstrings according to their defensive habits
  • Robo-Kys 5P is a very oppressive normal at +7 on block and has quick enough recovery to bait many of ABAs common reversal options in both forms
  • His 5K is mostly identical to his non robotic selfs 5K, but notably can be self-gatlinged and OSed with his throw
  • 5H is a 5 frame normal that Robo players will often use when being pressured. On counter hit this attack will stagger for a very long time, however on block and normal hit can be punishable without FRC or RRC
  • Robo-Kys 2K is very low profile and gatlings into his 2S. Robo players will often use this in neutral as a way to advance and confirm a knockdown. They may also opt for a tick throw after blocked 2K due to the fairly quick recovery. At max range this attack can be made plus on block, so take caution when attacking after a blocked 2K from afar
  • Robo-Kys 6P is a strong anti-air with good upper body invincibility, a hugely disjointed hitbox and can be repeated up to 2 more times on hit, block or whiff. Roundstart 6P will lose to slide even with repeated inputs, take note of their round start habits
  • Robo Ky's dash attack is a common neutral option from afar due to its safety on block, window of invincibility and knockdown on hit that allows Robo Ky to gain a large chunk of meter. Danzai can be used on reaction when timed properly but can occasionally be invuled through
  • 623H is a largely underwhelming DP without meter, and one of the best DPs in the game when he has meter for level 2 or 3 DP. Meaty 2H any level before level 3, meaty 2D when he has level 3
  • j.623H is one of Robo-Kys primary mixup tools at level 2 and 3 due to it being an 8 frame overhead when TKed and is a true mixup with Robo-Kys various lows. Know which normals Robo has that jump cancel and guess correctly
  • 214S at levels 2 and 3 is a common way for Robo-Ky to end blockstrings due to its advantage on block, or a neutral tool due to its airborne frames allowing him to go over many attacks. IBing the attack can make it substantially easier to challenge afterward
  • 236S is Robo-Kys equivalent to Kys Charged Stun Edge, predominantly an oki tool used to push a mixup due to the heavy advantage on block. If Robo knocks you down and puts this on you, 623D is really your only way out of having to guess for your life
  • j.236S is one of Robo-Kys main ways of controlling screen space when at higher levels. Level 2 and 3 missles will track and at level 2 will deal very large amounts of stun when used in combos. Look for patterns in how they like to use missles, and if they have a habit of using them recklessly simply FD or IB the missles and let them drain their tension
  • Robo-Kys 63214K will drain your meter and give Robo-Ky meter back, and when at less than a third of Moroha will give Robo-Ky a guaranteed IK. Be aware of this when you're low on Moroha gauge
  • Robo-Kys install super is very strong, as it gives Robo passive meter build, continually lowers his heat gauge, and when the timer ends will cause an explosion that leaves Robo-Ky extremely plus on block. Don't give Robo-Ky space to get this super off when he has the meter for it, and if he does activate it, make sure you're away from him when the explosion goes off
  • Robo-Ky can be very awkward to combo due to his combination of smaller than average hurtbox (identical to Ky's) and super heavyweight status, be sure to adjust routes and lab accordingly.
 Slayer -/-
  • Watch out for his 6P when using anything that hits higher than his lower body. Slayer’s 6P hitbox, together with its upper body invincibility make it hard to contest.
  • During Normal mode Slide low profiles many of his moves, but beware of his 2K, 2H, and 2D. Razor kick (236K) can beat them if you have enough time to get it out, but it's ultimately a disadvantaged situation for ABA.
  • You can Keygrab his dashes/specials if he's sloppy with them during his pressure, and your 5P can stuff some of his higher hitting normals.2S, 6P, and even 5P can stuff his j.H if timing/spacing is right.DoT can punish your forward dash, making it a risky approach when he has meter.
  • Once you're in Moroha mode, Danzai shuts down a ton of Slayer's options, as they're mostly single hitting moves. Beware of Slayer when he has 50% meter for his Dead on Time (DoT) super, since he can easily punish you with it if Danzai is blocked, and Counterhit DoT hurts. Goku Moroha’s faster Danzai makes it hard for Slayer to play neutral, but once again, watch out for DoT. Moroha/Goku Moroha 2D can beat BBU at range, since it has no lower body invincibility.
