GGACR/A.B.A: Difference between revisions

From Dustloop Wiki
(Massive change. Split all 3 modes into their own tab, and only show the current mode at a given time. Please report if anything is messed up. This was a very big thing to write.)
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}}
}}


<div class="movelist-toggles">
<div id="movelist-toggle-1" class="movelist-toggle-button">[[File:GGACR_ABA_Normal_Icon.png|link=|32x32px]] Normal</div>
<div id="movelist-toggle-2" class="movelist-toggle-button">[[File:GGACR_ABA_Moroha_Icon.png|link=]] Moroha</div>
<div id="movelist-toggle-3" class="movelist-toggle-button">[[File:GGACR_ABA_Goku_Moroha_Icon.png|link=]] Goku Moroha</div>
</div>
<div id="movelist-1" class="movelist">
==Normal Moves==
==Normal Moves==
===Ground Normals===
===<big>{{clr|1|5P}}</big>===
===<big>{{clr|1|5P}}</big>===
<div class="attack-container">
<div class="attack-container">
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<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{CargoHeader-GGACR|version=yes}}
{{CargoHeader-GGACR}}
|-
|-
{{#cargo_query:tables=MoveData_GGACR
{{#cargo_query:tables=MoveData_GGACR
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and (input="5P" or input="5P[m]" or input="5P[gm]")
|where=chara="A.B.A" and input="5P"
|format=template|template=CargoBodyWithName-GGACR|named args=yes|order by=_ID
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
|delimiter=\n{{!}}-\n
}}
}}
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Not much of a jab, but three frames of head invincibility for good reactionary anti air. You can also use it to stuff some higher reaching pokes.
Not much of a jab, but three frames of head invincibility for good reactionary anti air. You can also use it to stuff some higher reaching pokes.


[[GGACR/A.B.A/Frame_Data#Normal_Mode|Normal Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
[[GGACR/A.B.A/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
 
[[GGACR/A.B.A/Frame_Data#Moroha_Mode|Moroha Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
 
[[GGACR/A.B.A/Frame_Data#Goku_Moroha_Mode|Goku Moroha Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
 
'''Supplemental Frame Data:'''
 
Normal and Moroha: Upper body invincible 2~4F
Goku Moroha: Upper body invincible 3~4F
</div>
</div>
</div>
</div>
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<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{CargoHeader-GGACR|version=yes}}
{{CargoHeader-GGACR}}
|-
|-
{{#cargo_query:tables=MoveData_GGACR
{{#cargo_query:tables=MoveData_GGACR
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and (input="5K" or input="5K[m]" or input="5K[gm]")
|where=chara="A.B.A" and input="5K"
|format=template|template=CargoBodyWithName-GGACR|named args=yes|order by=_ID
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
|delimiter=\n{{!}}-\n
}}
}}
|}
|}
==== ====
==== ====
A go-to poke, balancing speed and range amongst Normal Mode's overall slow moveset, but in Moroha loses out a bit to other normals. Being able to self gatling and safe on block very much helps.
A go-to poke, balancing speed and range amongst Normal Mode's overall slow moveset. Being able to self gatling and safe on block very much helps.


All three versions move ABA slightly forwards.
All three versions move ABA slightly forwards.


[[GGACR/A.B.A/Frame_Data#Normal_Mode|Normal Gatling Options]]: {{clr|2|5K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
[[GGACR/A.B.A/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|2|5K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
 
[[GGACR/A.B.A/Frame_Data#Moroha_Mode|Moroha Gatling Options]]: {{clr|1|6P}}, {{clr|2|5K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
 
[[GGACR/A.B.A/Frame_Data#Goku_Moroha_Mode|Goku Moroha Gatling Options]]: expand to every other normal excluding {{clr|4|2H}}.
</div>
</div>
</div>
</div>
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<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_ABA_cS.png|A close combo starter
GGAC_ABA_cS.png|A close combo starter
GGAC_ABA_cS_M.png|How the hell does she not break her teeth?
</gallery>
</gallery>
|-|
|-|
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<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_ABA_cS-Hitbox.png
GGXXACPR_ABA_cS-Hitbox.png
GGXXACPR_ABA_cS-Moroha-Hitbox.png
</gallery>
</gallery>
</tabber>
</tabber>
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<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{CargoHeader-GGACR|version=yes}}
{{CargoHeader-GGACR}}
|-
|-
{{#cargo_query:tables=MoveData_GGACR
{{#cargo_query:tables=MoveData_GGACR
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and (input="c.S" or input="c.S[m]" or input="c.S[gm]")
|where=chara="A.B.A" and input="c.S"
|format=template|template=CargoBodyWithName-GGACR|named args=yes|order by=_ID
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
|delimiter=\n{{!}}-\n
}}
}}
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Not bad, but {{clr|1|5P}}'s a better combo starter at this range.
Not bad, but {{clr|1|5P}}'s a better combo starter at this range.


Slightly slower in Moroha, more for filler than pokes into combos, but it gains from foot invul a little before startup and lasts quite a while. Starts cranking the Guard Bar higher, though. Even on block, now.
[[GGACR/A.B.A/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|2P}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
 
</div>
During Goku Moroha it's as fast as normal, but with the added invul and +5 on block. Great.
 
[[GGACR/A.B.A/Frame_Data#Normal_Mode|Normal Gatling Options]]: {{clr|1|2P}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
 
[[GGACR/A.B.A/Frame_Data#Moroha_Mode|Moroha Gatling Options]]: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
 
[[GGACR/A.B.A/Frame_Data#Goku_Moroha_Mode|Goku Moroha Gatling Options]]: expand to every other normal, excluding itself.
 
'''Supplemental Frame Data:'''
 
Moroha: Foot invincible 7~22F
 
Goku Moroha: Foot invincible 6~17F
 
</div>
</div>
</div>
===<big>{{clr|3|f.S}}</big>===
===<big>{{clr|3|f.S}}</big>===
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<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_ABA_fS.png|A standing low which moves foward
GGAC_ABA_fS.png|A standing low which moves foward
GGAC_ABA_fS_M.png|Do a little dance
</gallery>
</gallery>
|-|
|-|
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<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_ABA_fS-Hitbox.png
GGXXACPR_ABA_fS-Hitbox.png
GGXXACPR_ABA_fS-Moroha-1-Hitbox.png
GGXXACPR_ABA_fS-Moroha-2-Hitbox.png
</gallery>
</gallery>
</tabber>
</tabber>
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<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{CargoHeader-GGACR|version=yes}}
{{CargoHeader-GGACR}}
|-
|-
{{#cargo_query:tables=MoveData_GGACR
{{#cargo_query:tables=MoveData_GGACR
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and (input="f.S" or input="f.S[m]" or input="f.S[gm]")
|where=chara="A.B.A" and input="f.S"
|format=template|template=CargoBodyWithName-GGACR|named args=yes|order by=_ID
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
|delimiter=\n{{!}}-\n
}}
}}
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==== ====
==== ====
Good range and acceptable speed. Will catch opponents off guard due to how far forward it moves. Safe on block.
Good range and acceptable speed. Will catch opponents off guard due to how far forward it moves. Safe on block.
----
In Moroha, excellent poke that begins to define Moroha's strengths. Two hits will allow it to stuff super armor or familiars that eat hits (Little Eddie, Zappa's Dog, Dizzy's Fish), and leads excellently into {{clr|4|5H}} or Rekka. Great move in neutral and overall. Unlike Normal, it hits mid and doesn't move ABA forward.


''1st hit causes very little knockback/pushback.''
[[GGACR/A.B.A/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
----
Even faster in Goku Moroha faster, safe on block, and overall even better. Just as useful as in Moroha mode.
 
[[GGACR/A.B.A/Frame_Data#Normal_Mode|Normal Gatling Options]]: {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
 
[[GGACR/A.B.A/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
 
[[GGACR/A.B.A/Frame_Data#Goku_Moroha_Mode|Goku Moroha Gatling Options]]: expand to every other normal, excluding itself.
</div>
</div>
</div>
</div>
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<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_ABA_5H.png|Spin him around, show him you care
GGAC_ABA_5H.png|Spin him around, show him you care
GGAC_ABA_5H_M.png|Like the unsettling opening to a psychological horror
</gallery>
</gallery>
|-|
|-|
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GGXXACPR_ABA_5H-1-Hitbox.png
GGXXACPR_ABA_5H-1-Hitbox.png
GGXXACPR_ABA_5H-2-Hitbox.png
GGXXACPR_ABA_5H-2-Hitbox.png
GGXXACPR_ABA_5H-1-Hitbox-MM.png
GGXXACPR_ABA_5H-2-Hitbox-MM.png
</gallery>
</gallery>
</tabber>
</tabber>
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<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{CargoHeader-GGACR|version=yes}}
{{CargoHeader-GGACR}}
|-
|-
{{#cargo_query:tables=MoveData_GGACR
{{#cargo_query:tables=MoveData_GGACR
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and (input="5H" or input="5H[m]" or input="5H[gm]")
|where=chara="A.B.A" and input="5H"
|format=template|template=CargoBodyWithName-GGACR|named args=yes|order by=_ID
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
|delimiter=\n{{!}}-\n
}}
}}
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==== ====
==== ====
A vital normal for Normal Mode ABA. It's got more range than anything else in her Normal toolkit and it's slow as hell, but it has ridiculous pushback and knocks down on CH. Cancels into bloodpack or combos into keygrab, and generally works in your favor on a trade.  
A vital normal for Normal Mode ABA. It's got more range than anything else in her Normal toolkit and it's slow as hell, but it has ridiculous pushback and knocks down on CH. Cancels into bloodpack or combos into keygrab, and generally works in your favor on a trade.  
----
Moroha version is fantastic. Builds a ridiculous amount of guard bar on block, vacuums on the second hit, and with a gatling into {{clr|4|2H}}, you can keep the opponent close and get their guard bar flashing in about a second. This is excellent for pressure and is safe on block, making it particularly great against opponents without meterless reversals (there is a slight gap from this to {{clr|4|2H}}). However, the second hit will usually end the stagger if the first hit lands as CH. Its slow speed keeps it from being a good poke, but ABA has other options to lead into this.
----
Goku Moroha goes to being faster than even Normal {{clr|4|5H}}, with all the same other benefits and drawbacks.
Moroha and Goku Moroha:
*Staggers opponent on CH (Max 61F)
*2nd hit pulls opponent in on hit


[[GGACR/A.B.A/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
[[GGACR/A.B.A/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
[[GGACR/A.B.A/Frame_Data#Normal_Mode|Normal Gatling Options]]: {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
[[GGACR/A.B.A/Frame_Data#Goku_Moroha_Mode|Goku Moroha Gatling Options]]: expand to every other normal, excluding itself.
</div>
</div>
</div>
</div>
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<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{CargoHeader-GGACR|version=yes}}
{{CargoHeader-GGACR}}
|-
|-
{{#cargo_query:tables=MoveData_GGACR
{{#cargo_query:tables=MoveData_GGACR
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and (input="6P" or input="6P[m]" or input="6P[gm]")
|where=chara="A.B.A" and input="6P"
|format=template|template=CargoBodyWithName-GGACR|named args=yes|order by=_ID
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
|delimiter=\n{{!}}-\n
}}
}}
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A relatively fast {{clr|1|6P}}, good combo starter against jump-ins. Two hits. Gatling into whatever jump cancellable normal you want or just jump cancel this into whatever into Keygrab.
A relatively fast {{clr|1|6P}}, good combo starter against jump-ins. Two hits. Gatling into whatever jump cancellable normal you want or just jump cancel this into whatever into Keygrab.


In Moroha, its hitbox is a little altered since the Key's head changes shape, but functions nearly identically to the Normal version.
[[GGACR/A.B.A/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|3|2S}}, {{clr|4|2H}}
 
In Goku Moroha it's much faster and significantly safer, but otherwise has the same uses.
 
'''Supplemental Frame Data:'''
 
*Normal and Moroha: Upper body invincible 1~9F; above knees invincible 10~12F
*Goku Moroha: Upper body invincible 1~6F; above knees invincible 7~8F;
*Initial prorate 90%
 
[[GGACR/A.B.A/Frame_Data#Normal_Mode|Normal and Moroha Gatling Options]]: {{clr|3|2S}}, {{clr|4|2H}}
 
 
[[GGACR/A.B.A/Frame_Data#Goku_Moroha_Mode|Goku Moroha Gatling Options]]: expand to every other normal, excluding itself.
</div>
</div>
</div>
</div>
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<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_ABA_6H.png|The Hail Mary
GGAC_ABA_6H.png|The Hail Mary
GGAC_ABA_6H_M.png|Eats up space all day
</gallery>
</gallery>
|-|
|-|
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GGXXACPR_ABA_6H-1-Hitbox.png
GGXXACPR_ABA_6H-1-Hitbox.png
GGXXACPR_ABA_6H-2-Hitbox.png
GGXXACPR_ABA_6H-2-Hitbox.png
GGXXACPR_ABA_6H-1-Moroha-Hitbox.png
GGXXACPR_ABA_6H-2-Moroha-Hitbox.png
</gallery>
</gallery>
</tabber>
</tabber>
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<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{CargoHeader-GGACR|version=yes}}
{{CargoHeader-GGACR}}
|-
|-
{{#cargo_query:tables=MoveData_GGACR
{{#cargo_query:tables=MoveData_GGACR
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and (input="6H" or input="6H[m]" or input="6H[gm]")
|where=chara="A.B.A" and input="6H"
|format=template|template=CargoBodyWithName-GGACR|named args=yes|order by=_ID
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
|delimiter=\n{{!}}-\n
}}
}}
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Moroha version is exceptional range, two hits, hits like a truck. Mostly sees use against people trying to low profile {{clr|3|f.S}} or {{clr|4|5H}} from far away. Landing it from max range won't combo into much and it has a horrid amount of whiff recovery, but will convert on an air hit into something like Butt/Engorgement.
Moroha version is exceptional range, two hits, hits like a truck. Mostly sees use against people trying to low profile {{clr|3|f.S}} or {{clr|4|5H}} from far away. Landing it from max range won't combo into much and it has a horrid amount of whiff recovery, but will convert on an air hit into something like Butt/Engorgement.


