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{{GGWikiBanner}} | |||
==Overview== | ==Overview== | ||
{{GGST/CharacterLinks}} | {{GGST/CharacterLinks}} | ||
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{{card|width=4 | {{card|width=4 | ||
|header=Overview | |header=Overview | ||
|content= A.B.A is a rushdown/brawler who is defined by her polarized stances. She spends the game switching back and forth between being a slow | |content= A.B.A is a rushdown/brawler who is defined by her polarized stances. She spends the game switching back and forth between being a slow, pitiful excuse of a character and an offensive powerhouse with absurd speed, scary damage and oppressive moves. Managing these stances - when to switch between them, how you switch between them, and what you do in them - are the skills one must have to master this character. | ||
A.B.A | A.B.A starts each round in Normal Mode, in which she has pathetic mobility with miserable walk/dash speeds, severely hindering her neutral and access to offense. Despite this, she has she has access to several surprisingly strong moves in normal mode, such as her low profile slide {{MMC|chara=A.B.A|input=214K|label={{clr|K|214K}}}}, high profile hop {{MMC|chara=A.B.A|input=236K|label={{clr|K|236K}}}}, and huge (though slow) {{clr|H|5H}}. While these are large commitments in neutral, they can easily keep your opponent on their toes. {{clr|K|2K}} can be an invaluable fast poke, and {{clr|D|j.D}} can be used as an atypical movement and approach option. A.B.As gameplan involves building her Jealousy Gauge with her {{clr|S|S}} and {{clr|H|HS}} normals, {{MMC|chara=A.B.A|input=214S|label=Frenzy and Astonishment}}, and moves like {{MMC|chara=A.B.A|input=236S~6S|label=Restriction and Constraint}} so she can eventually get in and safely switch into... | ||
...Jealous Rage, an {{keyword|install}} state and A.B.A's signature feature which improves her in nearly every way for a limited amount of time. This mode grants A.B.A mobility | ...Jealous Rage, an {{keyword|install}} state and A.B.A's signature feature which dramatically improves her in nearly every way for a limited amount of time. This mode grants A.B.A mobility beyond the fastest characters in the game, greatly improved {{clr|S|S}} and {{clr|H|HS}} normals, enhanced special moves, the new all-around excellent special move {{MMC|input=623H|label=Judgement and Sentiment}}, a monstrous damage boost to her supers, and more. Her mixup game, combo potential, neutral presence, block pressure, and especially her damage output all become enormously better. A.B.A is very, very good in Jealous Rage, and it is important to spend as much time in this mode as possible. | ||
A.B.A's extreme stances of course mean she is prone to end up in very polarized situations; If she lands the right hits she can initiate a terrifying snowball, with her hits generating her Jealousy as she goes, letting her stay in Jealous Rage for extended periods both in neutral and on her offense. However, if she runs out of Jealousy Guage without manually exiting it, she is forced into a recovery animation leaving her at a disadvantage on which the opponent can easily capitalize. Without any way to passively generate Jealousy, it can be difficult for her to make a comeback, leaving her very prone to getting zoned or camped out. A.B.A does have several notable defensive tools with her 4-frame {{MMC|input=2p|label={{clr|P|2P}}}}, {{MMC|chara=A.B.A|input=214S|label=Frenzy and Astonishment}} as an unusual parry-like option, and her previously mentioned high and low profile options, as well as an {{MMC|chara=A.B.A|input=632146H|label=Overdrive Reversal}} that places her in to Jealous Rage. Using these tools effectively requires intimate knowledge of your opponents offense, especially in midrange situations where A.B.As lack of traditional pokes is most apparent, but can be very potent used well. | |||
A.B.A is a temperamental and volatile character with euphoric highs and miserable lows. She requires strong resource management skills to play effectively, as poor decision-making can leave you stuck carrying around a 300-pound key that you can barely lift. But if you play your cards right, make the right reads and land the right hits you can unlock one of the scariest characters in all of Guilty Gear -Strive-, completely running over your opponent. | |||
