GGACR/A.B.A/Frame Data: Difference between revisions

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*Forward dash can be cancelled into any attack except throw from 9F onwards
==Normal Moves==
==Normal Moves==
===Regular Normals===
===Regular Normals===
Line 59: Line 60:


==Force Breaks==
==Force Breaks==
*Numbers in [ ] is when A.B.A. is in Goku Moroha Mode
{{#cargo_query:tables=MoveData_GGACR
{{#cargo_query:tables=MoveData_GGACR
|fields=input,name,damage,gbp,gbm,prorate,guard,level,cancel,tension,startup,active,recovery,onBlock,invuln,blockstun,groundHit,airHit,hitstop,images,hitboxes,notes
|fields=input,name,damage,gbp,gbm,prorate,guard,level,cancel,tension,startup,active,recovery,onBlock,invuln,blockstun,groundHit,airHit,hitstop,images,hitboxes,notes
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==Overdrives==
==Overdrives==
*Numbers in [ ] is when A.B.A. is in Goku Moroha Mode
{{#cargo_query:tables=MoveData_GGACR
{{#cargo_query:tables=MoveData_GGACR
|fields=input,name,damage,gbp,gbm,prorate,guard,level,cancel,tension,startup,active,recovery,onBlock,invuln,blockstun,groundHit,airHit,hitstop,images,hitboxes,notes
|fields=input,name,damage,gbp,gbm,prorate,guard,level,cancel,tension,startup,active,recovery,onBlock,invuln,blockstun,groundHit,airHit,hitstop,images,hitboxes,notes

Revision as of 14:51, 28 May 2022

 A.B.A

Glossary

How do I read frame data?

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

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

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

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


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


System Data

Error: No field named "backdash" found for any of the specified database tables.
  • Forward dash can be cancelled into any attack except throw from 9F onwards

Normal Moves

Regular Normals

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

Moroha Normals

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

Goku Moroha Normals

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

Universal Mechanics

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

Special Moves

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

Force Breaks

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

Overdrives

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

Instant Kill

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

Gatling Table

Normal Mode

Ground Gatlings
P K S H D Cancel
5PGGAC ABA 5P.pngGuardMidStartup3Recovery7Advantage+1 5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S[+], f.S[+], 2S[+] 5H[+], 2H[+], 6H[+] 5D[+], 2D[+] Jump, Special, Super
2PGGAC ABA 2P.pngGuardMidStartup5Recovery6Advantage+2 5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
6PGGAC ABA 6P.pngGuardMidStartup10Recovery10Advantage-1 - - 2S - - Jump (2nd hit), Special, Super
5KGGAC ABA 5K.pngGuardMidStartup7Recovery6Advantage+1 - 5K c.S, f.S 5H, 2H, 6H 5D, 2D Jump, Special, Super
2KGGAC ABA 2K.pngGuardLowStartup7Recovery10Advantage-2 - - c.S, 2S 2H, 6H 2D Special, Super
c.SGGAC ABA cS.pngGuardMidStartup7Recovery12Advantage-1 2P - f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
f.SGGAC ABA fS.pngGuardLowStartup9Recovery14Advantage0 - - - 5H, 2H, 6H 5D, 2D Jump, Special, Super
2SGGAC ABA 2S.pngGuardMidStartup8Recovery13Advantage-5 - - - 2H 5D, 2D Jump, Special, Super
5HGGAC ABA 5H.pngGuardMidStartup13Recovery27Advantage-15 - - - 6H 5D, 2D Special, Super
2HGGAC ABA 2H.pngGuardMidStartup14Recovery10Advantage-3 - - - - - Jump, Special, Super
6HGGAC ABA 6H.pngGuardMidStartup18Recovery25Advantage-15 - - - - - Special, Super
5DGGAC ABA 5D.pngGuardHighStartup25Recovery15Advantage-5 - - - - - Homing Jump
2DGGAC ABA 2D.pngGuardLowStartup10Recovery15Advantage-4 - - - - - Jump, Special, Super
Air Gatlings
P K S H D Cancel
j.PGGAC ABA jP.pngGuardHigh/AirStartup5Recovery14Advantage- j.P[+] j.K[+] j.S j.H j.D Jump, Special, Super
j.KGGAC ABA jK.pngGuardHigh/AirStartup6Recovery12Advantage- j.P - j.S j.H j.D Jump, Special, Super
j.SGGAC ABA jS.pngGuardHigh/AirStartup7Recovery11Advantage- j.P - - j.H - Jump, Special, Super
j.HGGAC ABA jH.pngGuardHigh/AirStartup15Recovery0Advantage- - - - - - Special, Super
j.DGGAC ABA jD.pngGuardHigh/AirStartup16Recovery13+5 after landingAdvantage- - - - - - Special, Super

