GGACR/A.B.A/Strategy: Difference between revisions

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== Learning Resources ==
== Learning Resources ==
<big>[https://youtu.be/80rJ_f93OiU/ Secret Sauce A.B.A Video ft. Skeletal Minion]</big>
<big>'''Secret Sauce A.B.A Video ft. Skeletal Minion'''</big>
 
{{#ev:youtube|80rJ_f93OiU|500}}
<big>[http://www.dustloop.com/forums/index.php?/forums/topic/7002-r-aba-complete-guide/ Skeletal Minion's A.B.A Guide]</big>
<big>'''Fuzzy Mixup Combo Guide by QuanGOD'''</big>
{{#ev:youtube|Aah3r8Zj7I0|500}}
<big>[http://www.dustloop.com/forums/index.php?/forums/topic/7002-r-aba-complete-guide/ '''Skeletal Minion's A.B.A Guide''']</big>


== General Tactics ==
== General Tactics ==

Revision as of 16:50, 3 August 2021


Learning Resources

Secret Sauce A.B.A Video ft. Skeletal Minion

Fuzzy Mixup Combo Guide by QuanGOD

Skeletal Minion's A.B.A Guide

General Tactics

The following content is ripped from Skeletal Minion's guide linked above.

Notable Moves

  • Normals: 5P, 5H, 6H, 2S, 2H (M), j.S
  • Specials: Bonding (Keygrab), Injecting & Displacement (Bloodpack)
  • Force Breaks: Judgment (Danzai), Eradication (Konzetsu), Dragging
  • Overdrives: Goku Moroha/Altercation

Normal Mode

A.B.A.’s gameplan is very simple in Normal mode: get out of it.

How you do this will obviously depend on your opponent’s character, but typically this will involve one of the following at the start of the round and in other NM situations throughout the match:

  • Evade something with slide > throw > Keygrab
  • Evade something with slide > combo punish into Rekkas FRC > 5H > Keygrab
  • FB Slide is 100% invul the entire move, so if you have 25%, you can get out of jail free. If spaced right, you can FB Slide through most things and punish.
  • Anti-air > combo > Keygrab
  • Raw Keygrab as a counterpoke, be aware that the long recovery on this move can get you punished if blocked.
  • Rekkas for a slower option with some reach, if they hit use a Bloodpack.
  • j.H. If it lands, combo into Keygrab. If it gets blocked, you might be able to tick throw with 5P if you don't get thrown yourself. If people expect the 5P and FD it they will create enough distance to make the throw property of the Keygrab not activate, go directly into Keygrab after the j.H if you think they will FD.
  • Chain into 2D > Keygrab
  • 5H hit or block > Bloodpack
  • 5H on counterhit > Keygrab
  • Bloodball to create space > Bloodpack
  • Reversal Mushrooms > Keygrab (after 1st cloud) or Bloodpack (after 3rd cloud)
  • Starter (which could be 5K, f.S, j.H, etc) > combo into Rekkas FRC > 5H > Keygrab
  • Razor kick (236K) to go over lows and bait throws. Staggers on CH, combo into keygrab. You can also FRC it to combo on normal hit.
  • Wait and see what your opponent does

An important place where a lot of Normal mode is played is right at the start of each round. Your options here are character specific. Do you start backdashing to create space for a Bloodpack? Raw Bloodpack, anticipating that they’ll back away instead? Raw Keygrab to catch their opening poke? Slide in to go for a throw? There are several choices that can be made here, and there’s never a really “right” answer, but smart play in the first few seconds of each round can be the difference in obtaining Moroha early on to stamp out your opponent or getting pushed into the corner and crushed while in Normal mode because you weren’t able to transform. Some rounds are literally decided in the first few seconds due to this. Play smart here, and when in doubt, go with the safer options (backdash, IAD away, wait and see, etc).

When you land that Keygrab or Bloodpack, IT’S TIME. Now you can actually fight back, and that’s because you’re in...

Moroha Mode

Now that you’ve made it into Moroha, you can start fighting back.

If you’re not already in, play footsies by utilizing your normals. When something connects, you can push directly to the corner if it hit. If blocked, draw them in with 2H and 5H, then go to work wrecking their guard gauge. If they start getting pushed too far away, re-vacuum them back in or burn 25% to extend your pressure via 2H FRC or 3rd Rekka FRC. Observe when they’re trying to poke out and frame trap--A.B.A.’s frame advantage on most normals in Moroha is pretty damn great. Mix it up by throwing in staggered Rekkas. Pay close attention to your Moroha gauge, and if it dips below 30%, back off or go for a transformation. You don’t want to lose because you failed to bait a single DP or was mashed out once by 2K > 2D, then got IK’d. Capitalize when you open them up and end the combo appropriately depending on the needs of A.B.A.’s subsystems. When their guard bar is flashing, DESTROY. In Moroha, you have the upper hand, and once you get in you can straight up bully your opponent. Please note that it’s not entirely free though: DAAs are a free knockdown, so they must be baited/punished accordingly (or if you’re styling, Danzai on reaction). After a combo, if you ended in Keygrab, you’re back at step one in Normal mode, so Bloodpack back into Moroha or get back in there to land a Keygrab. If you went for damage, were able to perform Bloodpack FRC > Keygrab, or are otherwise still in Moroha as they stand, depending on how they were knocked down you could run in and time a 2H to bait throws and begin your pressure anew, jump and go for a fuzzy while safe jumping reversal attempts, meaty with a FB Bloodball to set up the unblockable, run up and go for throw...it’s up to you.