Goku Moroha version is signficantly faster, but still very much unsafe.
[[GGACR/A.B.A/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|6P}}, {{clr|4|5H}}
*Forced prorate 70%
*Dizzy modifier x2.5
*Wallbounces opponent on hit (untechable for 35F)
* CH midscreen causes wallbounce and knockdown
* CH near corner causes wallstick (untechable for 92F, stick for 25F)
* Moroha and Goku Moroha Untechable for 23F
[[GGACR/A.B.A/Frame_Data#Normal_Mode|Normal and Moroha Gatling Options]]: {{clr|1|6P}}, {{clr|4|5H}}
 
[[GGACR/A.B.A/Frame_Data#Goku_Moroha_Mode|Goku Moroha Gatling Options]]: expand to every other normal, excluding itself.
</div>
</div>
</div>
</div>
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<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{CargoHeader-GGACR|version=yes}}
{{CargoHeader-GGACR}}
|-
|-
{{#cargo_query:tables=MoveData_GGACR
{{#cargo_query:tables=MoveData_GGACR
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and (input="5D" or input="5D[m]" or input="5D[gm]")
|where=chara="A.B.A" and input="5D"
|format=template|template=CargoBodyWithName-GGACR|named args=yes|order by=_ID
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
|delimiter=\n{{!}}-\n
}}
}}
Line 379: Line 301:
==== ====
==== ====
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.
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.
Moroha version is one frame faster and leads to Impossible Dust combos. Sometimes throwing out a slow overhead works.
Goku Moroha reduces startup another 2 frames, turning it into the second fastest Dust in the game, second only to Sol's when he uses Dragon Install. So, basically, the fastest Dust in the game.
</div>
</div>
</div>
</div>
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<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{CargoHeader-GGACR|version=yes}}
{{CargoHeader-GGACR}}
|-
|-
{{#cargo_query:tables=MoveData_GGACR
{{#cargo_query:tables=MoveData_GGACR
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and (input="2P" or input="2P[m]" or input="2P[gm]")
|where=chara="A.B.A" and input="2P"
|format=template|template=CargoBodyWithName-GGACR|named args=yes|order by=_ID
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
|delimiter=\n{{!}}-\n
}}
}}
Line 415: Line 333:
*Initial prorate 80%
*Initial prorate 80%


[[GGACR/A.B.A/Frame_Data#Normal_Mode|Normal Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
[[GGACR/A.B.A/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
 
[[GGACR/A.B.A/Frame_Data#Moroha_Mode|Moroha Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
 
[[GGACR/A.B.A/Frame_Data#Goku_Moroha_Mode|Goku Moroha Gatling Options]]: expand to include every normal, including itself.
</div>
</div>
</div>
</div>
Line 439: Line 353:
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{CargoHeader-GGACR|version=yes}}
{{CargoHeader-GGACR}}
|-
|-
{{#cargo_query:tables=MoveData_GGACR
{{#cargo_query:tables=MoveData_GGACR
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and (input="2K" or input="2K[m]" or input="2K[gm]")
|where=chara="A.B.A" and input="2K"
|format=template|template=CargoBodyWithName-GGACR|named args=yes|order by=_ID
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
|delimiter=\n{{!}}-\n
}}
}}
Line 451: Line 365:
A low poke with alright range. Leads to {{clr|5|2D}} > Keygrab on hit.
A low poke with alright range. Leads to {{clr|5|2D}} > Keygrab on hit.


One of your only low attacks in Moroha, gets a slight damage boost; use it to start midscreen combos.
*Initial prorate 70%
 
*Initial prorate 70%
 
[[GGACR/A.B.A/Frame_Data#Normal_Mode|Normal Gatling Options]]: {{clr|3|c.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|2D}}
 
[[GGACR/A.B.A/Frame_Data#Moroha_Mode|Moroha Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}


[[GGACR/A.B.A/Frame_Data#Goku_Moroha_Mode|Goku Moroha Gatling Options]]: expand to every other normal, excluding itself, {{clr|4|5H}}, and {{clr|4|2H}}.
[[GGACR/A.B.A/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|3|c.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|2D}}
</div>
</div>
</div>
</div>
Line 469: Line 377:
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_ABA_2S.png|A surprisingly good crouching uppercut
GGAC_ABA_2S.png|A surprisingly good crouching uppercut
GGAC_ABA_2S_M.png|Actually rivaled by the Normal Mode version
</gallery>
</gallery>
|-|
|-|
Line 476: Line 383:
GGXXACPR_ABA_2S-1-Hitbox.png
GGXXACPR_ABA_2S-1-Hitbox.png
GGXXACPR_ABA_2S-2-Hitbox.png
GGXXACPR_ABA_2S-2-Hitbox.png
GGXXACPR_ABA_2S-Moroha-Hitbox.png
</gallery>
</gallery>
</tabber>
</tabber>
Line 482: Line 388:
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{CargoHeader-GGACR|version=yes}}
{{CargoHeader-GGACR}}
|-
|-
{{#cargo_query:tables=MoveData_GGACR
{{#cargo_query:tables=MoveData_GGACR
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and (input="2S" or input="2S[m]" or input="2S[gm]")
|where=chara="A.B.A" and input="2S"
|format=template|template=CargoBodyWithName-GGACR|named args=yes|order by=_ID
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
|delimiter=\n{{!}}-\n
}}
}}
Line 494: Line 400:
Fantastic hitbox makes this amazing anti-air, which leads to jump combo > Keygrab. Gains enough histun on CH, that it goes straight into Keygrab for an effortless transform. A pretty good Anti-Air even against ones with upper body invul, but having a crouching AA is a good utility. Moves ABA forward when used.
Fantastic hitbox makes this amazing anti-air, which leads to jump combo > Keygrab. Gains enough histun on CH, that it goes straight into Keygrab for an effortless transform. A pretty good Anti-Air even against ones with upper body invul, but having a crouching AA is a good utility. Moves ABA forward when used.
*Untechable on air hit for 18F
*Untechable on air hit for 18F
----
Moroha is 50% slower than Normal Mode, but it has '''big''' range and will probably eat most jump ins that are poorly spaced. On Counter Hit, you get all day to confirm into whatever. A good option.
*Floats opponent, fully untechable on CH.
*Untechable for 23F
----
Goku Moroha is much faster and has half the recovery of Moroha, making it quite safe. Otherwise, more or less the same.
*Floats opponent, fully untechable on CH.
*Untechable for 23F
[[GGACR/A.B.A/Frame_Data#Normal_Mode|Normal Gatling Options]]: {{clr|2|5K}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
[[GGACR/A.B.A/Frame_Data#Moroha_Mode|Moroha Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}}


[[GGACR/A.B.A/Frame_Data#Goku_Moroha_Mode|Goku Moroha Gatling Options]]: expand to every normal including itself.
[[GGACR/A.B.A/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|2|5K}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
</div>
</div>
</div>
</div>
Line 517: Line 411:
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_ABA_2H.png|Stop Exhibitioning
GGAC_ABA_2H.png|Stop Exhibitioning
GGAC_ABA_2H_M.png|Ruins people who press buttons
</gallery>
</gallery>
|-|
|-|
Line 526: Line 419:
GGXXACPR_ABA_2H-3-Hitbox.png
GGXXACPR_ABA_2H-3-Hitbox.png
GGXXACPR_ABA_2H-4-Hitbox.png
GGXXACPR_ABA_2H-4-Hitbox.png
GGXXACPR_ABA_2H-1-Moroha-Hitbox.png
GGXXACPR_ABA_2H-2-Moroha-Hitbox.png
GGXXACPR_ABA_2H-3-Moroha-Hitbox.png
</gallery>
</gallery>
</tabber>
</tabber>
Line 535: Line 424:
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{CargoHeader-GGACR|version=yes}}
{{CargoHeader-GGACR}}
|-
|-
{{#cargo_query:tables=MoveData_GGACR
{{#cargo_query:tables=MoveData_GGACR
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and (input="2H" or input="2H[m]" or input="2H[gm]")
|where=chara="A.B.A" and input="2H"
|format=template|template=CargoBodyWithName-GGACR|named args=yes|order by=_ID
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
|delimiter=\n{{!}}-\n
}}
}}
Line 547: Line 436:
A slow attack with an oddly good hitbox, which stuffs things unexpectedly and will sometimes win against jump ins and moves behind her. Since it floats on hit, you can cancel into air combos > Keygrab.
A slow attack with an oddly good hitbox, which stuffs things unexpectedly and will sometimes win against jump ins and moves behind her. Since it floats on hit, you can cancel into air combos > Keygrab.
*1st floats and pulls opponent in on hit (untechable for 19F)
*1st floats and pulls opponent in on hit (untechable for 19F)
----
One of the most oppressive normals in the game. As ABA is slightly airborne before going active, she is throw invulnerable, making for a good meaty. Guard Bars get ruined, it launches on hit, vacuums, is +2 on block, and has an FRC point just as the axe touches the ground for the 2nd hit, making it sickeningly good for applying pressure or baits. Awesome.
*1st hit forces opponent into crouching state on ground hit
*2nd hit groundbounces opponent (untechable for 35F)


[[GGACR/A.B.A/Frame_Data#Normal_Mode|Normal Gatling Options]]: {{clr|1|6P}}
[[GGACR/A.B.A/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|6P}}
 
[[GGACR/A.B.A/Frame_Data#Moroha_Mode|Moroha Gatling Options]]: {{clr|3|2S}}
 
[[GGACR/A.B.A/Frame_Data#Goku_Moroha_Mode|Goku Moroha Gatling Options]]: expand to every normal except for itself.


'''Supplemental Frame Data:'''
'''Supplemental Frame Data:'''
Line 571: Line 452:
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_ABA_2D.png|Your only other low
GGAC_ABA_2D.png|Your only other low
GGAC_ABA_2D_M.png|ABA asks Paracelsus to die for her. He's not really keen on that.
</gallery>
</gallery>
|-|
|-|
Line 577: Line 457:
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_ABA_2D-Hitbox.png
GGXXACPR_ABA_2D-Hitbox.png
GGXXACPR_ABA_2D-Moroha-Hitbox.png
</gallery>
</gallery>
</tabber>
</tabber>
Line 583: Line 462:
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{CargoHeader-GGACR|version=yes}}
{{CargoHeader-GGACR}}
|-
|-
{{#cargo_query:tables=MoveData_GGACR
{{#cargo_query:tables=MoveData_GGACR
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and (input="2D" or input="2D[m]" or input="2D[gm]")
|where=chara="A.B.A" and input="2D"
|format=template|template=CargoBodyWithName-GGACR|named args=yes|order by=_ID
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
|delimiter=\n{{!}}-\n
}}
}}
Line 594: Line 473:
==== ====
==== ====
Pretty typical. You'll usually end ground strings with this, whatever they started with, into Keygrab. {{clr|2|2K}} is generally preferred for poking.
Pretty typical. You'll usually end ground strings with this, whatever they started with, into Keygrab. {{clr|2|2K}} is generally preferred for poking.
Meanwhile, in Morohaville, {{clr|5|2D}}'s range grows from standard to absurd. Near the corner, you can confirm into Rekka loops. At max range, you can use it to bait reversals, and include an OS by staggering Rekkas. It will convert on hit, but you'll be safe on whiff as long as you space it properly. Pretty good.
'''Supplemental Frame Data:'''
Low profile 10~12F
[[GGACR/A.B.A/Frame_Data#Goku_Moroha_Mode|Goku Moroha Gatling Options]]: include every normal except for itself.
</div>
</div>
</div>
</div>
Line 622: Line 493:
{| class="wikitable attack-data"
{| class="wikitable attack-data"
|-
|-
{{CargoHeader-GGACR|version=yes}}
{{CargoHeader-GGACR}}
|-
|-
{{#cargo_query:tables=MoveData_GGACR
{{#cargo_query:tables=MoveData_GGACR
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and (input="j.P" or input="j.P[m]" or input="j.P[gm]")
|where=chara="A.B.A" and input="j.P"
|format=template|template=CargoBodyWithName-GGACR|named args=yes|order by=_ID
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
|delimiter=\n{{!}}-\n
}}
}}
Line 634: Line 505:
Standard speed air jab with pretty piss poor range. Outside of air pressure or trying to win air exchanges, you won't see or use much of this.
Standard speed air jab with pretty piss poor range. Outside of air pressure or trying to win air exchanges, you won't see or use much of this.


Goku Moroha version is one frame faster, tying it with Order Sol and Justice for the fastest air jabs. Its range and hitbox doesn't rival those two, however.
[[GGACR/A.B.A/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}
 
</div>
[[GGACR/A.B.A/Frame_Data#Normal_Mode|Normal Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}
 
[[GGACR/A.B.A/Frame_Data#Moroha_Mode|Moroha Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}
 
[[GGACR/A.B.A/Frame_Data#Goku_Moroha_Mode|Goku Moroha Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}
</div>
</div>
</div>
===<big>{{clr|2|j.K}}</big>===
===<big>{{clr|2|j.K}}</big>===
Line 661: Line 526:
{| class="wikitable attack-data"
{| class="wikitable attack-data"
|-
|-
{{CargoHeader-GGACR|version=yes}}
{{CargoHeader-GGACR}}
|-
|-
{{#cargo_query:tables=MoveData_GGACR
{{#cargo_query:tables=MoveData_GGACR
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and (input="j.K" or input="j.K[m]" or input="j.K[gm]")
|where=chara="A.B.A" and input="j.K"
|format=template|template=CargoBodyWithName-GGACR|named args=yes|order by=_ID
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
|delimiter=\n{{!}}-\n
}}
}}
Line 674: Line 539:
*Floats opponent on hit (untechable on ground hit for 28F)
*Floats opponent on hit (untechable on ground hit for 28F)


In Moroha, not much better by itself even with a frame faster startup and 4 more points of damage, but works as a fuzzy after {{clr|3|j.S}}, leading to some disgusting results amongst {{clr|3|j.S}}'s other options.
[[GGACR/A.B.A/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}
*Floats opponent on hit (untechable on ground hit for 28F)
 
 
[[GGACR/A.B.A/Frame_Data#Normal_Mode|Normal Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}
 
[[GGACR/A.B.A/Frame_Data#Moroha_Mode|Moroha Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|5|j.D}}
 
[[GGACR/A.B.A/Frame_Data#Goku_Moroha_Mode|Goku Moroha Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}
</div>
</div>
</div>
</div>
Line 692: Line 549:
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_ABA_jS.png|Your best friend
GGAC_ABA_jS.png|Your best friend
GGAC_ABA_jS_M.png|Your best friend on drugs
</gallery>
</gallery>
|-|
|-|
Line 699: Line 555:
GGXXACPR_ABA_jS-1-Hitbox.png
GGXXACPR_ABA_jS-1-Hitbox.png
GGXXACPR_ABA_jS-2-Hitbox.png
GGXXACPR_ABA_jS-2-Hitbox.png
GGXXACPR_ABA_jS-1-Moroha-Hitbox.png
GGXXACPR_ABA_jS-2-Moroha-Hitbox.png
</gallery>
</gallery>
</tabber>
</tabber>
Line 706: Line 560:
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{CargoHeader-GGACR|version=yes}}
{{CargoHeader-GGACR}}
|-
|-
{{#cargo_query:tables=MoveData_GGACR
{{#cargo_query:tables=MoveData_GGACR
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and (input="j.S" or input="j.S[m]" or input="j.S[gm]")
|where=chara="A.B.A" and input="j.S"
|format=template|template=CargoBodyWithName-GGACR|named args=yes|order by=_ID
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
|delimiter=\n{{!}}-\n
}}
}}
Line 718: Line 572:
Excellent move, and your best air normal. Works in generally all situations due to its speed and good hitbox.
Excellent move, and your best air normal. Works in generally all situations due to its speed and good hitbox.


