GGACR/A.B.A

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< GGACR
Revision as of 20:49, 9 October 2021 by PrivateTarkus (talk | contribs)
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.


Normal Moves

5P

5K

c.S

f.S

5H

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: every normal except for itself.

Supplemental Frame Data:

FRC timing 20~22F

2D

j.P

j.K

j.S

j.H

j.D

Universal Mechanics

Ground Throw

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
28 Mid 5 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 23 -7 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

No results
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

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

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.