}} | }} | ||
{{GGST/Infobox | {{GGST/Infobox | ||
| fastestAttack = {{MMC|input=2p|label={{clr|P|2P}}}} (4F) | | fastestAttack = {{MMC|input=2p|label={{clr|P|2P}}}} (4F) | ||
| reversal = [[#The Law is Key, Key is King.| The Law is Key, Key is King | | reversal = [[#The Law is Key, Key is King.| The Law is Key, Key is King]] (10F) | ||
}} | }} | ||
{{ReasonsToPick | {{ReasonsToPick | ||
|intro={{Character Label|GGST|A.B.A}} is a volatile stance character who starts off slow and weak and wants to find a way into her powerful install state so she can dominate the match with her versatile neutral and oppressive offense. | |intro={{Character Label|GGST|A.B.A}} is a volatile stance character who starts off slow and weak and wants to find a way into her powerful install state so she can dominate the match with her versatile neutral and oppressive offense. | ||
|pickMe= | |pickMe= | ||
*Powering up over time to overwhelm your opponent with enhanced offense and | *Powering up over time to overwhelm your opponent with dramatically enhanced offense and blistering speed. | ||
*A clear win condition with many means of access. | *A clear dominating win condition with many means of access. | ||
*A variety of defensive tools, including a | *A variety of defensive tools, including a metered reversal, a parry, and several evasive moves. | ||
|avoidMe= | |avoidMe= | ||
* | *A "feast or famine" playstyle, forcing you to play to survive in Normal Mode. | ||
* | *Taking large risks and having to call out your opponent to win. | ||
*An extreme lack of mobility outside of | *Being forced to spend time in a disadvantage state. | ||
*An extreme lack of mobility outside of Jealous Rage. | |||
}} | }} | ||
</div> | </div> | ||
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|header=Unique Mechanic: Jealous Rage | |header=Unique Mechanic: Jealous Rage | ||
|content=[[File:GGST A.B.A Jealousy Gauge.png|thumb|right|300px|A.B.A's Jealousy Gauge.]] | |content=[[File:GGST A.B.A Jealousy Gauge.png|thumb|right|300px|A.B.A's Jealousy Gauge.]] | ||
A.B.A starts the round in '''Normal Mode''' or NM. '''Jealous Rage''' is an {{keyword|install}} state in which A.B.A is greatly powered up for a short period of time. The benefits include: | A.B.A starts the round in '''Normal Mode''' or NM with 60 out of 120 Jealousy Points. '''Jealous Rage''' is an {{keyword|install}} state in which A.B.A is greatly powered up for a short period of time as the Gauge gradually drains over time. The benefits include: | ||
* A slight | * A slight damage buff to all moves. | ||
* | * Greatly improved {{clr|S|S}} and {{clr|H|HS}} normals. | ||
* | * The ability to use the extremely powerful {{MMC|chara=A.B.A|input=623H|label=Judgment and Sentiment}} ({{clr|H|623H}}). | ||
* | * New properties on existing special moves (for example, {{MMC|chara=A.B.A|input=214K|label=Haul and Heed}} ({{clr|K|214K}}) travels a greater distance). | ||
* | * Immensely improved movement, replacing her pseudo-{{keyword|step dash}} with a run on par with {{Character Label|GGST|Chipp|label=Chipp Zanuff}}. | ||
The Jealousy Gauge is filled by landing certain attacks, or by absorbing a hit with {{MMC|chara=A.B.A|input=214S|label=Frenzy and Astonishment}} ({{clr|S|214S}}). While in Jealous Rage, the gauge will automatically deplete over time - upon running out of Jealousy Gauge, A.B.A is forced out of Jealous Rage via a {{MMC|chara=A.B.A|input=JR Deactivation|label=screen-freezing animation}} and returns to Normal Mode. | |||
A.B.A has a diverse set of tools to use to swap between Normal Mode and Jealous Rage, including {{MMC|chara=A.B.A|input=63214P|label=Changing and Swaying}} ({{clr|P|63214P}}), {{MMC|chara=A.B.A|input=214H|label=Bonding and Dissolving}} ({{clr|H|214H}}) and {{MMC|chara=A.B.A|input=632146H|label=The Law is Key, Key is King.}} ({{clr|H|632146H}}). Using any of these moves will swap A.B.A in and out of Jealous Rage, and careful management of this gauge is ''key'' to playing A.B.A well. | |||