----
[[GGACR/A.B.A/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|4|j.H}}
Take everything great about Normal Mode {{clr|3|j.S}}. Double it. Give it a bunch of fuzzy guards. Make those fuzzies confirmable off of a safe jump. You now have Moroha {{clr|3|j.S}}.
</div>
 
</div>
Your standard setup for fuzzies is [{{clr|3|j.S}} > d{{clr|3|j.S}} > falling {{clr|4|j.H}} > land] and combo. These lead to BIG damage, upwards of 300+ depending on guard bar and available tension. Since it gatlings into {{clr|1|j.P}} or {{clr|2|j.K}}, you can Fuzzy Guard by doing  [{{clr|3|j.S}} > {{clr|2|j.K}}] or [{{clr|3|j.S}} > {{clr|1|j.P}}]. The latter isn't as useful since the hitstun on {{clr|1|j.P}} is still so tiny, but the possibilities from {{clr|3|j.S}} > {{clr|2|j.K}} are really gross. Knock an opponent down in the corner do [running {{clr|3|j.S}} > {{clr|2|j.K}} > d{{clr|3|j.S}} > {{clr|4|j.H}}]. Done properly, this is airtight, and if the opponent blocks low at any point, they're getting fuzzied. Other options include land > throw after the fuzzy, or do more {{clr|1|j.P}}s.
 
Another nice bonus is that {{clr|2|j.K}} CH launches opponents, meaning this setup is especially potent when their guard bar is flashing. Better still, you can autopilot the {{clr|3|j.S}} > {{clr|2|j.K}} > d{{clr|3|j.S}} > {{clr|4|j.H}} variation since it combos! Pretty sick.
*Initial Prorate: 90%
----
Pretty close to the Moroha version, except its recovery has been cut down by a modest '''83%''' (10 frames). Somehow ridiculously improved.
[[GGACR/A.B.A/Frame_Data#Normal_Mode|Normal Gatling Options]]: {{clr|1|j.P}}, {{clr|4|j.H}}
 
[[GGACR/A.B.A/Frame_Data#Moroha_Mode|Moroha Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|4|j.H}}, {{clr|5|j.D}}
 
[[GGACR/A.B.A/Frame_Data#Goku_Moroha_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|4|j.H}}, {{clr|5|j.D}}
</div>
</div>
===<big>{{clr|4|j.H}}</big>===
===<big>{{clr|4|j.H}}</big>===
<div class="attack-container">
<div class="attack-container">
Line 741: Line 582:
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_ABA_jH.png|Get a Room
GGAC_ABA_jH.png|Get a Room
GGAC_ABA_jH_M.png|Seriously
</gallery>
</gallery>
|-|
|-|
Line 747: Line 587:
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_ABA_jH-Hitbox.png
GGXXACPR_ABA_jH-Hitbox.png
GGXXACPR_ABA_jH-1-Moroha-Hitbox.png
GGXXACPR_ABA_jH-2-Moroha-Hitbox.png
</gallery>
</gallery>
</tabber>
</tabber>
Line 754: Line 592:
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{CargoHeader-GGACR|version=yes}}
{{CargoHeader-GGACR}}
|-
|-
{{#cargo_query:tables=MoveData_GGACR
{{#cargo_query:tables=MoveData_GGACR
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and (input="j.H" or input="j.H[m]" or input="j.H[gm]")
|where=chara="A.B.A" and input="j.H"
|format=template|template=CargoBodyWithName-GGACR|named args=yes|order by=_ID
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
|delimiter=\n{{!}}-\n
}}
}}
Line 767: Line 605:


''Causes very little knockback/pushback.''
''Causes very little knockback/pushback.''
----
Huge hitbox, great for cross-ups, and on CH it ground slides into ludicrous damage despite its prorate. The built-in OS with airthrow doesn't do your opponents any favors either. People hate this move.
*Initial prorate 80%
*Slams down opponent on air hit
*Slides opponent on CH (untechable for 112F, slides for 30F)
[[GGACR/A.B.A/Frame_Data#Moroha_Mode|Moroha Gatling Options]]: {{clr|5|j.D}}
[[GGACR/A.B.A/Frame_Data#Goku_Moroha_Mode|Goku Moroha Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|5|j.D}}
</div>
</div>
</div>
</div>
Line 795: Line 624:
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{CargoHeader-GGACR|version=yes}}
{{CargoHeader-GGACR}}
|-
|-
{{#cargo_query:tables=MoveData_GGACR
{{#cargo_query:tables=MoveData_GGACR
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and (input="j.D" or input="j.D[m]" or input="j.D[gm]")
|where=chara="A.B.A" and input="j.D"
|format=template|template=CargoBodyWithName-GGACR|named args=yes|order by=_ID
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
|delimiter=\n{{!}}-\n
}}
}}
Line 806: Line 635:
==== ====
==== ====
Nice horizontal range, but very slow. Works mainly as an early Anti-Air, but otherwise seldom used. If you manage to CH, you are gifted a wallbounce > free keygrab for your troubles.
Nice horizontal range, but very slow. Works mainly as an early Anti-Air, but otherwise seldom used. If you manage to CH, you are gifted a wallbounce > free keygrab for your troubles.
----
</div>
Moroha version is vital ingredient in A.B.A.’s Orb loop BnB. This is faster, has longer range, and better hitstun than Normal Mode. However, it still doesn't have much use in neutral compared to A.B.A.'s other great aerials. This also wallbounces on counterhit, and has enough hitstun to combo into Keygrabs and dashing {{clr|3|j.S}}s for better conversions.
----
Nearly halving the startup of the Goku Moroha version should make you consider using it in neutral a bit, otherwise it's identical to Moroha Mode.
 
*Blows back opponent on hit (untechable for 22F)
*Wallbounces opponent on CH (untechable for 50F)
*Initial prorate 90%
</div>
</div>
</div>


Line 838: Line 659:
{{#cargo_query:tables=MoveData_GGACR
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="Ground Throw"
|where=chara="A.B.A" and input="Ground Throw"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
}}
Line 872: Line 693:
{{#cargo_query:tables=MoveData_GGACR
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="Air Throw"
|where=chara="A.B.A" and input="Air Throw"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
}}
Line 900: Line 721:
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{CargoHeader-GGACR|version=yes}}
{{CargoHeader-GGACR}}
|-
|-
{{#cargo_query:tables=MoveData_GGACR
{{#cargo_query:tables=MoveData_GGACR
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and (input="DAA" or input="DAA[m]" or input="DAA[gm]")
|where=chara="A.B.A" and input="DAA"
|format=template|template=CargoBodyWithName-GGACR|named args=yes|order by=_ID
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
|delimiter=\n{{!}}-\n
}}
}}
Line 911: Line 732:
==== ====
==== ====
Though it has lengthy recovery and an unspectacular startup, it has a lot more invulnerabilty than usual and knocks down the opponent. A Dead Angle should always be in your mind considering ABA's nature for volatility. Never forget if you need to get them off of you. On regular hit, you can keygrab out of the knockdown. Curiously, keygrab seems to whiff when the Dead Angle counterhits.
Though it has lengthy recovery and an unspectacular startup, it has a lot more invulnerabilty than usual and knocks down the opponent. A Dead Angle should always be in your mind considering ABA's nature for volatility. Never forget if you need to get them off of you. On regular hit, you can keygrab out of the knockdown. Curiously, keygrab seems to whiff when the Dead Angle counterhits.
----
The Moroha and Goku Moroha versions are faster than Normal Mode and causes wallbounce on hit. Useful if you're low on Moroha meter and under pressure so you can get them off of you, or to keep them in the corner, but don't go and get it baited. You can't really combo out of it on regular hit, but you can go for a tech trap afterwards. On counterhit, you can easily combo out of it as long as your back isn't to the corner for a nice, albeit heavily prorated, combo.
*Knocks down opponent on hit
*Initial prorate 50%
;Additional Frame Data:
*Initial prorate 50%
*Normal version fully invincible 1~27F; Throw invincible 28~41F;
*Moroha and Goku Moroha versions fully invincible 1~15F; Throw invincible 16~27F;
</div>
</div>
</div>
</div>
Line 945: Line 756:
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{CargoHeader-GGACR|version=yes}}
{{CargoHeader-GGACR}}
|-
|-
{{#cargo_query:tables=MoveData_GGACR
{{#cargo_query:tables=MoveData_GGACR
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and (input="236S" or input="236S[m]" or input="236S[gm]")
|where=chara="A.B.A" and input="236S"
|format=template|template=CargoBodyWithName-GGACR|named args=yes|order by=_ID
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
|delimiter=\n{{!}}-\n
}}
}}
Line 959: Line 770:


;Supplemental Frame Data:
;Supplemental Frame Data:
*Normal version can cancel into followup from 21F onwards on hit or block.
*Can cancel into followup from 21F onwards on hit or block.
*Moroha and Goku Moroha versions can cancel into followup from 20F onwards on hit or block.
*Goku Moroha FRC timing 10~13F; Can cancel into followup from 19F onwards on hit or block; Untechable for 16F.
</div>
</div>
</div>
</div>
Line 983: Line 792:
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{CargoHeader-GGACR|version=yes}}
{{CargoHeader-GGACR}}
|-
|-
{{AttackVersion|name=46S}}
{{#cargo_query:tables=MoveData_GGACR
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="236S > 46S"
|where=chara="A.B.A" and input="236S > 46S"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
}}
|-
|}
{{AttackVersion|name=46S[m]}}
==== ====
{{#cargo_query:tables=MoveData_GGACR
Possible to frame trap after a blocked first Rekka, but the gap is bigger than one frame, so exercise caution. Staggers on hit, but it’s pretty wimpy in Normal Mode and requires an RC to take advantage of with anything other than 3rd Rekka unless they’re asleep, and spending 50% on something they can probably still shake out of is a big gamble.
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
 
|where=chara="{{SUBPAGENAME}}" and input="236S > 46S[m]"
;Supplemental Frame Data:
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
*forces crouching state on ground hit and staggers (Max 30F)
}}
|-
{{AttackVersion|name=46S[gm]}}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="236S > 46S[gm]"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
==== ====
Possible to frame trap after a blocked first Rekka, but the gap is bigger than one frame, so exercise caution. Staggers on hit, but it’s pretty wimpy in Normal Mode and requires an RC to take advantage of with anything other than 3rd Rekka unless they’re asleep, and spending 50% on something they can probably still shake out of is a big gamble.
 
----
Moroha has 50% more stagger. If you want, you can RC and go into whatever out of the stagger. If you’re close enough, you might be able to link into a quick poke ({{clr|1|5P}}, {{clr|1|2P}}, or {{clr|2|5K}}) depending on how good your opponent is at mashing out. You can even get Rekka 1 > Rekka 2 > [Command Keygrab] x 2 for a complete transform. Hitstun is beefy enough to confirm into 3rd Rekka > Rekka loops after tagging an opponent trying to jump out with 2nd Rekka.
 
;Supplemental Frame Data:
*Normal version forces opponent into crouching state on ground hit and staggers (Max 30F)
*Moroha and Goku Moroha versions force opponent into crouching state on ground hit and staggers (Max 45F)
*Untechable for 35F on air hit
*Untechable for 35F on air hit
*Can cancel into followup from 10F onwards
*Can cancel into followup from 10F onwards
*Goku Moroha version FRC timing 5~8F
</div>
</div>
</div>
</div>
Line 1,038: Line 827:
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{CargoHeader-GGACR|version=yes}}
{{CargoHeader-GGACR}}
|-
{{AttackVersion|name=63214S}}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="236S > 46S > 63214S"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|-
|-
{{AttackVersion|name=63214S[m]}}
{{#cargo_query:tables=MoveData_GGACR
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="236S > 46S > 63214S[m]"
|where=chara="A.B.A" and input="236S > 46S > 63214S"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|-
{{AttackVersion|name=63214S[gm]}}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="236S > 46S > 63214S[gm]"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
}}
Line 1,072: Line 846:
*FRC timing 14~15F (Goku Moroha version 14~17F)
*FRC timing 14~15F (Goku Moroha version 14~17F)
*Slides opponent on hit (untechable for 60F, slides for 40F)
*Slides opponent on hit (untechable for 60F, slides for 40F)
*Forced prorate 90%
*Opponent's Burst is disabled on hit
*Opponent's Burst is disabled on hit
</div>
</div>
</div>
</div>
Line 1,100: Line 872:
{{#cargo_query:tables=MoveData_GGACR
{{#cargo_query:tables=MoveData_GGACR
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and (input="63214H" or input="j.63214H")
|where=chara="A.B.A" and (input="63214H" or input="j.63214H")
|format=template|template=CargoBodyWithName-GGACR|named args=yes|order by=_ID
|format=template|template=CargoBodyWithName-GGACR|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
|delimiter=\n{{!}}-\n
Line 1,110: Line 882:


This move acts as both a command throw and a strike. If from anywhere from frames 6-9, 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.
This move acts as both a command throw and a strike. If from anywhere from frames 6-9, 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.
When used in Moroha mode, Keygrab will instead heal ABA for 80% of the self inflicted damage she sustained. 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. However, this double pickup doesn't work if the first lands as a strike, but ABA can instead do some combos that lead into Bloodpack FRC > re-Keygrab.
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. However, this double pickup doesn't work if the first lands as a strike, but ABA can instead do some combos that lead into Bloodpack FRC > re-Keygrab.