Moroha Mode

Ground Gatlings
P K S H D Cancel
5PGGAC ABA 5P.pngGuardMidStartup3Recovery7Advantage+1 5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S[+], f.S[+], 2S[+] 5H[+], 2H[+], 6H[+] 5D[+], 2D[+] Jump, Special, Super
2PGGAC ABA 2P.pngGuardMidStartup5Recovery6Advantage+2 5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 6H 5D, 2D Jump, Special, Super
6PGGAC ABA MM 6P.pngGuardMidStartup10Recovery17Advantage-6 - - 2S 6H - Jump (2nd hit), Special, Super
5KGGAC ABA 5K.pngGuardMidStartup7Recovery6Advantage+1 6P 5K c.S, f.S, 2S 5H, 6H 5D, 2D Jump, Special, Super
2KGGAC ABA 2K.pngGuardLowStartup6Recovery10Advantage-2 6P - c.S, f.S, 2S 6H 5D, 2D Special, Super
c.SGGAC ABA cS M.pngGuardMidStartup9Recovery14Advantage0 6P - f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
f.SGGAC ABA fS M.pngGuardMidStartup9Recovery16Advantage-1 - - 2S 5H, 2H, 6H 5D, 2D Special, Super
2SGGAC ABA 2S M.pngGuardMidStartup12Recovery18Advantage-7 - - - - 5D, 2D Jump, Special, Super
5HGGAC ABA 5H M.pngGuardMidStartup15Recovery12Advantage0 - - 2S 2H, 6H 5D, 2D Special, Super
2HGGAC ABA 2H M.pngGuardMidStartup17Recovery6Advantage+2 - - 2S - - Jump (2nd hit), Special, Super
6HGGAC ABA 6H M.pngGuardMidStartup15Recovery30Advantage-18 - - - - - Jump, Special, Super
5HGGAC ABA 5D.pngGuardHighStartup24Recovery15Advantage-5 - - - - - Homing Jump
2DGGAC ABA 2D M.pngGuardLowStartup12Recovery23Advantage-6 - - - - - Special, Super
Air Gatlings
P K S H D Cancel
j.PGGAC ABA jP.pngGuardHigh/AirStartup5Recovery14Advantage- j.P[+] j.K[+] j.S j.H j.D Jump, Special, Super
j.KGGAC ABA jK.pngGuardHigh/AirStartup5Recovery12Advantage- j.P - j.S - j.D Jump, Special, Super
j.SGGAC ABA jS M.pngGuardHigh/AirStartup10Recovery12Advantage- j.P j.K - j.H j.D Jump, Special, Super
j.HGGAC ABA jH M.pngGuardHigh/AirStartup12Recovery20Advantage- - - - - j.D Special, Super
j.DGGAC ABA MM jD.pngGuardHigh/AirStartup13Recovery13+5 after landingAdvantage- - - - - - Special, Super

Goku Moroha Mode

Ground Gatlings
P K S H D Cancel
5PGGAC ABA 5P.pngGuardMidStartup3Recovery7Advantage+1 5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S[+], f.S[+], 2S[+] 5H[+], 2H[+], 6H[+] 5D[+], 2D[+] Jump, Special, Super
2PGGAC ABA 2P.pngGuardMidStartup5Recovery6Advantage+2 5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
6PGGAC ABA MM 6P.pngGuardMidStartup7Recovery12Advantage-1 5P, 2P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump (2nd hit), Special, Super
5KGGAC ABA 5K.pngGuardMidStartup6Recovery4Advantage+3 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
2KGGAC ABA 2K.pngGuardLowStartup5Recovery10Advantage-2 5P, 2P, 6P 5K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Special, Super
c.SGGAC ABA cS M.pngGuardMidStartup7Recovery9Advantage+5 5P, 2P, 6P 5K, 2K f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
f.SGGAC ABA fS M.pngGuardMidStartup7Recovery12Advantage+3 5P, 2P, 6P 5K, 2K 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
2SGGAC ABA 2S M.pngGuardMidStartup9Recovery9Advantage+2 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
5HGGAC ABA 5H M.pngGuardMidStartup11Recovery11Advantage+1 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 2H, 6H 5D, 2D Jump, Special, Super
2HGGAC ABA 2H M.pngGuardMidStartup17Recovery6Advantage+2 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 6H 5D, 2D Jump (2nd hit), Special, Super
6HGGAC ABA 6H M.pngGuardMidStartup11Recovery24Advantage-12 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
5DGGAC ABA 5D.pngGuardHighStartup22Recovery15Advantage-5 - - - - - Homing Jump
2DGGAC ABA 2D M.pngGuardLowStartup9Recovery23Advantage-6 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D Jump, Special, Super
Air Gatlings
P K S H D Cancel
j.PGGAC ABA jP.pngGuardHigh/AirStartup5Recovery14Advantage- j.P[+] j.K[+] j.S j.H j.D Jump, Special, Super
j.KGGAC ABA jK.pngGuardHigh/AirStartup4Recovery12Advantage- j.P j.K j.S j.H j.D Jump, Special, Super
j.SGGAC ABA jS M.pngGuardHigh/AirStartup10Recovery2Advantage- j.P j.K - j.H j.D Jump, Special, Super
j.HGGAC ABA jH M.pngGuardHigh/AirStartup9Recovery20Advantage- j.P j.K j.S - j.D Special, Super
j.DGGAC ABA MM jD.pngGuardHigh/AirStartup7Recovery10+5 after landingAdvantage- - - - - - Jump, Special, Super
  • 5D can be only canceled into Homing Jump on ground hit
X = X is available on hit or block
X[+] = X is available on hit, block, or whiff

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