<small>''Note: May also be referred to as "Moroha" by the community, due to existing nomenclature from older games.''</small> | <small>''Note: May also be referred to as "Moroha" by the community, due to existing nomenclature from older games.''</small> | ||
{{clear}} | |||
}} | |||
===<span style="display: none;">Pseudo-Stepdash</span>=== | |||
{{card|width=4 | |||
|header=Unique Mechanic: Pseudo-Stepdash | |||
|content= When in Normal Mode, A.B.A has a unique kind of dash that is like a mix between a normal run and a {{keyword|step dash}}, where holding down the dash input will cause her to repeatedly move forward in short bursts, as opposed to a continuous run or a single burst of speed. Possibly as a result of this unique run behavior, unlike every other character who can dash, A.B.A's forward dash during NM doesn't halt when inputting backward directions. This allows her to move forward while simultaneously blocking incoming attacks, making dash-blocking trivially easy for NM A.B.A. | |||
{{clear}} | {{clear}} | ||
}} | }} | ||
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|input=5P, JR 5P | |input=5P, JR 5P | ||
|versioned=input | |versioned=input | ||
|frameChart= | |frameChart= | ||
|description=A | {{#invoke:GGST-FrameChart|drawFrameData | ||
|input = 5P | |||
}} | |||
|description=A fast, high hitting 5F jab, generally best used as fast antiair where where A.B.A's multitude of other anti-airs would be too slow. {{clr|P|2P}} is generally preferable for abare due to its better speed, but {{clr|P|5P}} has slightly better range and is still faster than A.B.A's {{clr|K|K}} normals. | |||
* Whiffs on crouchers, including big body characters like {{Character Label|GGST|Potemkin|label=Potemkin}} | |||
[[ | [[/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|H|6H}} | ||
}} | }} | ||
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|input=5K, JR 5K | |input=5K, JR 5K | ||
|versioned=input | |versioned=input | ||
|frameChart= | |frameChart= | ||
|description= A | {{#invoke:GGST-FrameChart|drawFrameData | ||
|input = 5K | |||
}} | |||
|description= A quick poke, with decent range for its speed, and a retracted lower hitbox. Serves as an excellent poke that's fast, combos into a hard knockdown with {{clr|D|2D}}, and can stuff out some lows. | |||
Can be used as a slower but longer ranged abare poke, while also beating out some low pokes, while still being very difficult to whiff punish. | |||
* Jump and dash-cancellable | |||
[[ | [[/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|6P}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}} | ||
}} | }} | ||
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|input=c.S, JR c.S | |input=c.S, JR c.S | ||
|versioned=input | |versioned=input | ||
|frameChart= | |frameChart= | ||
|description= | {{#invoke:GGST-FrameChart|drawFrameData | ||
|input = c.S | |||
}} | |||
|description=Plus on block pressure starter, with a wide variety of gatlings. Generally the highest reward combo starter. A very typical close slash. | |||
* Increases Jealousy Gauge by 6 points (5%) on hit, and half that on block | |||
* Spikes airborne opponents down into a ground bounce | * Spikes airborne opponents down into a ground bounce | ||
* Jump and dash cancellable | |||
---- | ---- | ||
; Jealous Rage | ; Jealous Rage | ||
In Jealous Rage, this move deals more damage and launches grounded opponents, giving access to some new routes like {{clr|S|c.S}} > {{clr|S|2S}} for a high launch. | In Jealous Rage, this move deals more damage and launches grounded opponents, giving access to some new routes like {{clr|S|c.S}} > {{clr|S|2S}} for a high launch or {{clr|S|c.S}} into air normals like {{clr|S|j.S}} or {{clr|H|j.H}} for extended air combos. | ||
[[ | [[/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|6P}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}} | ||
}} | }} | ||
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|versioned=input | |versioned=input | ||
|frameChart=auto | |frameChart=auto | ||
|description= | |description= | ||
Short-range poke and stagger pressure tool. | |||