;Supplemental Frame Data:
*Listed Recovery is for when the move is blocked. On hit the recovery is 38F.
*Listed Recovery is for when the move is blocked. On hit the recovery is 38F.
*Listed Startup and Active frames is for the strike portion.
*Listed Startup and Active frames is for the strike portion.
*The throw part has Damage 10, Startup 9F, active 1F.
*The throw part has Damage 10, Startup 9F, active 1F.
*Changes ABA's mode on hit (Normal changes to Moroha, Moroha and Goku Moroha change back to Normal).
*Changes ABA's mode on hit (Normal changes to Moroha, Moroha and Goku Moroha change back to Normal).
*When changing back to Normal mode, ABA regains 80% of the self-inflicted damage generated by Moroha/Goku Moroha mode.
*Knocks down opponent on hit.
*Knocks down opponent on hit.
*ABA in CH state during move.
*ABA in CH state during move.
Line 1,127: Line 895:
</div>
</div>
</div>
</div>
===Normal Only Specials===
===<big>Dragging</big> (Ken'in)===
===<big>Dragging</big> (Ken'in)===
<span class="input-badge">'''{{clr|1|236P}}'''</span>
<span class="input-badge">'''{{clr|1|236P}}'''</span>
Line 1,157: Line 924:
{{#cargo_query:tables=MoveData_GGACR
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="236P"
|where=chara="A.B.A" and input="236P"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
}}
Line 1,165: Line 932:


;Supplemental Frame Data:
;Supplemental Frame Data:
*Above knees invincible 1~2F; above feet invincible 3~25F; FRC timing 11~13F.
*FRC timing 11~13F.
</div>
</div>
</div>
</div>
Line 1,191: Line 958:
{{#cargo_query:tables=MoveData_GGACR
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="236K"
|where=chara="A.B.A" and input="236K"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
}}
Line 1,200: Line 967:
;Supplemental Frame Data:
;Supplemental Frame Data:
*Staggers opponent on CH (Max 69F)
*Staggers opponent on CH (Max 69F)
*Initial prorate 90%
*FRC timing 28~30F.
*Feet and throw invincible 6~27F; FRC timing 28~30F.
</div>
</div>
</div>
</div>
Line 1,226: Line 992:
{{#cargo_query:tables=MoveData_GGACR
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="236H"
|where=chara="A.B.A" and input="236H"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
}}
Line 1,236: Line 1,002:


;Supplemental Frame Data:
;Supplemental Frame Data:
*Above knees invincible 7~11F; Upper body invincible 12~19F; above knees invincible 20~22F;
*FRC timing 23~24F;
*FRC timing 23~24F;
*Attack is guaranteed to activate after 23F.
*Attack is guaranteed to activate after 23F.
Line 1,262: Line 1,027:
{{#cargo_query:tables=MoveData_GGACR
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="63214P"
|where=chara="A.B.A" and input="63214P"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
}}
Line 1,271: Line 1,036:


;Supplemental Frame Data:
;Supplemental Frame Data:
*Fully invincible 19~22F; throw invincible 23F;
*Consumes a blood pack on 20F and changes ABA to Moroha mode.
*Consumes a blood pack on 20F and changes ABA to Moroha mode.
</div>
</div>
</div>
</div>
===Moroha Only Specials===
 
===<big>Engorgement</big> (Houshoku)===
==Force Breaks==
<span class="input-badge">'''{{clr|4|421H}}'''</span>
===<big>FB Dragging</big> (Ken'in)===
<span class="input-badge">'''{{clr|5|236D}}'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 1,283: Line 1,048:
Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_ABA_houshoku.png|<big>'''THE NEED FOR BLOOD DOES NOT STOP-KYEEAAAAAAA'''</big>
GGAC_ABA_kenin.png|Just Leave It
</gallery>
</gallery>
|-|
|-|
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_ABA_Engorgement-Hitbox.png
 
</gallery>
</gallery>
</tabber>
</tabber>
Line 1,298: Line 1,063:
{{#cargo_query:tables=MoveData_GGACR
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="421H"
|where=chara="A.B.A" and input="236D"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
}}
|}
|}
==== ====
==== ====
'''BUTT'''. Works well as a combo ender or in 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. On block, you can RC to double jump or airdash. Can be jump cancelled in Goku Moroha mode.
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.


*Floats opponent on hit (untechable for 34F)
It will evade oki, including meaty setups. It will slide through moves and supers, even stuff like Raoh’s Bellows Malice, for easy Keygrabs. It has a huge FRC point on 9-23F, 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.
*Auto jump installs


;Supplemental Frame Data:
;Supplemental Frame Data:
*ABA is airborne from 12~31F [11~30F];
*Can pass through opponent from 3F until end of move;
*ABA is in CH state from 1~38F [1~35F].
*FRC timing 9~23F.
</div>
</div>
</div>
</div>


===<big>Judgment</big> (Danzai)===
 
<span class="input-badge">'''{{clr|4|623H}}'''</span>
==Overdrive Attacks==
===<big>Evidence: Concealment</big> (Shouko: Intoku)===
<span class="input-badge">'''{{clr|4|632146H}}'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 1,321: Line 1,087:
Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_ABA_danzai.png|The Judge, Jury, and Executioner
GGAC_ABA_shoukoIntoku.png|ABA keeps threatening to get a lawyer, but then she conceals evidence
</gallery>
</gallery>
|-|
|-|
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_ABA_Judgement-1-Hitbox.png
 
GGXXACPR_ABA_Judgement-2-Hitbox.png
GGXXACPR_ABA_Judgement-3-Hitbox.png
</gallery>
</gallery>
</tabber>
</tabber>
Line 1,334: Line 1,098:
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
{{CargoHeader-GGACR|version=yes}}
|-
{{AttackVersion|name=1st hit|subtitle={{clr|4|632146H}}}}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="A.B.A" and input="632146H"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|-
{{AttackVersion|name=2nd hit|subtitle=1st hit -> {{clr|4|236H}}}}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="A.B.A" and input="632146H > 236H"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|-
|-
{{AttackVersion|name=3rd hit|subtitle=2nd hit -> {{clr|4|236H}}}}
{{#cargo_query:tables=MoveData_GGACR
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="623H"
|where=chara="A.B.A" and input="632146H > 236H > 236H"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
}}
|}
|}
==== ====
==== ====
Danzai. One of the best specials in the game.
Despite not having full invul until 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. Only works in normal mode.
Throw invincible on the upswing, super armor, big hitbox, launches on hit, and huge pushback on block to help make it pseudo-safe since you’re moved back pretty far.
 
Danzai will blow up pokes or telegraphed poke out attempts, it can be used as a reversal or to beat throws, it can be used as anti-air, it can be used to eat blue bursts... What’s not to like? Just be sure to keep the following in mind: it only absorbs one hit, so multi-hit or fast attacks will win, it loses to Supers, characters with long range attacks can punish even after blocking the second hit, and characters who don’t can block the first hit and backdash the second. Some characters also have char-specific ways to deal with Danzai as well. Danzai is best used as a defensive option, but can work as an offensive one if used very sparingly. Just note that the super armor won't keep you alive if you're close to death already.
 
*1st hit floats opponent on hit (untechable for 30F)
*2nd hit groundbounces opponent (untechable for 50F)
*2nd hit forced prorate 70%
*2nd hit disables opponent's burst on hit


;Supplemental Frame Data:
;Supplemental Frame Data:
*Throw invincible 1~20F [1~13F];
*Floats opponent on hit (untechable for 58F)
*FRC timing 12~14F;
*Forced prorate 50%
*Can absorb one non-super hit for half damage from 1~24F [1~16F].
*Fully invincible 1F~5F after super flash; Above feet and throw invincible 6-13F after super flash; Low profile 14~33F after super flash;
*Hitstop 7F;
*FRC timing 10~13F after super flash;
*Can cancel into Shouko: Intoku (2nd hit) 1~34F after super flash.
----
 
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.
 
'''Supplemental Frame Data:''' ''Above feet invincible 22~29F; Low profile 30~49F; Hitstop 7F; FRC timing 26~29F; Can cancel into Shouko: Intoku (3rd hit) 1~26F.''
 
----
No longer unblockable, probably much to your dismay. Be careful as this third hit's startup is particularly slow, which is good for frametraps, but horrible if blocked.
 
*Floats opponent on hit (untechable for 58F)
*Forced prorate 50%
 
;Supplemental Frame Data:
*Above feet invincible 35~42F; Low profile 43~62F;
*Hitstop 7F;
*FRC timing 39~42F.
</div>
</div>
</div>
</div>


===<big>Displacement</big> (Bunri)===
===<big>Evidence: Destruction</big> (Shouko: Inmetsu)===
<span class="input-badge">'''{{clr|1|63214P}}'''</span>
<span class="input-badge">'''{{clr|1|j.632146P}}'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 1,367: Line 1,157:
Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_ABA_bunri.png|He punched out all my blood!
GGAC_ABA_ouro.png|Kind of like RTL, except awful.
</gallery>
</gallery>
|-|
|-|
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_ABA_Inmentsu-Hitbox.png
</gallery>
</gallery>
</tabber>
</tabber>
Line 1,381: Line 1,172:
{{#cargo_query:tables=MoveData_GGACR
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="63214P[m]"
|where=chara="A.B.A" and input="j.632146P"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
|}
==== ====
==== ====
Just as important as normal Bloodpack, if not more. Using it will spend one pack and restore 120% of self-inflicted damage.
Has two frames of invincible startup, and that's about the only thing this move has going for it. You can end air combos with it if it'll kill, but otherwise save your tension for better things.
*Consumes a blood pack and changes ABA to normal mode
 
*Restores self damage
*Floats opponent on hit (untechable for 34F)
*some invincibility at the end
*Can hit up to a maximum of 4 times
</div>
</div>


;Supplemental Frame Data:
<!--------------------- MOROHA MODE --------------------------------->
*Full Invincibility 9F; Strike invincibility 10~13F;
*FRC timing 10~13F;
*restores 1.2x of the self inflicted Moroha damage on 10F.
</div>
</div>
</div>
<div id="movelist-2" class="movelist">
===<big>Blunder</big> (Kashitsu)===
 
<span class="input-badge">'''{{clr|2|41236K}}'''</span> or <span class="input-badge">'''Ruin -> {{clr|2|236K}}'''</span>
==Normal Moves==
===<big>{{clr|1|5P}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 1,404: Line 1,196:
Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_ABA_kashitsu.png|[https://youtu.be/0yvFNEWWVIU?t=426 See what you started, ArcSys? Now that naming makes sense.]
GGAC_ABA_5P.png|An AA, not a jab, but 3F blazing fast
</gallery>
</gallery>
|-|
|-|
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_ABA_Kashitsu-Hitbox.png
GGXXACPR_ABA_5P-Hitbox.png
</gallery>
</gallery>
</tabber>
</tabber>
Line 1,419: Line 1,211:
{{#cargo_query:tables=MoveData_GGACR
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="41236K"
|where=chara="A.B.A" and input="5P[m]"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
|}
==== ====
==== ====
An unthrowable overhead...which is actually unblockable, as it causes stagger if blocked standing. On actual hit, it'll launch the opponent, higher if it landed CH.
Not much of a jab, but three frames of head invincibility for good reactionary anti air. You can also use it to stuff some higher reaching pokes.


In Moroha mode, Flipkick is best used with 50% to cancel into Goku Moroha activation or to RC it--on hit, this gives you better combo options like Flipkick xx Goku Activation > dash {{clr|3|c.S}} > etc, or Flipkick RC > dash {{clr|3|j.S}} > etc, while on block it guarantees you can capitalize on the stagger. Like its Normal Mode counterpart, it too can be used in place of the 3rd rekka. In Goku Moroha mode, Flipkick can be converted off much easier meterless, turning it into an extremely scary and deadly mixup tool and a surprisingly good combo tool. This move is overall extremely potent, but has the weakness of being blockable in the air without FD, and due to its single active frame, has several ways to beat it, just like all of ABA's moves.


One setup is to do FB Bloodball, and most characters will be forced to eat this move unless they have meter to Dead Angle.
[[GGACR/A.B.A/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
 
</div>
;Supplemental Frame Data:
</div>
*Staggers opponent when blocked high (Max 55F)
===<big>{{clr|2|5K}}</big>===
*Groundbounces opponent on hit (untechable for 50F)
*Untechable for 41F
*Lower body invincible 11~24F; foot invincible 25~30F; Throw invincible 11~30F;
*FRC timing 27~29F.
</div>
</div>
 
===<big>Eradication</big> (Konzetsu)===
<span class="input-badge">'''{{clr|3|j.41236S}}'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 1,446: Line 1,229:
Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_ABA_konzetsu.png|Loops, thy name is KONZETSU
GGAC_ABA_5K.png|Not much of a dancing queen
</gallery>
</gallery>
|-|
|-|
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_ABA_Konzetsu-1-Hitbox.png
GGXXACPR_ABA_5K-Hitbox.png
GGXXACPR_ABA_Konzetsu-2-Hitbox.png
</gallery>
</gallery>
</tabber>
</tabber>
Line 1,462: Line 1,244:
{{#cargo_query:tables=MoveData_GGACR
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="j.41236S"
|where=chara="A.B.A" and input="5K[m]"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
|}
==== ====
==== ====
An integral part in many of A.B.A.’s combos in Moroha mode, specifically her Orb loops. This move is a projectile, meaning sometimes they’ll linger and still trade when you get hit first. It's possible for both orbs to land when very close, which leads to disgusting damage due to the rear hit dealing 1 point shy of 60 damage. E.G., Butt loop, Butt > RC > Orbs (2hit) > PAIN. Because the rear orb appears 1 frame after the front orb, you will also get the increased untech time of the rear orb, should you hit both.
A go-to poke, balancing speed and range amongst Normal Mode's overall slow moveset, but in Moroha loses out a bit to other normals. Being able to self gatling and safe on block very much helps.
 
All three versions move ABA slightly forwards.


Has an FRC point 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 over their body just before they wakeup > {{clr|2|2K}}, {{clr|5|5D}}, begin pressure, etc. If your Orbs are mistimed or if you land too close, you opponent can wakeup throw, but that can be punished with Orbs FRC > Orbs again for HUGE damage as a CH, or you can simply Orbs FRC > land > jump to bait the throw and CH as well.


;Supplemental Frame Data:
[[GGACR/A.B.A/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|6P}}, {{clr|2|5K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
*FRC timing 22~23F [15~18F];
*Attack is guaranteed to activate after 10F [6F].
*Untechable for (front part: 26F, back part: 36F)
</div>
</div>
</div>
</div>


===<big>Suka Motion</big>===
===<big>{{clr|3|c.S}}</big>===
<span class="input-badge">'''Moroha Gauge reaches 0'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 1,485: Line 1,265:
Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_ABA_sukaMotion.png|9 out of 10 instant kills start with this
GGAC_ABA_cS_M.png|
</gallery>
</gallery>
|-|
|-|
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_ABA_cS-Moroha-Hitbox.png
</gallery>
</gallery>
</tabber>
</tabber>
Line 1,499: Line 1,280:
{{#cargo_query:tables=MoveData_GGACR
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="Suka Motion"
|where=chara="A.B.A" and input="c.S[m]"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
|}
==== ====
==== ====
Occurs when the Moroha gauge hits 0.
Slightly slower in Moroha, more for filler than pokes into combos, but it gains from foot invul a little before startup and lasts quite a while. Starts cranking the Guard Bar higher, though. Even on block, now.