  • Slayers 2D is pretty fast, knocks down, travels far and can be spaced to be made safe or even plus on block. It takes a long time to whiff however, and leaves Slayer very open to jumping normals if they aren't careful
  • Slayers 2H is a low crush that staggers on ground hit and has a very disjointed hitbox. Be careful about poking with lows in midrange if Slayer is representing 2H frequently
  • Moroha 2H is active enough that it can often beat out some of Slayers slower reversal options such as BDC Dandy Step forcing Slayer to use reversals such as BDC Bite or BDC DoT to escape
  • Don't mash after blocking Under Pressure (Dandy Step~S) on normal block or Faultless Defense as the followup Its Late can often counter hit you for massive damage. Backdash, Danzai, or just blocking is the safest option
  • Big Bang Upper (236D) is similar to his 6P in its ability to blow through higher hitting attacks while being significantly faster but significantly more unsafe. On block its -22 and in CH state for a majority of its recovery, and has a lot of recovery on whiff. Don't let Slayer whiff this attack for free or use it recklessly
 Sol Badguy -/-
  • Normal Mode Slide goes under many of his pokes, like f.S and 5HS. Punish careless pokes/pressure with Slide into Throw > Keystab, or directly into Keygrab.
  • Slide loses to 2K and especially 2D, but you can hard call out these with 236K (though it will sometimes whiff over 2D, use caution). Keystab if you get the CH stagger, or you might be able to tick throw with it into Keystab depending on spacing.
  • FB Slide through Gunflame nets you a free Throw > Keystab.
  • 6P beats Riot Stomp clean, confirm into a simple jump combo for Keygrab. It's tricky to anti-air his j.H, but you can sometimes force a clash with 5P.
  • During Moroha mode the matchup becomes much easier, but has some significant challenges. For one: if you're ever at less than 1/3 on Moroha gauge, the next Wild Throw or Volcanic Viper (VV) you eat is death as he can freely IK afterwards.
  • You can bait VV with max range 2D, and also safe jump VV with deep j.S, if the j.S is blocked, you can block confirm into fuzzy dj.S. After blocking VV, watch out for his followup, as it can mess up your punish timing, or worse, CH you. VV gets him out of unblockable setup, but you can call out with FB Danzai or max range 2D.
  • Take care when using non-FB Danzai for anti-air as his j.H hits twice. His 2D can low profile your f.S at range, using 2D or 6H might be a better option. Doing combos on him, for example 2HS>IAD routes, or landing the third Rekka in loops can be tricky due to his weird air hurtbox.
  • IAD Orb oki isn't recommended since he can VV out, unless he has sliver of life left and you want to force a trade with rear orb to kill him.
 Testament -/-
 Venom -/-
  • Fairly easy to disrespect. Many of the options Venom wants to use the most either get low profiled by Slide or blown through by Danzai.
  • You can Slide under most balls, but Venom can easily follow his grounded balls and punish your slides with a 2K or 2D.
  • Venom does not have great answers for Moroha ABA approaching from the air; even if you get hit by a counterhit ball you will usually be able to tech and preserve your gauge. His 6K and 6H will beat your ass if they catch you on the way up, so take care to jump from outside of those ranges.
  • Venom also has no invincible reversals, so meaty 2H is completely safe until Venom has the meter for a Dead Angle (which he will definitely use). His Dead Angle is dangerous for your Moroha gauge on it's own, but will also wallsplat you if you are in the general vicinity of the corner. Try to maneuver around it with jump cancellable normals or hard callouts with Danzai/Goku activation.
 Zappa -/-
  • A very very momentum heavy matchup as most tend to be. Zappa's various forms all have to be fought in different ways and have their owns strengths and weaknesses. Be prepared to change how you approach the matchup on the fly according to which summon Zappa gets, but the general strategy remains the same for all four. Get in and kill him
  • Naked Zappa is your best opportunity to turn the match in your favor. His normals have very awkward spacings (though they're still quite strong) and Zappas gameplan is generally quite linear during it. His only meterless special is Mukade (236P), a DP that on hit, block or whiff gives Zappa a summon along with an orb. Zappa players will often use this move combined with his low profile dash as a way to approach. On block its -12 but with low blockstun. c.S in either form will net the most consistent punish available to her
  • Many of Zappas moves in Naked have low profile which can make poking against him someone tricky
  • Zappa's backdash is very similar to Potemkins, but resolves much quicker than his. It takes 11 frames total and is invincible for 10 frames, and can be a very effective reversal when used properly, or just used in neutral to get away from you when you get too close to him
  • Every time Zappa is hit there is a 3/8 chance that he'll receive a random summon. This also applies to when he's knocked down, but not when he's put in blockstun. His DP is only available in naked form, so there is at least a 50% chance that he'll have it available to him on wakeup at any given time.
  • Zappa has a unique resource that he steadily gains throughout any given round in the form of his orbs. Being hit by Mukade, Etiquette, Birth!!, or any specials from his summons will give Zappa a set number of orbs. When he collects 8 orbs the next summon he receives from Mukade will always be Raou. Raou is capable of dealing very heavy damage both on hit and on block due to his incredibly high chip damage. Raou only lasts 15 seconds, but during that short time period is very capable of either taking a round back or sealing a round win for Zappa

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