{{clr|S|f.S}} is very small for a poke and has no disjoint, but it advances slightly with surprisingly good recovery. While this makes it a pretty miserable poke/counterpoke in mid-range neutral, this move is only -3 on block with effective cancels such as {{clr|H|2H}}, {{clr|H|5H}}, {{clr|H|214H}}, {{clr|S|236S}}, and {{clr|K|236K}}, making it a strong tool for stagger pressure in the corner. | |||
Though it is difficult to threaten throw without using the fairly reactable {{clr|K|214K}}, A.B.A gets meter, Jealousy Gauge, and RISC build even if her opponent is simply downbacking, encouraging them to seek an escape. | |||
* Increases Jealousy Gauge by 6 points (5%) on hit, and half that on block | |||
---- | ---- | ||
; Jealous Rage | ; Jealous Rage | ||
Jealous Rage {{clr|S|f.S}} trades some on-block frame advantage for ridiculously low startup, great range, and an absurd disjoint, turning into a souped-up version of a more traditional {{clr|S|f.S}}, that excels as a poke/counterpoke in neutral. | |||
Both versions combo into their respective mode's version of {{clr|H|2H}}, allowing A.B.A to extend her combos into {{clr|H|214H}} or {{clr|S|236S}} in normal mode and {{clr|H|623H}} in Jealous Rage. | |||
[[ | [[/Frame Data#Gatling_Table|Gatling Options:]] {{clr|H|5H}}, {{clr|H|2H}} | ||
}} | }} | ||
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|versioned=input | |versioned=input | ||
|frameChart=auto | |frameChart=auto | ||
|description= | |description= Enormous long-range poke for controlling space and fishing for counter hits. Just don't whiff it. | ||
{{clr|H|5H}} has high blockstun, high pushback, and absurd range, easily competing with buttons like Ramlethal's or Bridget's {{clr|H|5H}} in size. This makes it NM A.B.A's best neutral tool by far, as it gives her the range to help her contend with the rest of the cast, though its slow speed means it should be used carefully. | |||
* | |||
At almost all spacings, A.B.A can combo into {{clr|S|236S}} to build Jealousy Gauge, or {{clr|K|236K}} to advance while scoring a soft knockdown. On counter-hit, she can cancel into {{clr|K|214K}}, {{clr|K|236K}}, or {{clr|S|236S}} and link {{clr|S|c.S}}, {{clr|K|5K}}, or {{clr|K|2K}} for longer extensions. On block, she can cancel into {{clr|K|236K}} for a gapless blockstring that is only -1 on block, allowing her to play a rock-paper-scissors game with her 4 frame {{clr|P|2P}} and 6 frame {{clr|K|K}} normals, or simply stay safe. | |||
Though its irregular pushback makes {{clr|H|5H}} somewhat safe on block when cancelled into {{clr|P|63214P}}, it can also work against A.B.A if she wants to stay in to build Jealousy Gauge or simply continue pressure. | |||
The lengthy whiff recovery and high hitbox make this move very vulnerable to low-profiles and whiff punishing. | |||
* Increases Jealousy Gauge by 12 points (10%) on hit, and half that on block | |||
* Moves A.B.A slightly forward from her starting position after recovery | |||
---- | ---- | ||
; Jealous Rage | ; Jealous Rage | ||
In Jealous Rage, this move deals substantially more damage and | In Jealous Rage, this move deals substantially more damage and loses the incredibly long whiff animation from the normal version. Has greatly reduced pushback on block and removes the gap when used as a gatling from {{clr|S|f.S}}. It's also very safe on block. | ||
}} | }} | ||
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===<big>{{clr|D|5D}}</big>=== | ===<big>{{clr|D|5D}}</big>=== | ||
{{GGST_Move_Card | {{GGST_Move_Card | ||
|input=5D, | |input=5D, 5[D] | ||
|versioned=name | |versioned=name | ||
|frameChart=auto | |frameChart=auto | ||
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;Uncharged Dust | ;Uncharged Dust | ||
Universal overhead attack. | Universal overhead attack. Tapping {{Prompt|GGST|D}} gives a fast but weak overhead, while holding down {{Prompt|GGST|D}} will give a much slower but much more powerful strike. | ||
When in Jealous Rage, this move is almost entirely outclassed by {{MMC|chara=A.B.A|input=JR 236K|label=Intertwine and Tilt}}, which is faster, grants full combos on hit without using meter, and is safe on block. | When in Jealous Rage, this move is almost entirely outclassed by {{MMC|chara=A.B.A|input=JR 236K|label=Intertwine and Tilt}}, which is faster, grants full combos on hit without using meter, and is safe on block. | ||