If this happens to you, you're probably about to eat shit, especially if someone knocked you down just before this is about to happen.


Suka Motion will not activate while ABA is in the middle of another move's animation. ABA can continue to perform gatlings and special cancels after the Moroha gauge disappears, as long as she:
[[GGACR/A.B.A/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
# Is in the middle of move with gatling/special cancel options when the gauge fully depletes
# Follows regular Moroha's gatling rules (you will not be able to do gatlings that are only possible in Goku Moroha)
# Does not return to an idle state (this includes landing after a jump; you can jump cancel moves after the gauge runs out, but Suka Motion will activate when you land)
 
If your Moroha gauge runs out mid-combo, end with a cancel into keygrab or Goku Moroha to save yourself from disaster.
</div>
</div>
</div>
</div>
 
===<big>{{clr|3|f.S}}</big>===
==Force Breaks==
*Numbers in [ ] is when A.B.A. is in Goku Moroha Mode
===<big>FB Dragging</big> (Ken'in)===
<span class="input-badge">'''Normal Mode {{clr|5|236D}}'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 1,526: Line 1,298:
Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_ABA_kenin.png|Just Leave It
GGAC_ABA_fS_M.png|Do a little dance
</gallery>
</gallery>
|-|
|-|
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
 
GGXXACPR_ABA_fS-Moroha-1-Hitbox.png
GGXXACPR_ABA_fS-Moroha-2-Hitbox.png
</gallery>
</gallery>
</tabber>
</tabber>
Line 1,541: Line 1,314:
{{#cargo_query:tables=MoveData_GGACR
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="236D"
|where=chara="A.B.A" and input="f.S[m]"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
|}
==== ====
==== ====
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.
In Moroha, excellent poke that begins to define Moroha's strengths. Two hits will allow it to stuff super armor or familiars that eat hits (Little Eddie, Zappa's Dog, Dizzy's Fish), and leads excellently into {{clr|4|5H}} or Rekka. Great move in neutral and overall. Unlike Normal, it hits mid and doesn't move ABA forward.
 
''1st hit causes very little knockback/pushback.''


It will evade oki, including meaty setups. It will slide through moves and supers, even stuff like Raoh’s Bellows Malice, for easy Keygrabs. It has a huge FRC point on 9-23F, 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.


;Supplemental Frame Data:
[[GGACR/A.B.A/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
*Fully invincible during the move
*Can pass through opponent from 3F until end of move;
*FRC timing 9~23F.
</div>
</div>
</div>
</div>
 
===<big>{{clr|4|5H}}</big>===
===<big>FB Avoidance</big> (Kihi)===
<span class="input-badge">'''Moroha Mode {{clr|5|236D}}'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 1,564: Line 1,334:
Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_ABA_kihi.png|Is it actually mercury? Good lord.
GGAC_ABA_5H_M.png|Like the unsettling opening to a psychological horror
</gallery>
</gallery>
|-|
|-|
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
 
GGXXACPR_ABA_5H-1-Hitbox-MM.png
GGXXACPR_ABA_5H-2-Hitbox-MM.png
</gallery>
</gallery>
</tabber>
</tabber>
Line 1,579: Line 1,350:
{{#cargo_query:tables=MoveData_GGACR
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="236D[m]"
|where=chara="A.B.A" and input="5H[m]"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
|}
==== ====
==== ====
Normal mode’s Bloodball makes a comeback in Moroha mode for 25% tension. Hits 6 (!!) times. The FRC point on the NM version is the same here, and with the extra hits, this can lead to some really gross setups like meaty FB Bloodball > dash in Flipkick while they’re guarding the Bloodball for a dirty unblockable. For the ultimate in scumbaggery, you can FB Bloodball > FRC > dash in and throw just before the Bloodball goes active, or dash in Command Keygrab > Keygrab for a complete transform. Leads to some pretty nasty stuff for 25-50% tension.
Moroha version is fantastic. Builds a ridiculous amount of guard bar on block, vacuums on the second hit, and with a gatling into {{clr|4|2H}}, you can keep the opponent close and get their guard bar flashing in about a second. This is excellent for pressure and is safe on block, making it particularly great against opponents without meterless reversals (there is a slight gap from this to {{clr|4|2H}}). However, the second hit will usually end the stagger if the first hit lands as CH. Its slow speed keeps it from being a good poke, but ABA has other options to lead into this.  
 


;Supplemental Frame Data:
[[GGACR/A.B.A/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
*Above knees invincible 7~11F and 20~22F; upper body invincible 12~19F; FRC timing 23~24F;
*Attack is guaranteed to activate after 23F.
</div>
</div>
</div>
</div>


===<big>FB Judgment</big> (Danzai)===
===<big>{{clr|1|6P}}</big>===
<span class="input-badge">'''Moroha Mode {{clr|5|623D}}'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 1,599: Line 1,369:
Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_ABA_danzai.png|CONVICTION: YOUR EXECUTIONER, EXECUTIONER, AND IF NEED BE, YOUR EXECUTIONER
GGAC_ABA_6P.png|Using your head is key
</gallery>
</gallery>
|-|
|-|
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
 
GGXXACPR_ABA_6P-1-Hitbox.png
GGXXACPR_ABA_6P-2-Hitbox.png
GGXXACPR_ABA_6P-3-Hitbox.png
</gallery>
</gallery>
</tabber>
</tabber>
Line 1,614: Line 1,386:
{{#cargo_query:tables=MoveData_GGACR
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="623D"
|where=chara="A.B.A" and input="6P[m]"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
|}
==== ====
==== ====
Danzai spent 25 meter and got Hyper Armor for Christmas, which absorbs an unlimited number of (non-Overdrive) hits and will plow through pretty much anything. It launches higher on hit, and while it may screw up some combos on CH, FB Danzai takes one of the best specials in the game from excellent to obscene.
In Moroha, its hitbox is a little altered since the Key's head changes shape, but functions nearly identically to the Normal version.
 


*2nd hit has 80% Forced Prorate
[[GGACR/A.B.A/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|3|2S}}, {{clr|4|2H}}
*1st hit floats opponent on hit (untechable for 30F)
</div>
*2nd hit groundbounces opponent on hit (untechable for 70F)
*2nd hit removes OTG status from opponent on hit
 
;Supplemental Frame Data:
*Throw invincible 1~20F [1~13F];
*[FRC timing 12~14F];
*Can absorb non-super attacks for half damage 1~24F [1~16F].
</div>
</div>
</div>
===<big>{{clr|4|6H}}</big>===
 
==Overdrive Attacks==
*Numbers in [ ] is when A.B.A. is in Goku Moroha Mode
===<big>Evidence: Concealment</big> (Shouko: Intoku)===
<span class="input-badge">'''{{clr|4|632146H}}'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 1,642: Line 1,404:
Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_ABA_shoukoIntoku.png|ABA keeps threatening to get a lawyer, but then she conceals evidence
GGAC_ABA_6H_M.png|Eats up space all day
</gallery>
</gallery>
|-|
|-|
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
 
GGXXACPR_ABA_6H-1-Moroha-Hitbox.png
GGXXACPR_ABA_6H-2-Moroha-Hitbox.png
</gallery>
</gallery>
</tabber>
</tabber>
Line 1,653: Line 1,416:
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{CargoHeader-GGACR|version=yes}}
{{CargoHeader-GGACR}}
|-
|-
{{AttackVersion|name=1st hit|subtitle={{clr|4|632146H}}}}
{{#cargo_query:tables=MoveData_GGACR
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="632146H"
|where=chara="A.B.A" and input="6H[m]"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|-
{{AttackVersion|name=2nd hit|subtitle=1st hit -> {{clr|4|236H}}}}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="632146H > 236H"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
==== ====
Has exceptional range, two hits, hits like a truck. Mostly sees use against people trying to low profile {{clr|3|f.S}} or {{clr|4|5H}} from far away. Landing it from max range won't combo into much and it has a horrid amount of whiff recovery, but will convert on an air hit into something like Butt/Engorgement.
[[GGACR/A.B.A/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|6P}}, {{clr|4|5H}}
</div>
</div>
===<big>{{clr|5|5D}}</big>===
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_ABA_5D.png|''Nothing Out of The Ordinary''
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_ABA_5D-Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
|-
{{AttackVersion|name=3rd hit|subtitle=2nd hit -> {{clr|4|236H}}}}
{{#cargo_query:tables=MoveData_GGACR
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="632146H > 236H > 236H"
|where=chara="A.B.A" and input="5D[m]"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
|}
==== ====
==== ====
Despite not having full invul until 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. Only works in normal mode.
Moroha version is one frame faster and leads to Impossible Dust combos. Sometimes throwing out a slow overhead works.
 
</div>
;Supplemental Frame Data:
</div>
*Floats opponent on hit (untechable for 58F)
===<big>{{clr|1|2P}}</big>===
*Forced prorate 50%
*Fully invincible 1F~5F after super flash; Above feet and throw invincible 6-13F after super flash; Low profile 14~33F after super flash;
*Hitstop 7F;
*FRC timing 10~13F after super flash;
*Can cancel into Shouko: Intoku (2nd hit) 1~34F after super flash.
----
 
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.
 
'''Supplemental Frame Data:''' ''Above feet invincible 22~29F; Low profile 30~49F; Hitstop 7F; FRC timing 26~29F; Can cancel into Shouko: Intoku (3rd hit) 1~26F.''
 
----
No longer unblockable, probably much to your dismay. Be careful as this third hit's startup is particularly slow, which is good for frametraps, but horrible if blocked.
 
*Floats opponent on hit (untechable for 58F)
*Forced prorate 50%
 
;Supplemental Frame Data:
*Above feet invincible 35~42F; Low profile 43~62F;
*Hitstop 7F;
*FRC timing 39~42F.
</div>
</div>
 
===<big>Evidence: Destruction</big> (Shouko: Inmetsu)===
<span class="input-badge">'''{{clr|1|j.632146P}}'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 1,712: Line 1,467:
Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_ABA_ouro.png|Kind of like RTL, except awful.
GGAC_ABA_2P.png|Look, Honey! A real jab!
</gallery>
</gallery>
|-|
|-|
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_ABA_Inmentsu-Hitbox.png
GGXXACPR_ABA_2P-Hitbox.png
</gallery>
</gallery>
</tabber>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{CargoHeader-GGACR|version=yes}}
{{CargoHeader-GGACR}}
|-
|-
{{#cargo_query:tables=MoveData_GGACR
{{#cargo_query:tables=MoveData_GGACR
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and (input="j.632146P" or input="j.632146P[m]")
|where=chara="A.B.A" and input="2P[m]"
|format=template|template=CargoBodyWithName-GGACR|named args=yes|order by=_ID
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
|delimiter=\n{{!}}-\n
}}
}}
|-
|}
{{AttackVersion|name=Moroha Followup|subtitle={{clr|1|j.632146P}} -> {{clr|2|214K}}}}
==== ====
{{#cargo_query:tables=MoveData_GGACR
When you've got a need for speed, but with more range than {{clr|1|5P}}. Standard.
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
*Initial prorate 80%
|where=chara="{{SUBPAGENAME}}" and input="j.632146P > 214K"
 
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
 
}}
[[GGACR/A.B.A/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
|}
</div>
==== ====
</div>
Has two frames of invincible startup, and that's about the only thing this move has going for it. You can end air combos with it if it'll kill, but otherwise save your tension for better things.
===<big>{{clr|2|2K}}</big>===
 
<div class="attack-container">
*Floats opponent on hit (untechable for 34F)
<div class="attack-gallery">
*Can hit up to a maximum of 4 times
<tabber>
</div>
Images =
</div>
<gallery widths="210px" heights="210px" mode="nolines">
 
GGAC_ABA_2K.png|Everywoman's low poke
===<big>Altercation</big> (Henshitsu)===
</gallery>
<span class="input-badge">'''in Moroha Mode: {{clr|3|6321463214S}}'''</span>
|-|
<div class="attack-container">
Hitboxes =
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
<tabber>
GGXXACPR_ABA_2K-Hitbox.png
Images =  
</gallery>
<gallery widths="210px" heights="210px" mode="nolines">
</tabber>
GGAC_ABA_henshitsu.png|"Time to send you to Hell"
</div>
</gallery>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="A.B.A" and input="2K[m]"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
A low poke with alright range. Leads to {{clr|5|2D}} > Keygrab on hit.
 
One of your only low attacks in Moroha, gets a slight damage boost; use it to start midscreen combos.
 
*Initial prorate 70%
 
 
[[GGACR/A.B.A/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
</div>
</div>
===<big>{{clr|3|2S}}</big>===
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_ABA_2S_M.png|Actually rivaled by the Normal Mode version
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_ABA_2S-Moroha-Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="A.B.A" and input="2S[m]"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
Moroha is 50% slower than Normal Mode, but it has '''big''' range and will probably eat most jump ins that are poorly spaced. On Counter Hit, you get all day to confirm into whatever. A good option.
*Floats opponent, fully untechable on CH.
*Untechable for 23F
 
[[GGACR/A.B.A/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}}
</div>
</div>
===<big>{{clr|4|2H}}</big>===
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_ABA_2H_M.png|Ruins people who press buttons
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_ABA_2H-1-Moroha-Hitbox.png
GGXXACPR_ABA_2H-2-Moroha-Hitbox.png
GGXXACPR_ABA_2H-3-Moroha-Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="A.B.A" and input="2H[m]"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
One of the most oppressive normals in the game. As ABA is slightly airborne before going active, she is throw invulnerable, making for a good meaty. Guard Bars get ruined, it launches on hit, vacuums, is +2 on block, and has an FRC point just as the axe touches the ground for the 2nd hit, making it sickeningly good for applying pressure or baits. Awesome.
*1st hit forces opponent into crouching state on ground hit
*2nd hit groundbounces opponent (untechable for 35F)
 
[[GGACR/A.B.A/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|3|2S}}
 
'''Supplemental Frame Data:'''
 
FRC timing 20~22F
</div>
</div>
 
===<big>{{clr|5|2D}}</big>===
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_ABA_2D_M.png|ABA asks Paracelsus to die for her. He's not really keen on that.
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_ABA_2D-Moroha-Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="A.B.A" and input="2D[m]"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
Meanwhile, in Morohaville, {{clr|5|2D}}'s range grows from standard to absurd. Near the corner, you can confirm into Rekka loops. At max range, you can use it to bait reversals, and include an OS by staggering Rekkas. It will convert on hit, but you'll be safe on whiff as long as you space it properly. Pretty good.
 
