User:Shtkn/sandbox

From Dustloop Wiki

Overview

Overview

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

A.B.A begins the round in Normal Mode (NM), in which she has neither great damage nor mobility, save for the low-profile slide Dragging
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. A.B.A plays very defensively in this mode, using her powerful anti-airs in 5P and 2S alongside her solid grounded pokes to space against her opponent. Her goal in this mode is to navigate neutral against her opponent and attempt to land her signature Bonding
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command grab, or otherwise create an opportunity to spend a bloodbag resource for Injecting
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. If either of these conditions are met, A.B.A enters Moroha Mode (lit. Double-Edge Mode). While in Moroha, A.B.A gains a vastly more powerful moveset. She gains new normals and specials, a massive increase in the damage of her attacks, gains the ability to run (with one of the best run speeds in the game at that), gains access to one of the best pressure toolsets in the game, as well as several other bonuses that force the opponent to think twice about disrespecting her. Most notably, Moroha Mode gives A.B.A access to the best install super in the game, Altercation
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, allowing her to get into Goku Moroha Mode. With even better running speed, two airdashes, and a full suite of jump-cancellable normals, Goku Moroha allows A.B.A to blitz her opponent to death before they can even blink. This comes at a cost, however. In Moroha and Goku Moroha mode, A.B.A's attacks will drain her own health whenever make contact with an opponent, whether that's a hit or block. She also has an active meter which will slowly drain towards empty, and will lose about 30% every time she is knocked down and goes into a wakeup animation. When the meter empties, she forcefully reverts back into NM with Suka Motion
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, a lengthy stance that makes her susceptible to eating a full combo or even getting Instant Killed depending on the matchup. She can avoid this vulnerability and regain most of her self-inflicted damage by exiting MM/GM manually via landing another keygrab, consuming a bloodpack, or entering GM. With these many options and resources, A.B.A can be fairly obtuse to learn, and despite her relatively low execution barrier, resource management is key to her gameplan so that her true risk/reward potentials can shine. A.B.A is best for players who love to balance risk against reward. If you can get around her complex kit, A.B.A will reward you with nearly unmatched aggression as one of the most terrifying characters in the game. Learn to love her double-edged playstyle.

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

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

Unique Mechanics

Mode Switch

Mode Switch

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

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

Blood Packs

Blood Packs GGACR ABA BloodPack.png

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

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

Starter Guide

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

Moroha Mode Movement Stat Changes

Moroha Mode Movement Stat Changes

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

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

Normal Moves

5P

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Total: 11

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

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

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

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

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5K

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Total: 17

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

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

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c.S

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Total: 21

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

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

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

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f.S

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Total: 25

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

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

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

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5H

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Total: 46

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

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

Gatling Options: 6H, 5D, 2D

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5D

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Total: 43

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

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6P

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Total: 32

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

Gatling Options: 2S

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6H

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Total: 51

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

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

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2P

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Total: 12

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

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

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2K

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Total: 20

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

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

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2S

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Total: 26

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

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

Gatling Options: 2H, 5D, 2D

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2H

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Total: 41

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

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2D

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Total: 27

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

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j.P

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Total: 22

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

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

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j.K

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Total: 25

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

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

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j.S

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Total: 25

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

Gatling Options: j.P, j.H

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j.H

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Total: 15

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

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

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j.D

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Total: 37

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

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Universal Mechanics

Ground Throw

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

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

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Air Throw

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

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Dead Angle Attack

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Total: 47

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

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

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Blue Burst

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Total: 49

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

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Special Moves

Deletion

236S

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Total: 30

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

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

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Ruin

236S > 46S

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Total: 27

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

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Condemnation

46S > 63214S

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Total: 47

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

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

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

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Bonding

63214H (Air OK)

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Total: 54

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

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

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Dragging

236P

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Total: 28

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

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

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Retribution

236K or 46S > 236K

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Total: 44

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

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Avoidance

236H

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Total: 40

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

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

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Injecting

63214P during Normal Mode

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Total: 38

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

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

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Moroha and Goku Moroha Mode Specials

Bonding

63214H (Air OK)

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Total: 54

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

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

  • On block, can cancel to Altercation
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    , or be RC'd.

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Engorgement

421H

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Total: 45
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Headbutt, aka butt. ABA hops forward along with Paracelsus. Works well as a combo ender, and is a staple of Butt loops. Its long active time can make it safe when it makes contact late, but otherwise it doesn't see much use in neutral. With meter, you can RC on hit or block to double jump or airdash afterwards.

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

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Judgment

623H

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Total: 71

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

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

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

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

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Eradication

j.41236S

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

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

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

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Blunder

41236K or 46S > 236K

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Total: 57
Flipkick. Throw/low invincible overhead/pseudo-unblockable (can be air blocked) which ground bounces on hit and staggers the opponent on standing block. Most commonly used in tandem with FB Bloodball
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for an expensive but very powerful unblockable setup into Goku Moroha
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Gains an FRC point in Goku point which can be used to safely bait things that would normally beat her unblockable setups like a Dead Angle This keyword does not have an entry in the Glossary, backdash, certain dragon punch A move that has invulnerability during its startup, long recovery, and a rising motion.es or low profile moves like Grand Viper
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Displacement

63214P

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Total: 40

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

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Suka Motion

Moroha Gauge reaches 0

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Total: 52

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

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

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

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

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Force Breaks

FB Dragging

236D during Normal Mode

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Total: 26

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

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

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

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FB Avoidance

236D during Moroha or Goku Moroha Mode

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

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

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FB Judgment

623D during Moroha or Goku Moroha Mode

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Total: 71

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

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

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Overdrives

Evidence: Concealment

632146H during Normal Mode

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Total: 58

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

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


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

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Evidence: Destruction

j.632146P

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Total: 0

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


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


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

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Altercation

6321463214S during Moroha Mode

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Total: 46
Your win condition. Provided you have one bloodpack and enough meter, ABA performs an aggressive mode switch attack with hitboxes completely surrounding her, then switches her to Goku Moroha mode, replenishing her Moroha gauge and turning it blue in the process. It's invulnerable from frames 1-15, staggers on ground hit, wallbounces or knocks down on air hit, and cannot be interrupted. You can cancel into this super from anything grounded (normals/specials, except Engorgement
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), rendering Moroha ABA a constant threat whenever she has 50 meter.

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

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

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Instant Kill

Darkness of Ignorance

During IK Mode: 236236H

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Total: 80

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

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Colors

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

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


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