---- | ---- | ||
;Charged Dust | ;Charged Dust | ||
* Holding any upwards direction during the hitstop of Charged Dust will perform a [[ | * Holding any upwards direction during the hitstop of Charged Dust will perform a [[../Mechanics#Homing_Jump|Homing Jump]]: | ||
** Performing a Homing Jump puts the opponent into a unique high damaging air combo state and will cause an Area Shift afterwards, resetting character positions to neutral at slightly farther than round start distance. | ** Performing a Homing Jump puts the opponent into a unique high damaging air combo state and will cause an Area Shift afterwards, resetting character positions to neutral at slightly farther than round start distance. | ||
** Pressing any attack twice in a row without jump/dash canceling will perform a unique Finishing Blow attack, causing a hard knockdown and leaving A.B.A at +23 instead of neutral (+-0). | ** Pressing any attack twice in a row without jump/dash canceling will perform a unique Finishing Blow attack, causing a hard knockdown and leaving A.B.A at +23 instead of neutral (+-0). | ||
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|input=2P, JR 2P | |input=2P, JR 2P | ||
|versioned=input | |versioned=input | ||
|frameChart= | |frameChart= | ||
|description= | {{#invoke:GGST-FrameChart|drawFrameData | ||
|input = 2P | |||
}} | |||
|description= Very Fast 4-frame {{keyword|abare}} option, allowing A.B.A to poke or trade her way out of sequences that most of the roster has to hold. Additionally, it can combo into {{MMC|chara=A.B.A|input=214H|label=Bonding and Dissolving}} at close range, giving A.B.A an easy route into Jealous Rage. Its low range means that other options like {{clr|K|2K}} or {{clr|K|5K}} can sometimes be preferable. | |||
[[ | [[/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|H|6H}} | ||
}} | }} | ||
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|input=2K, JR 2K | |input=2K, JR 2K | ||
|versioned=input | |versioned=input | ||
|frameChart= | |frameChart= | ||
|description= | {{#invoke:GGST-FrameChart|drawFrameData | ||
|input = 2K | |||
}} | |||
|description= | |||
Fast low poke with many uses in neutral, mixups, combos, and punishing. | |||
Has very good range for a {{clr|K|2K}}, making it a solid poke in neutral. It's also A.B.A's fastest low, making it useful for high/low mixups in conjunction with her {{clr|H|j.H}} F-Shiki in Jealous Rage. Can be useful in stagger pressure due to its solid frame advantage. | |||
Though {{clr|K|2K}} itself does not change much aside from a (negligible) damage increase during Jealous Rage, A.B.A's greatly increased movement makes dash {{clr|K|2K}} a terrifying, low-commitment poke that leads to high damage. | |||
[[ | [[/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|6P}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}} | ||
}} | }} | ||
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|versioned=input | |versioned=input | ||
|frameChart=auto | |frameChart=auto | ||
|description= An unorthodox | |description= An unorthodox {{clr|S|2S}} serving as a disjointed anti-air hitting directly above A.B.A. rather than the traditional low-poke {{clr|S|2S}} buttons tend to be. It also sees some use in some of NM A.B.A's combos. | ||
* Increases Jealousy Gauge by 6 points (5%) on hit, and half that on block | |||
---- | |||
; Jealous Rage | ; Jealous Rage | ||
In Jealous Rage, this move gets an even bigger | In Jealous Rage, this move gets an even bigger hitbox with a better disjoint. This makes it an even stronger anti-air that even catches some moves that are notoriously hard to anti-air like {{Character Label|GGST|Millia|label=Millia's}} {{MMC|game=GGST|chara=Millia|input=j.236H||label=Kapel}}. Has an even larger anti-crossup hitbox than the NM version | ||
[[ | [[/Frame Data#Gatling_Table|Gatling Options:]] {{clr|H|5H}}, {{clr|H|2H}} | ||
}} | }} | ||
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|versioned=input | |versioned=input | ||