</div>
</div>
===<big>{{clr|1|j.P}}</big>===
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_ABA_jP.png|Kind of a joke, but it's not very funny when it works.
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_ABA_jP-Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
|-
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="A.B.A" and input="j.P[m]"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
Goku Moroha version is one frame faster, tying it with Order Sol and Justice for the fastest air jabs. Its range and hitbox doesn't rival those two, however.
 
[[GGACR/A.B.A/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}
</div>
</div>
===<big>{{clr|2|j.K}}</big>===
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_ABA_jK.png|A rising air-to-air, and not much else by itself.
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_ABA_jK-Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
|-
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="A.B.A" and input="j.K[m]"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
In Moroha, not much better by itself even with a frame faster startup and 4 more points of damage, but works as a fuzzy after {{clr|3|j.S}}, leading to some disgusting results amongst {{clr|3|j.S}}'s other options.
*Floats opponent on hit (untechable on ground hit for 28F)
 
[[GGACR/A.B.A/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|5|j.D}}
</div>
</div>
===<big>{{clr|3|j.S}}</big>===
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_ABA_jS_M.png|Your best friend on drugs
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_ABA_jS-1-Moroha-Hitbox.png
GGXXACPR_ABA_jS-2-Moroha-Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="A.B.A" and input="j.S[m]"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
Take everything great about Normal Mode {{clr|3|j.S}}. Double it. Give it a bunch of fuzzy guards. Make those fuzzies confirmable off of a safe jump. You now have Moroha {{clr|3|j.S}}.
 
Your standard setup for fuzzies is [{{clr|3|j.S}} > d{{clr|3|j.S}} > falling {{clr|4|j.H}} > land] and combo. These lead to BIG damage, upwards of 300+ depending on guard bar and available tension. Since it gatlings into {{clr|1|j.P}} or {{clr|2|j.K}}, you can Fuzzy Guard by doing  [{{clr|3|j.S}} > {{clr|2|j.K}}] or [{{clr|3|j.S}} > {{clr|1|j.P}}]. The latter isn't as useful since the hitstun on {{clr|1|j.P}} is still so tiny, but the possibilities from {{clr|3|j.S}} > {{clr|2|j.K}} are really gross. Knock an opponent down in the corner do [running {{clr|3|j.S}} > {{clr|2|j.K}} > d{{clr|3|j.S}} > {{clr|4|j.H}}]. Done properly, this is airtight, and if the opponent blocks low at any point, they're getting fuzzied. Other options include land > throw after the fuzzy, or do more {{clr|1|j.P}}s.
 
Another nice bonus is that {{clr|2|j.K}} CH launches opponents, meaning this setup is especially potent when their guard bar is flashing. Better still, you can autopilot the {{clr|3|j.S}} > {{clr|2|j.K}} > d{{clr|3|j.S}} > {{clr|4|j.H}} variation since it combos! Pretty sick.
 
 
[[GGACR/A.B.A/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|4|j.H}}, {{clr|5|j.D}}
</div>
</div>
===<big>{{clr|4|j.H}}</big>===
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_ABA_jH_M.png|Seriously
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_ABA_jH-1-Moroha-Hitbox.png
GGXXACPR_ABA_jH-2-Moroha-Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="A.B.A" and input="j.H[m]"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
Huge hitbox, great for cross-ups, and on CH it ground slides into ludicrous damage despite its prorate. The built-in OS with airthrow doesn't do your opponents any favors either. People hate this move.
 
[[GGACR/A.B.A/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|5|j.D}}
</div>
</div>
===<big>{{clr|5|j.D}}</big>===
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_ABA_jD.png|Lay All Your Love on Me
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_ABA_jD-Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="A.B.A" and input="j.D[m]"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
Moroha version is vital ingredient in A.B.A.’s Orb loop BnB. This is faster, has longer range, and better hitstun than Normal Mode. However, it still doesn't have much use in neutral compared to A.B.A.'s other great aerials. This also wallbounces on counterhit, and has enough hitstun to combo into Keygrabs and dashing {{clr|3|j.S}}s for better conversions.</div>
</div>
 
==Universal Mechanics==
===<big>Ground Throw</big>===
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_ABA_throw.png|Head over Heels
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="A.B.A" and input="Ground Throw"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
==== ====
Moroha and Goku Moroha version slams into a ground bounce on hit. Standard range, but easily leads into a lot of damage, especially with a raised Guard Bar. Tick throw with any fast normals ({{clr|1|5P}}, {{clr|1|2P}}, {{clr|2|2K}}) or after vacuuming them in with {{clr|4|5H}}.
 
*Causes ground bounce and knockdown in Moroha/Goku Moroha Mode
*Forced prorate 50%
</div>
</div>
===<big>Air Throw</big>===
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_ABA_airThrow.png|Knocks down; fairly typical
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="A.B.A" and input="Air Throw"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
==== ====
Pretty average, but knockdowns are always good.
 
*Knocks down opponent on hit
*Forced prorate 50%
</div>
</div>
===<big>[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]</big>===
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_ABA_5H.png|Your favorite lifeline
GGAC_ABA_fS_M.png|More of a "you'd better stay in the corner" tactic.
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="A.B.A" and input="DAA[m]"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
The Moroha and Goku Moroha versions are faster than Normal Mode and causes wallbounce on hit. Useful if you're low on Moroha meter and under pressure so you can get them off of you, or to keep them in the corner, but don't go and get it baited. You can't really combo out of it on regular hit, but you can go for a tech trap afterwards. On counterhit, you can easily combo out of it as long as your back isn't to the corner for a nice, albeit heavily prorated, combo.
</div>
</div>
 
==Specials==
Moves are listed first by their entry in the in-game english move list, then by their Japanese name.
Values in [ ] represent when A.B.A. is in Goku Moroha Mode
===<big>Deletion</big> (Masshou)===
<span class="input-badge">'''{{clr|3|236S}}'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_ABA_masshou.png|The Gateway Rekka; get some extra glowing stuff on there in your other mode
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_ABA_Deletion-Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="A.B.A" and input="236S[m]"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
Sometimes works as a poke, but mediocre speed. Hitbox is one of the better ones in NM. On hit, cancel into 2nd Rekka > 3rd Rekka > FRC > (other combo filler >) Keygrab. It's unsafe, but its long range and decent pushback can make it safe-ish if used from afar.
Goku Moroha version gains an FRC and faster startup in exchange for doing less damage. Otherwise the same.
 
;Supplemental Frame Data:
*Can cancel into followup from 21F onwards on hit or block.
</div>
</div>
 
===<big>Ruin</big> (Fukumetsu)===
<span class="input-badge">'''Deletion -> {{clr|3|46S}}'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_ABA_fukumetsu.png|Not any safer than the first one
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_ABA_Ruin-Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="A.B.A" and input="236S > 46S[m]"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
==== ====
Possible to frame trap after a blocked first Rekka, but the gap is bigger than one frame, so exercise caution. Staggers on hit, but it’s pretty wimpy in Normal Mode and requires an RC to take advantage of with anything other than 3rd Rekka unless they’re asleep, and spending 50% on something they can probably still shake out of is a big gamble.
 
;Supplemental Frame Data:
*forces crouching state on ground hit and staggers (Max 30F)
*Untechable for 35F on air hit
*Can cancel into followup from 10F onwards
</div>
</div>
===<big>Condemnation</big> (Dangoku)===
<span class="input-badge">'''Ruin -> {{clr|3|63214S}}'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_ABA_dangoku.png|Stop flirting with all the crazies!
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_ABA_Condemnation-Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="A.B.A" and input="236S > 46S > 63214S[m]"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
==== ====
Has a gap from 2nd to 3rd rekka which can be reversal'd through and is horribly unsafe, But on the plus side, this has an FRC just as the key touches the ground, making it safe and able to followup on hit, where it groundslides.
 
Your standard Normal to Moroha Mode BnB is [xx > Rekkas > FRC > dash > {{clr|4|5H}} > Keygrab]. In the corner, you can substitute {{clr|4|5H}} with {{clr|4|6H}}. The groundslide is long enough that you may be able to combo off of it meterless in given situations, particularly in the corner.
 
 
Moroha versions gain even more groundslide time, leading to Rekka Loops [Rekka series, max delay the 3rd Rekka] x (2-3). Gives ABA more conversion options, such as out of corner {{clr|5|2D}}.
 
;Supplemental Frame Data:
*FRC timing 14~15F (Goku Moroha version 14~17F)
*Slides opponent on hit (untechable for 60F, slides for 40F)
*Opponent's Burst is disabled on hit
</div>
</div>
===<big>Bonding</big> (Ketsugou)===
<span class="input-badge">'''{{clr|4|63214H}} (Air OK)'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_ABA_ketsugou.png|Show them your Love
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_ABA_Normal-Bonding-1-Hitbox.png
GGXXACPR_ABA_Normal-Bonding-2-Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR|version=yes}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="A.B.A" and (input="63214H" or input="j.63214H")
|format=template|template=CargoBodyWithName-GGACR|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
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 6-9, 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.
 
When used in Moroha mode, Keygrab will instead heal ABA for 80% of the self inflicted damage she sustained. 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. However, this double pickup doesn't work if the first lands as a strike, but ABA can instead do some combos that lead into Bloodpack FRC > re-Keygrab.
 
*Listed Recovery is for when the move is blocked. On hit the recovery is 38F.
*Listed Startup and Active frames is for the strike portion.
*The throw part has Damage 10, Startup 9F, active 1F.
*Changes ABA's mode on hit (Normal changes to Moroha, Moroha and Goku Moroha change back to Normal).
*Knocks down opponent on hit.
*ABA in CH state during move.
*Opponent's burst is disabled on hit.
*Can only be RC'd on block.
</div>
</div>
 
===<big>Engorgement</big> (Houshoku)===
<span class="input-badge">'''{{clr|4|421H}}'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_ABA_houshoku.png|<big>'''THE NEED FOR BLOOD DOES NOT STOP-KYEEAAAAAAA'''</big>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_ABA_Engorgement-Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="A.B.A" and input="421H"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
==== ====
'''BUTT'''. Works well as a combo ender or in 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. On block, you can RC to double jump or airdash. Can be jump cancelled in Goku Moroha mode.
 
*Floats opponent on hit (untechable for 34F)
*Auto jump installs
 
;Supplemental Frame Data:
*ABA is airborne from 12~31F [11~30F];
*ABA is in CH state from 1~38F [1~35F].
</div>
</div>
 
===<big>Judgment</big> (Danzai)===
<span class="input-badge">'''{{clr|4|623H}}'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_ABA_danzai.png|The Judge, Jury, and Executioner
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_ABA_Judgement-1-Hitbox.png
GGXXACPR_ABA_Judgement-2-Hitbox.png
GGXXACPR_ABA_Judgement-3-Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="A.B.A" and input="623H"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
==== ====
Danzai. One of the best specials in the game.
Throw invincible on the upswing, super armor, big hitbox, launches on hit, and huge pushback on block to help make it pseudo-safe since you’re moved back pretty far.
 
Danzai will blow up pokes or telegraphed poke out attempts, it can be used as a reversal or to beat throws, it can be used as anti-air, it can be used to eat blue bursts... What’s not to like? Just be sure to keep the following in mind: it only absorbs one hit, so multi-hit or fast attacks will win, it loses to Supers, characters with long range attacks can punish even after blocking the second hit, and characters who don’t can block the first hit and backdash the second. Some characters also have char-specific ways to deal with Danzai as well. Danzai is best used as a defensive option, but can work as an offensive one if used very sparingly. Just note that the super armor won't keep you alive if you're close to death already.
 
*1st hit floats opponent on hit (untechable for 30F)
*2nd hit groundbounces opponent (untechable for 50F)
*2nd hit forced prorate 70%
*2nd hit disables opponent's burst on hit
 
;Supplemental Frame Data:
*Throw invincible 1~20F [1~13F];
*FRC timing 12~14F;
*Can absorb one non-super hit for half damage from 1~24F [1~16F].
</div>
</div>
 
===<big>Displacement</big> (Bunri)===
<span class="input-badge">'''{{clr|1|63214P}}'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_ABA_bunri.png|He punched out all my blood!
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="A.B.A" and input="63214P[m]"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
==== ====
Just as important as normal Bloodpack, if not more. Using it will spend one pack and restore 120% of self-inflicted damage.
*Consumes a blood pack and changes ABA to normal mode
*Restores self damage
*some invincibility at the end
 
;Supplemental Frame Data:
*Full Invincibility 9F; Strike invincibility 10~13F;
*FRC timing 10~13F;
*restores 1.2x of the self inflicted Moroha damage on 10F.
</div>
</div>
===<big>Blunder</big> (Kashitsu)===
<span class="input-badge">'''{{clr|2|41236K}}'''</span> or <span class="input-badge">'''Ruin -> {{clr|2|236K}}'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_ABA_kashitsu.png|[https://youtu.be/0yvFNEWWVIU?t=426 See what you started, ArcSys? Now that naming makes sense.]
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_ABA_Kashitsu-Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="A.B.A" and input="41236K"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
==== ====
An unthrowable overhead...which is actually unblockable, as it causes stagger if blocked standing. On actual hit, it'll launch the opponent, higher if it landed CH.
 
In Moroha mode, Flipkick is best used with 50% to cancel into Goku Moroha activation or to RC it--on hit, this gives you better combo options like Flipkick xx Goku Activation > dash {{clr|3|c.S}} > etc, or Flipkick RC > dash {{clr|3|j.S}} > etc, while on block it guarantees you can capitalize on the stagger. Like its Normal Mode counterpart, it too can be used in place of the 3rd rekka. In Goku Moroha mode, Flipkick can be converted off much easier meterless, turning it into an extremely scary and deadly mixup tool and a surprisingly good combo tool. This move is overall extremely potent, but has the weakness of being blockable in the air without FD, and due to its single active frame, has several ways to beat it, just like all of ABA's moves.
 
One setup is to do FB Bloodball, and most characters will be forced to eat this move unless they have meter to Dead Angle.
 
;Supplemental Frame Data:
*Staggers opponent when blocked high (Max 55F)
*Groundbounces opponent on hit (untechable for 50F)
*Untechable for 41F
*Lower body invincible 11~24F; foot invincible 25~30F; Throw invincible 11~30F;
*FRC timing 27~29F.
</div>
</div>
 
===<big>Eradication</big> (Konzetsu)===
<span class="input-badge">'''{{clr|3|j.41236S}}'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_ABA_konzetsu.png|Loops, thy name is KONZETSU
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_ABA_Konzetsu-1-Hitbox.png
GGXXACPR_ABA_Konzetsu-2-Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="A.B.A" and input="j.41236S"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
==== ====
An integral part in many of A.B.A.’s combos in Moroha mode, specifically her Orb loops. This move is a projectile, meaning sometimes they’ll linger and still trade when you get hit first. It's possible for both orbs to land when very close, which leads to disgusting damage due to the rear hit dealing 1 point shy of 60 damage. E.G., Butt loop, Butt > RC > Orbs (2hit) > PAIN. Because the rear orb appears 1 frame after the front orb, you will also get the increased untech time of the rear orb, should you hit both.
 