Blockstrings

Okizeme

- Which oki is best for which KDs can vary widely depending on the player's preferred combo routes and setups. This covers a few common scenarios and some general concepts

- Ground slide: it may depend on distance, but delay dash jump (669) is usually a good option. You can safe jump most DPs with a well timed 669 into deep meaty j.S and even OS a little (more on that in a sec), plus it sets up the fuzzy on block. If they don't have a reversal or certain low profile moves, you can also opt for meaty Orbs oki (best in corner since you can probably get Orbs(2) if deep enough in their hurtbox, which is fairly easy on many chars). Orbs loses to DP and mistiming it can get you thrown or worse, but landing it low enough makes it plus, you can FRC it for gimmicks or mixup, and if it hits (or especially if it CHs) the damage is extra juicy.

- The j.S fuzzy is: deep j.S > dj.S > j.H > combo, OR deep j.S > land > low. If you're quick enough, you can react to the hit stop of the j.S being blocked.

- There are also a few OSes you can do with deep j.S. Some examples: against Kliff, deep j.S, then input 4H during blockstun. If they dodged, you'll land and throw (all chars can do this specific OS on Kliff, but it's good to know). Another general example would be deep j.S, then input 44 during blockstun. If the j.S whiff due to, say, certain single hit DPs, you'll backdash and be able to punsih. You could even do deep j.S, then input Danzai during blockstun. I recommend experimenting to see which ones work best vs different options.

- After Keygrab knockdown: against most chars, this leaves you at perfect spacing for a meaty f.S or 2D, or a non-dash meaty j.S for fuzzy. In NM, you might be able to Slide back in, early j.H, or even 236K (staggers on CH for freely Keygrab, but can be unsafe if blocked and not FRC'd). Meaty 2D works great as a DP bait here: if spaced far enough away, stuff like Vapor Thrust or even VV (2D needs to be at max range) will whiff, and you can punish hard. Just beware of whiff DP followups as they can stall and mess up your punish timing; watch for this and adjust accordingly.

- One other note about the j.S fuzzy: which type of jump and the timing can differ depending on character and dash jump momentum. Ex: you might need to 669 j.S > 9S, or you might need to 669 j.S > 8S. Play around in training mode to get a feel for it

- The unblockable setup: After scoring a KD that leaves you at approx max 2D range, throw out FB Bloodball > dash in > Flipkick. If they block the Flipkick, they get staggered and you can follow up with meter (50%/BP to cancel into Goku if in MM. No meter needed for conversion if already in Goku). This loses to DPs, DAA, and Burst, but you can call these out with Danzai/FB Danzai. In Goku, against DAA and Burst, Flipkick FRC > block > punish works as well. If they actually get hit by the Flipkick, they get launched. Kill them for it

Fighting A.B.A

  • Don't let A.B.A get into Moroha mode.
    • A.B.A has two methods of entering Moroha mode: she can land her command grab or consume one of her three blood packs. A few useful notes on those:
      • The command grab is actually only a grab for the first few frames ("Keygrab"), after which it is a blockable pseudo-grab ("Keystab").
      • The blood pack special has 18 frames of startup before A.B.A actually consumes the blood pack and switches modes.
  • Don't let A.B.A get out of Moroha mode safely, either: get knockdowns and pay close attention to her Moroha Gauge.
    • A.B.A's Moroha mode is limited to a slowly draining meter above her Tension bar.
    • If this meter runs out, A.B.A will go back to Normal Mode, undergoing a 52-frame-long animation during which she can easily be Instant Killed.
      • This animation activates as soon as A.B.A is in a neutral state; if she is performing a move or getting up, it will be delayed until then.
      • A.B.A thus wants to exit Moroha mode with her Keygrab/stab or Bloodpack, which are much safer and heal her (see below).
    • If she gets knocked down, she will lose about a third of her Moroha meter.
      • So, naturally, pay attention to her meter. If you land a knockdown move while A.B.A's Moroha meter is low, you have ample time to activate Instant Kill mode ASAP, then finish the round during her animation.
  • Expect A.B.A's health bar to melt during Moroha mode, and partially refill going back to normal mode.
    • During Moroha mode, A.B.A will deal small amounts of damage to herself if she connects any move, blocked or not.
      • This self-inflicted damage will not kill her, but it can very well leave her at a mere 1HP. A perfect opportunity to finish the round!
    • Depending on how she shifts back to normal mode, A.B.A may heal:
      • 80% of self-inflicted damage with Keygrab/stab.
      • 120% of self-inflicted damage with Bloodpack.
      • NOTHING if her meter runs out.

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