|frameChart=auto | |frameChart=auto | ||
|description= A | |description= | ||
An advancing move with two hits. Useful in combos to launch the opponent, and keeps A.B.A close enough in blockstrings to use {{MMC|input=214H|label=Bonding and Dissolving}}. | |||
* Each hit increases Jealousy Gauge by 6 points (5%) on hit, and half that on block | |||
---- | |||
; Jealous Rage | ; Jealous Rage | ||
In Jealous Rage, this move | In Jealous Rage, this move's forward movement is reduced, but now hits low, making it a strong mixup tool with high reward on hit. | ||
}} | }} | ||
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|frameChart=auto | |frameChart=auto | ||
|description=Universal sweep that gives a hard knockdown. | |description=Universal sweep that gives a hard knockdown. | ||
A.B.A's longest range low poke, that gives a hard knockdown on hit, allowing for okizeme, combos, or an easy route into {{MMC|chara=A.B.A|input=214H|label=Bonding and Dissolving}}. Gapless blockstring when cancelled into from {{clr|K|5K}} or {{clr|K|2K}} | |||
---- | ---- | ||
; Jealous Rage | ; Jealous Rage | ||
In Jealous Rage, this move gets a big boost in range and becomes very disjointed, but is otherwise largely the same. | In Jealous Rage, this move gets a big boost in range and becomes very disjointed, but is otherwise largely the same. Is no longer a gapless blockstring from A.B.A's kicks, instead having a 1 frame gap. | ||
}} | }} | ||
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|input=6P, JR 6P | |input=6P, JR 6P | ||
|versioned=input | |versioned=input | ||
|frameChart= | |frameChart= | ||
{{#invoke:GGST-FrameChart|drawFrameData | |||
|input = 6P | |||
}} | |||
|description= | |description= | ||
Low profile hurtbox, and hence good for anti-airs with its far-reaching hitbox. Works in tandem with {{clr|K|214K}} as an option to beat high-hitting moves, if A.B.A would rather hold her ground than advance. | |||
* | |||
* Increases Jealousy Gauge by 6 points (5%) on hit, and half that on block | |||
* Hard knockdown on air Counter Hit. | * Hard knockdown on air Counter Hit. | ||
}} | }} | ||
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|input=6H, JR 6H | |input=6H, JR 6H | ||
|versioned=input | |versioned=input | ||
|frameChart= | |frameChart= | ||
|description= A.B.A's highest damage normal. Useful as high-damage combo fodder when cancelled from {{clr|S|c.S}} | {{#invoke:GGST-FrameChart|drawFrameData | ||
|input = 6H | |||
}} | |||
|description= A.B.A's highest damage normal. Useful as high-damage combo fodder when cancelled from {{clr|S|c.S}} and {{clr|K|K}} buttons or possibly as a frametrap option. Ground bounces on hit. | |||
* Increases Jealousy Gauge by 12 points (10%) on hit, and half that on block | |||
---- | |||
; Jealous Rage | ; Jealous Rage | ||
In Jealous Rage, this move gets a larger hitbox and deals more damage. | In Jealous Rage, this move gets a larger hitbox and deals more damage, but otherwise serves the same purpose as high damage combo fodder. | ||
}} | }} | ||
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|input=j.P, JR j.P | |input=j.P, JR j.P | ||
|versioned=input | |versioned=input | ||
|frameChart= | |frameChart= | ||
|description=Fast, mashable air-to-air. | {{#invoke:GGST-FrameChart|drawFrameData | ||
|input = j.P | |||
}} | |||
|description=Fast, mashable air-to-air. Struggles to hit crouching opponents. | |||
[[ | [[/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|j.P}} | ||
}} | }} | ||
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|input=j.K, JR j.K | |input=j.K, JR j.K | ||
|versioned=input | |versioned=input | ||
|frameChart= | |frameChart= | ||
|description= A decent air-to-air. | {{#invoke:GGST-FrameChart|drawFrameData | ||
|input = j.K | |||
}} | |||
|description= A decent air-to-air. Can hit crouching opponents more easily than j.P can. | |||
[[ | [[/Frame Data#Gatling_Table|Gatling Options:]] {{clr|D|j.D}} | ||
}} | }} | ||
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|frameChart=auto | |frameChart=auto | ||
|description= A passable jump-in normal that hits crossup. | |description= A passable jump-in normal that hits crossup. | ||