Has an FRC point 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 over their body just before they wakeup > {{clr|2|2K}}, {{clr|5|5D}}, begin pressure, etc. If your Orbs are mistimed or if you land too close, you opponent can wakeup throw, but that can be punished with Orbs FRC > Orbs again for HUGE damage as a CH, or you can simply Orbs FRC > land > jump to bait the throw and CH as well.
 
;Supplemental Frame Data:
*FRC timing 22~23F [15~18F];
*Attack is guaranteed to activate after 10F [6F].
*Untechable for (front part: 26F, back part: 36F)
</div>
</div>
 
===<big>Suka Motion</big>===
<span class="input-badge">'''Moroha Gauge reaches 0'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_ABA_sukaMotion.png|9 out of 10 instant kills start with this
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="A.B.A" and input="Suka Motion"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
==== ====
Occurs when the Moroha gauge hits 0.
 
If this happens to you, you're probably about to eat shit, especially if someone knocked you down just before this is about to happen.
 
Suka Motion will not activate while ABA is in the middle of another move's animation. ABA can continue to perform gatlings and special cancels after the Moroha gauge disappears, as long as she:
# Is in the middle of move with gatling/special cancel options when the gauge fully depletes
# Follows regular Moroha's gatling rules (you will not be able to do gatlings that are only possible in Goku Moroha)
# Does not return to an idle state (this includes landing after a jump; you can jump cancel moves after the gauge runs out, but Suka Motion will activate when you land)
 
If your Moroha gauge runs out mid-combo, end with a cancel into keygrab or Goku Moroha to save yourself from disaster.
</div>
</div>
 
==Force Breaks==
===<big>FB Avoidance</big> (Kihi)===
<span class="input-badge">'''{{clr|5|236D}}'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_ABA_kihi.png|Is it actually mercury? Good lord.
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
 
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="A.B.A" and input="236D[m]"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
==== ====
Normal mode’s Bloodball makes a comeback in Moroha mode for 25% tension. Hits 6 (!!) times. The FRC point on the NM version is the same here, and with the extra hits, this can lead to some really gross setups like meaty FB Bloodball > dash in Flipkick while they’re guarding the Bloodball for a dirty unblockable. For the ultimate in scumbaggery, you can FB Bloodball > FRC > dash in and throw just before the Bloodball goes active, or dash in Command Keygrab > Keygrab for a complete transform. Leads to some pretty nasty stuff for 25-50% tension.
 
;Supplemental Frame Data:
*Above knees invincible 7~11F and 20~22F; upper body invincible 12~19F; FRC timing 23~24F;
*Attack is guaranteed to activate after 23F.
</div>
</div>
 
===<big>FB Judgment</big> (Danzai)===
<span class="input-badge">'''{{clr|5|623D}}'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_ABA_danzai.png|CONVICTION: YOUR EXECUTIONER, EXECUTIONER, AND IF NEED BE, YOUR EXECUTIONER
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
 
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="A.B.A" and input="623D"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
==== ====
Danzai spent 25 meter and got Hyper Armor for Christmas, which absorbs an unlimited number of (non-Overdrive) hits and will plow through pretty much anything. It launches higher on hit, and while it may screw up some combos on CH, FB Danzai takes one of the best specials in the game from excellent to obscene.
 
*2nd hit has 80% Forced Prorate
*1st hit floats opponent on hit (untechable for 30F)
*2nd hit groundbounces opponent on hit (untechable for 70F)
*2nd hit removes OTG status from opponent on hit
 
;Supplemental Frame Data:
*Throw invincible 1~20F [1~13F];
*[FRC timing 12~14F];
*Can absorb non-super attacks for half damage 1~24F [1~16F].
</div>
</div>
 
 
==Overdrive Attacks==
===<big>Evidence: Destruction</big> (Shouko: Inmetsu)===
<span class="input-badge">'''{{clr|1|j.632146P}}'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_ABA_ouro.png|Kind of like RTL, except awful.
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_ABA_Inmentsu-Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="A.B.A" and input="j.632146P[m]"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
Has two frames of invincible startup, and that's about the only thing this move has going for it. You can end air combos with it if it'll kill, but otherwise save your tension for better things.
 
*Floats opponent on hit (untechable for 34F)
*Can hit up to a maximum of 4 times
</div>
</div>
 
===<big>Altercation</big> (Henshitsu)===
<span class="input-badge">'''in Moroha Mode: {{clr|3|6321463214S}}'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_ABA_henshitsu.png|"Time to send you to Hell"
</gallery>
|-|
|-|
Hitboxes =  
Hitboxes =  
Line 1,769: Line 2,440:
{{#cargo_query:tables=MoveData_GGACR
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="6321463214S"
|where=chara="A.B.A" and input="6321463214S"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
}}
Line 1,778: Line 2,449:
Goku Moroha's activation is ludicrous in itself. It's invincible from frames 1-15, staggers on grounded hit and wallbounces/knocks down airborne opponents, and it cannot be interrupted. Let them know fear.
Goku Moroha's activation is ludicrous in itself. It's invincible from frames 1-15, staggers on grounded hit and wallbounces/knocks down airborne opponents, and it cannot be interrupted. Let them know fear.


;Supplemental Frame Data:
*Staggers opponent on ground hit (Max 32F).
*Staggers opponent on ground hit (Max 32F).
*Wallbounces opponent on air hit (untechable for 50F).
*Wallbounces opponent on air hit (untechable for 50F).
Line 1,786: Line 2,456:
*Puts A.B.A into Goku Moroha mode and fills Moroha gauge to 100%.
*Puts A.B.A into Goku Moroha mode and fills Moroha gauge to 100%.
*ABA regains 80% of the self-inflicted damage generated by Moroha mode.
*ABA regains 80% of the self-inflicted damage generated by Moroha mode.
*Fully invincible 1~15F.
</div>
</div>
</div>
<!--------------------- GOKU MOROHA MODE --------------------------------->
</div>
<div id="movelist-3" class="movelist">
<!--------------------- END DON'T MESS WITH ME --------------------------------->
</div>
</div>


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{{#cargo_query:tables=MoveData_GGACR
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and type="instantkill" and input="236236H"
|where=chara="A.B.A" and type="instantkill" and input="236236H"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
}}
Line 1,820: Line 2,498:
</div>
</div>
</div>
</div>


==Colors==
==Colors==

Revision as of 20:40, 9 October 2021

Overview
Overview

ABA has the potential to be downright terrifying.

ABA is a pure Risk/Reward character who switches between two modes: one which might be the worst character in the game, and one which is probably the best. She starts in Normal Mode, as slow, plodding, and generally incapable. When she lands a Keygrab or consumes a bloodpack while in this mode, however, she enters Moroha mode (lit. Double-Edge Mode). Wherein, she gains a massive shift in the strength of her attacks, her overall speed, her pressure and ability to crank the guard bar, and several other bonuses which turn her from listless to livid, making her extremely frightening to deal with. ABA is generally uncommon enough a character that many players have trouble dealing with her overwhelming options.

This comes at a cost, however. In Moroha, ABA's attacks will drain her own health whenever they contact an opponent, on hit or block. She also has an active Moroha 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 exits Moroha mode in a very vulnerable stance, making her quite susceptible to eating a full combo or being Instant Killed, more than any other character. She can avoid this vulnerabilty, and regain some of her self-inflicted damage, by exiting Moroha manually by: landing another keygrab, consuming a bloodpack, or entering Goku Moroha, one of the greatest install supers ever designed which buffs her into an extremely powered up version of regular Moroha. With this many options, ABA can be fairly obtuse to learn, and despite her relatively low execution barrier, she can be crippled by inexperienced hands, but crippling under those who fully understand her risk/reward game.

 A.B.A  A.B.A is a character who balances Risk/Reward to manage two modes; Normal Mode, which is slow and weak, and Moroha Mode, which has incredible offensive prowess at the cost of draining her health whenever her attacks hit an opponent.

Pros
Cons
  • Polarizing alternate mode: Moroha Mode possesses high mobility, powerful pressure and mixups, decent pokes and solid damage.
  • Versatile: Decent utility with her keygrab enabling a free mode switch, and has good meterless conversion with her metered options taking it further.
  • Very high defense rating: Able to tank plenty of hits in spite of her HP drain mechanic in Moroha Mode.
  • Clutch awakening mode/install: Goku Moroha makes her even stronger and can save her from leaving Moroha mode automatically.
  • Danzai: Access to one of the most invalidating and combo-able tools in the game.
  • Precarious roundstart: Starts in Normal Mode, which possesses bad mobility and awkward normals in terms of range.
  • Name of other mode fits to a tee: Moroha Mode can cripple her life lead if not managed properly enough.
  • Limited unique resource: Needs bloodpacks to enter Moroha mode without a combo.
  • Meter dependent: Somewhat meter-reliant for more damage/better setups, in spite of being okay without it.
  • Moroha Mode exit animation has notable lag: Very susceptible to being Instant Killed if played improperly, making her massively susceptible to planned knockdowns.

A.B.A starts every round in her Normal mode.

A.B.A can switch to her Moroha/Double-Edge 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 and specials are significantly changed for the better, but she must manage a constantly depleting unique meter, and she will inflict self damage on hit. A.B.A also has access to an improved version of this mode called Goku Moroha (Extreme Double-Edge) Mode via the use of one of her overdrives.

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 modes and allow her to manually enter the mode without a combo.
GGACR A.B.A Nameplate.png
GGACR A.B.A Portrait.png
Damage Received Mod
×0.89
Guts Rating
0/5
Gravity Mod
×0.98
Stun Resistance
80
Prejump
4F
Backdash
17F (1~8F Strike Invuln)
Forwards Dash
22F
Wakeup Timing
32F (Face Up)/ 21F (Face Down)
Number of Jumps:
2
Number of Air Dashes:
1
Unique Movement Options
Step Dash
Fastest Attack
Reversals


Guilty Bits Character Intro
GGACR ABA Normal Icon.png Normal
GGACR ABA Moroha Icon.png Moroha
GGACR ABA Goku Moroha Icon.png Goku Moroha

Normal Moves

5P

5K

c.S

f.S

5H

6P

6H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
53 Mid 18 9 25 -15 5

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 a ghetto AA and tags opponents out of airdashes. Careful though, you're asking for trouble if you whiff. Moroha version is exceptional range, two hits, hits like a truck. Mostly sees use against people trying to low profile f.S or 5H from far away. Landing it from max range won't combo into much and it has a horrid amount of whiff recovery, but will convert on an air hit into something like Butt/Engorgement.

Gatling Options: 6P, 5H

5D

2P

2K

2S

2H

2D

j.P

j.K

j.S

j.H

j.D

Universal Mechanics

Ground Throw

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
40 45 pixels

Tosses them away a short enough distance to make Throw > (dash) > Keygrab fairly easy. Your best option if you land a grab.

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

  • Causes wallbounce and knockdown in Normal Mode
  • Causes ground bounce and knockdown in Moroha/Goku Moroha Mode
  • Forced prorate 50%

Air Throw

Dead Angle Attack

Specials

Moves are listed first by their entry in the in-game english move list, then by their Japanese name. Values in [ ] represent when A.B.A. is in Goku Moroha Mode

Deletion (Masshou)

236S

Ruin (Fukumetsu)

Deletion -> 46S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
26 Mid 6 3 19 -8 3

Possible to frame trap after a blocked first Rekka, but the gap is bigger than one frame, so exercise caution. Staggers on hit, but it’s pretty wimpy in Normal Mode and requires an RC to take advantage of with anything other than 3rd Rekka unless they’re asleep, and spending 50% on something they can probably still shake out of is a big gamble.

Supplemental Frame Data
  • forces crouching state on ground hit and staggers (Max 30F)
  • Untechable for 35F on air hit
  • Can cancel into followup from 10F onwards

Condemnation (Dangoku)

Ruin -> 63214S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
38 Mid 14 3 31 -15 5

Has a gap from 2nd to 3rd rekka which can be reversal'd through and is horribly unsafe, But on the plus side, this has an FRC just as the key touches the ground, making it safe and able to followup on hit, where it groundslides.

Your standard Normal to Moroha Mode BnB is [xx > Rekkas > FRC > dash > 5H > Keygrab]. In the corner, you can substitute 5H with 6H. The groundslide is long enough that you may be able to combo off of it meterless in given situations, particularly in the corner.


Moroha versions gain even more groundslide time, leading to Rekka Loops [Rekka series, max delay the 3rd Rekka] x (2-3). Gives ABA more conversion options, such as out of corner 2D.

Supplemental Frame Data
  • FRC timing 14~15F (Goku Moroha version 14~17F)
  • Slides opponent on hit (untechable for 60F, slides for 40F)
  • Opponent's Burst is disabled on hit

Bonding (Ketsugou)

63214H (Air OK)

Template:CargoBodyWithName-GGACRTemplate:CargoBodyWithName-GGACR
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level

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 6-9, 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.

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. However, this double pickup doesn't work if the first lands as a strike, but ABA can instead do some combos that lead into Bloodpack FRC > re-Keygrab.

  • Listed Recovery is for when the move is blocked. On hit the recovery is 38F.
  • Listed Startup and Active frames is for the strike portion.
  • The throw part has Damage 10, Startup 9F, active 1F.
  • Changes ABA's mode on hit (Normal changes to Moroha, Moroha and Goku Moroha change back to Normal).
  • Knocks down opponent on hit.
  • ABA in CH state during move.
  • Opponent's burst is disabled on hit.
  • Can only be RC'd on block.

Dragging (Ken'in)

236P

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
Total 28 1~2F Above Knees
3~25F Above Feet

Vitally useful. An evasive slide, A.B.A. becomes very low-profile when executing this move, making it great for sliding under 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.

Supplemental Frame Data
  • FRC timing 11~13F.

Retribution (Shoukyaku)

236K

Avoidance (Kihi)

236H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
11 All 35 18 Total 40 +18 2

A very slow-starting projectile, its slow movement speed and bulky hitbox make it take up quite a bit of spacing, and make it difficult to avoid. 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.

Supplemental Frame Data
  • FRC timing 23~24F;
  • Attack is guaranteed to activate after 23F.

Injecting (Shousei)

63214P

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
Total 38 19~22F All
23F Strike

Bloodpack. Burning one bag will put ABA into Moroha Mode without having to land a combo or Keygrab. This is just as important as Keygrab, as it guarantees transformation on frame 23. Don't do this point blank, save it for after you land a far knockdown or blowback, or if you're feeling ballsy and want to use the very late, very short invul to go through something like Slidehead.

Supplemental Frame Data
  • Consumes a blood pack on 20F and changes ABA to Moroha mode.

Force Breaks

FB Dragging (Ken'in)

236D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
Total 26 1~End All

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 Raoh’s Bellows Malice, for easy Keygrabs. It has a huge FRC point on 9-23F, 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.

Supplemental Frame Data
  • Can pass through opponent from 3F until end of move;
  • FRC timing 9~23F.


Overdrive Attacks

Evidence: Concealment (Shouko: Intoku)

632146H

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
1st hit
632146H
68 Mid 9+10 6 34 -14 1~14F All
15~22F Throw, Above Feet
23~49F Low Profile
5
2nd hit
1st hit -> 236H
68 Mid 23 6 34 -14 19~26F Above Feet
27~53F Low Profile
5
3rd hit
2nd hit -> 236H
108 Mid 23 6 34 -14 19~26F Above Feet
27~53F Low Profile
5

Despite not having full invul until 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. Only works in normal mode.

Supplemental Frame Data
  • Floats opponent on hit (untechable for 58F)
  • Forced prorate 50%
  • Fully invincible 1F~5F after super flash; Above feet and throw invincible 6-13F after super flash; Low profile 14~33F after super flash;
  • Hitstop 7F;
  • FRC timing 10~13F after super flash;
  • Can cancel into Shouko: Intoku (2nd hit) 1~34F after super flash.

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.

Supplemental Frame Data: Above feet invincible 22~29F; Low profile 30~49F; Hitstop 7F; FRC timing 26~29F; Can cancel into Shouko: Intoku (3rd hit) 1~26F.


No longer unblockable, probably much to your dismay. Be careful as this third hit's startup is particularly slow, which is good for frametraps, but horrible if blocked.

  • Floats opponent on hit (untechable for 58F)
  • Forced prorate 50%
Supplemental Frame Data
  • Above feet invincible 35~42F; Low profile 43~62F;
  • Hitstop 7F;
  • FRC timing 39~42F.

Evidence: Destruction (Shouko: Inmetsu)

j.632146P

Normal Moves

5P

5K

c.S

f.S

5H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
30, 20 Mid 15 5(6)2 12 0 5, 3

Moroha version is fantastic. Builds a ridiculous amount of guard bar on block, vacuums on the second hit, and with a gatling into 2H, you can keep the opponent close and get their guard bar flashing in about a second. This is excellent for pressure and is safe on block, making it particularly great against opponents without meterless reversals (there is a slight gap from this to 2H). However, the second hit will usually end the stagger if the first hit lands as CH. Its slow speed keeps it from being a good poke, but ABA has other options to lead into this.


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

6P

6H

5D

2P

2K

2S

2H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
28×2 Mid 17 3,11 6 +2 13~18F Throw 5

One of the most oppressive normals in the game. As ABA is slightly airborne before going active, she is throw invulnerable, making for a good meaty. Guard Bars get ruined, it launches on hit, vacuums, is +2 on block, and has an FRC point just as the axe touches the ground for the 2nd hit, making it sickeningly good for applying pressure or baits. Awesome.

  • 1st hit forces opponent into crouching state on ground hit
  • 2nd hit groundbounces opponent (untechable for 35F)

Gatling Options: 2S

Supplemental Frame Data:

FRC timing 20~22F

2D

j.P

j.K

j.S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
33 High/Air 10 5 12 4

Take everything great about Normal Mode j.S. Double it. Give it a bunch of fuzzy guards. Make those fuzzies confirmable off of a safe jump. You now have Moroha j.S.

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

Another nice bonus is that j.K CH launches opponents, meaning this setup is especially potent when their guard bar is flashing. Better still, you can autopilot the j.S > j.K > dj.S > j.H variation since it combos! Pretty sick.


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

j.H

j.D

Universal Mechanics

Ground Throw

Air Throw

Dead Angle Attack

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
DAA[m] 28 Mid 10 2(2)2 25 -12 1~15F All
16~27F Throw
3

The Moroha and Goku Moroha versions are faster than Normal Mode and causes wallbounce on hit. Useful if you're low on Moroha meter and under pressure so you can get them off of you, or to keep them in the corner, but don't go and get it baited. You can't really combo out of it on regular hit, but you can go for a tech trap afterwards. On counterhit, you can easily combo out of it as long as your back isn't to the corner for a nice, albeit heavily prorated, combo.

Specials

Moves are listed first by their entry in the in-game english move list, then by their Japanese name. Values in [ ] represent when A.B.A. is in Goku Moroha Mode

Deletion (Masshou)

236S

Ruin (Fukumetsu)

Deletion -> 46S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
28 Mid 6 3 19 -8 3

Possible to frame trap after a blocked first Rekka, but the gap is bigger than one frame, so exercise caution. Staggers on hit, but it’s pretty wimpy in Normal Mode and requires an RC to take advantage of with anything other than 3rd Rekka unless they’re asleep, and spending 50% on something they can probably still shake out of is a big gamble.

Supplemental Frame Data
  • forces crouching state on ground hit and staggers (Max 30F)
  • Untechable for 35F on air hit
  • Can cancel into followup from 10F onwards

Condemnation (Dangoku)

Ruin -> 63214S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
42 Mid 14 3 28 -12 5

Has a gap from 2nd to 3rd rekka which can be reversal'd through and is horribly unsafe, But on the plus side, this has an FRC just as the key touches the ground, making it safe and able to followup on hit, where it groundslides.

Your standard Normal to Moroha Mode BnB is [xx > Rekkas > FRC > dash > 5H > Keygrab]. In the corner, you can substitute 5H with 6H. The groundslide is long enough that you may be able to combo off of it meterless in given situations, particularly in the corner.


Moroha versions gain even more groundslide time, leading to Rekka Loops [Rekka series, max delay the 3rd Rekka] x (2-3). Gives ABA more conversion options, such as out of corner 2D.

Supplemental Frame Data
  • FRC timing 14~15F (Goku Moroha version 14~17F)
  • Slides opponent on hit (untechable for 60F, slides for 40F)
  • Opponent's Burst is disabled on hit

Bonding (Ketsugou)

63214H (Air OK)

Template:CargoBodyWithName-GGACRTemplate:CargoBodyWithName-GGACR
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level

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 6-9, 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.

When used in Moroha mode, Keygrab will instead heal ABA for 80% of the self inflicted damage she sustained. 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. However, this double pickup doesn't work if the first lands as a strike, but ABA can instead do some combos that lead into Bloodpack FRC > re-Keygrab.

  • Listed Recovery is for when the move is blocked. On hit the recovery is 38F.
  • Listed Startup and Active frames is for the strike portion.
  • The throw part has Damage 10, Startup 9F, active 1F.
  • Changes ABA's mode on hit (Normal changes to Moroha, Moroha and Goku Moroha change back to Normal).
  • Knocks down opponent on hit.
  • ABA in CH state during move.
  • Opponent's burst is disabled on hit.
  • Can only be RC'd on block.

Engorgement (Houshoku)

421H

Judgment (Danzai)

623H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
25, 35 Mid 18 6(20)3 25 -9 1~20F Throw
1~24F Armor
4, 5

Danzai. One of the best specials in the game. Throw invincible on the upswing, super armor, big hitbox, launches on hit, and huge pushback on block to help make it pseudo-safe since you’re moved back pretty far.

Danzai will blow up pokes or telegraphed poke out attempts, it can be used as a reversal or to beat throws, it can be used as anti-air, it can be used to eat blue bursts... What’s not to like? Just be sure to keep the following in mind: it only absorbs one hit, so multi-hit or fast attacks will win, it loses to Supers, characters with long range attacks can punish even after blocking the second hit, and characters who don’t can block the first hit and backdash the second. Some characters also have char-specific ways to deal with Danzai as well. Danzai is best used as a defensive option, but can work as an offensive one if used very sparingly. Just note that the super armor won't keep you alive if you're close to death already.

  • 1st hit floats opponent on hit (untechable for 30F)
  • 2nd hit groundbounces opponent (untechable for 50F)
  • 2nd hit forced prorate 70%
  • 2nd hit disables opponent's burst on hit
Supplemental Frame Data
  • Throw invincible 1~20F [1~13F];
  • FRC timing 12~14F;
  • Can absorb one non-super hit for half damage from 1~24F [1~16F].

Displacement (Bunri)

63214P

Blunder (Kashitsu)

41236K or Ruin -> 236K

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
60 Air 28 1 29 11~24F Lower Body
25~30F Foot
11~30F Throw
5

An unthrowable overhead...which is actually unblockable, as it causes stagger if blocked standing. On actual hit, it'll launch the opponent, higher if it landed CH.

In Moroha mode, Flipkick is best used with 50% to cancel into Goku Moroha activation or to RC it--on hit, this gives you better combo options like Flipkick xx Goku Activation > dash c.S > etc, or Flipkick RC > dash j.S > etc, while on block it guarantees you can capitalize on the stagger. Like its Normal Mode counterpart, it too can be used in place of the 3rd rekka. In Goku Moroha mode, Flipkick can be converted off much easier meterless, turning it into an extremely scary and deadly mixup tool and a surprisingly good combo tool. This move is overall extremely potent, but has the weakness of being blockable in the air without FD, and due to its single active frame, has several ways to beat it, just like all of ABA's moves.

One setup is to do FB Bloodball, and most characters will be forced to eat this move unless they have meter to Dead Angle.

Supplemental Frame Data
  • Staggers opponent when blocked high (Max 55F)
  • Groundbounces opponent on hit (untechable for 50F)
  • Untechable for 41F
  • Lower body invincible 11~24F; foot invincible 25~30F; Throw invincible 11~30F;
  • FRC timing 27~29F.

Eradication (Konzetsu)

j.41236S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
38(58) All 16(17) 6(5) Until landing+12 4

An integral part in many of A.B.A.’s combos in Moroha mode, specifically her Orb loops. This move is a projectile, meaning sometimes they’ll linger and still trade when you get hit first. It's possible for both orbs to land when very close, which leads to disgusting damage due to the rear hit dealing 1 point shy of 60 damage. E.G., Butt loop, Butt > RC > Orbs (2hit) > PAIN. Because the rear orb appears 1 frame after the front orb, you will also get the increased untech time of the rear orb, should you hit both.

Has an FRC point 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 over their body just before they wakeup > 2K, 5D, begin pressure, etc. If your Orbs are mistimed or if you land too close, you opponent can wakeup throw, but that can be punished with Orbs FRC > Orbs again for HUGE damage as a CH, or you can simply Orbs FRC > land > jump to bait the throw and CH as well.

Supplemental Frame Data
  • FRC timing 22~23F [15~18F];
  • Attack is guaranteed to activate after 10F [6F].
  • Untechable for (front part: 26F, back part: 36F)

Suka Motion

Moroha Gauge reaches 0

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
Total 52

Occurs when the Moroha gauge hits 0.

If this happens to you, you're probably about to eat shit, especially if someone knocked you down just before this is about to happen.

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

  1. Is in the middle of move with gatling/special cancel options when the gauge fully depletes
  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 an idle state (this includes landing after a jump; you can jump cancel moves after the gauge runs out, but Suka Motion will activate when you land)

If your Moroha gauge runs out mid-combo, end with a cancel into keygrab or Goku Moroha to save yourself from disaster.

Force Breaks

FB Avoidance (Kihi)

236D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
18, 10×5 All 51 1(3)×5,1 Total 38 +45 7~11F, 20~22F Above Knees
12~19F Upper Body
2

Normal mode’s Bloodball makes a comeback in Moroha mode for 25% tension. Hits 6 (!!) times. The FRC point on the NM version is the same here, and with the extra hits, this can lead to some really gross setups like meaty FB Bloodball > dash in Flipkick while they’re guarding the Bloodball for a dirty unblockable. For the ultimate in scumbaggery, you can FB Bloodball > FRC > dash in and throw just before the Bloodball goes active, or dash in Command Keygrab > Keygrab for a complete transform. Leads to some pretty nasty stuff for 25-50% tension.

Supplemental Frame Data
  • Above knees invincible 7~11F and 20~22F; upper body invincible 12~19F; FRC timing 23~24F;
  • Attack is guaranteed to activate after 23F.

FB Judgment (Danzai)

623D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
25, 35 Mid 18 6(20)3 25 -11 1~20F Throw
1~24F Armor
4

Danzai spent 25 meter and got Hyper Armor for Christmas, which absorbs an unlimited number of (non-Overdrive) hits and will plow through pretty much anything. It launches higher on hit, and while it may screw up some combos on CH, FB Danzai takes one of the best specials in the game from excellent to obscene.

  • 2nd hit has 80% Forced Prorate
  • 1st hit floats opponent on hit (untechable for 30F)
  • 2nd hit groundbounces opponent on hit (untechable for 70F)
  • 2nd hit removes OTG status from opponent on hit
Supplemental Frame Data
  • Throw invincible 1~20F [1~13F];
  • [FRC timing 12~14F];
  • Can absorb non-super attacks for half damage 1~24F [1~16F].


Overdrive Attacks

Evidence: Destruction (Shouko: Inmetsu)

j.632146P

Altercation (Henshitsu)

in Moroha Mode: 6321463214S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
10 Mid 15+2 3 26 +5 1~15F All 5

"Goku Moroha," or just Moroha mode on steroids. At the price of 50% tension and a single bloodpack, A.B.A. will glow blue and replenish her Moroha meter. In this state, her mobility nearly doubles, her gatling limitations get thrown out the window, moves get safer and/or faster, she gets more FRCs, an extra airdash, her FRC windows are widened by ~2 frames, and some moves get jump cancels. You can cancel into this super from anything grounded, gifting ABA a ridiculous frame trap option nearly any time she's on the ground.

Goku Moroha's activation is ludicrous in itself. It's invincible from frames 1-15, staggers on grounded hit and wallbounces/knocks down airborne opponents, and it cannot be interrupted. Let them know fear.

  • Staggers opponent on ground hit (Max 32F).
  • Wallbounces opponent on air hit (untechable for 50F).
  • Cannot be interrupted.
  • Can pass through projectiles.
  • Can be cancelled from any move except aerial moves, Ketsugou, Houshoku and Konzetsu.
  • Puts A.B.A into Goku Moroha mode and fills Moroha gauge to 100%.
  • ABA regains 80% of the self-inflicted damage generated by Moroha mode.



Instant Kill

Darkness of Ignorance (Muchi no Yami)

During IK Mode: 236236H


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.

External References

Navigation

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