* Increases Jealousy Gauge by 6 points (5%) on hit, and half that on block | |||
---- | ---- | ||
; Jealous Rage | ; Jealous Rage | ||
In Jealous Rage, this move sacrifices the crossup hitbox for a much larger hitbox in front of A.B.A, making it a much better aerial poke and air-to-air. | In Jealous Rage, this move can still hit crossup but sacrifices much of the crossup hitbox for a much larger hitbox in front of A.B.A, making it a much better aerial poke and air-to-air. | ||
[[ | [[/Frame Data#Gatling_Table|Gatling Options:]] {{clr|H|j.H}}, {{clr|D|j.D}} | ||
}} | }} | ||
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|input=j.H, JR j.H | |input=j.H, JR j.H | ||
|versioned=input | |versioned=input | ||
|frameChart= | |frameChart=auto | ||
|description= A slow air poke. | |description= A slow air poke, and not much else. It comes out so slowly and hits at such an awkward angle that it's only really useful as an air-to-air, and even then you're probably better off using {{clr|P|j.P}} or {{clr|K|j.K}}. | ||
* Increases Jealousy Gauge by 12 points (10%) on hit, and half that on block | |||
---- | ---- | ||
; Jealous Rage | ; Jealous Rage | ||
In Jealous Rage, this move gains a huge hitbox underneath A.B.A and launches on hit. This allows her to hit standing opponents while rising and convert into an air combo with {{clr|D|j.D}}. | In Jealous Rage, this move gains a huge hitbox underneath and behind A.B.A and launches on hit. This allows her to hit standing opponents while rising and convert into an air combo with {{clr|D|j.D}}. The large crossup hitbox also allows her to hit opponents while crossing clear over them while still scoring a full combo. Paired with her very fast airdash, these traits all make attempts to anti-air ABA while in Jealous Rage much riskier. | ||
[[ | [[/Frame Data#Gatling_Table|Gatling Options:]] {{clr|D|j.D}} | ||
}} | }} | ||
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|input=j.D, JR j.D | |input=j.D, JR j.D | ||
|versioned=input | |versioned=input | ||
|frameChart= | |frameChart={{#invoke:FrameChart|drawFrameData | ||
|description= A falling cross-up normal akin to {{Character Label|GGST|Bedman|label=Bedman's}} {{MiniMoveCard|game=GGST|chara=Bedman|input=j.D|label={{clr|D|j.D}}}}. | |startup = 17 | ||
|active = 0 | |||
|specialRecovery = 6 | |||
|isProjectile = yes | |||
}} | |||
{{#invoke:GGST-FrameChart|drawFrameData | |||
|input = JR j.D | |||
}}<small>({{tt|Note|The red line indicates that the move has become active, but has a variable active window.}})</small> | |||
|description= A falling cross-up normal akin to {{Character Label|GGST|Bedman|label=Bedman's}} {{MiniMoveCard|game=GGST|chara=Bedman|input=j.D|label={{clr|D|j.D}}}}. | |||
This move's frame advantage depends on A.B.A's height upon use, becoming less plus the higher it is performed. It is also less advantaged the higher A.B.A is when it hits, making it less advantageous against tall characters and standing opponents, especially when hitting them directly above their center. However, even when done from max double jump height, it is usually even at worst and at least slightly plus. In practice, A.B.A can almost always frametrap and combo with {{clr|P|2P}} after {{clr|D|j.D}} even when hitting high, and is usually plus enough to use {{clr|K|2K}}. | |||
This move will also quickly alter A.B.A's air velocity, allowing her to fake out jump-ins. Combined with having virtually no minimum height requirement, this can make it a decent, surprisingly fast movement option and throw punish. | |||
* Despite variability in frame advantage in most other situations, {{clr|D|j.D}} is very consistently +5 on block against a standing opponent from an IAD regardless of character height | |||
* Increases Jealousy Gauge by 12 points (10%) on hit, and half that on block | |||
---- | ---- | ||
; Jealous Rage | ; Jealous Rage | ||
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|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=j.6D or j.4D|recovery=38}}{{#invoke:GGST-FrameChart|drawFrameData|input=j.6D or j.4D|recovery=0|specialRecovery=10}} | |frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=j.6D or j.4D|recovery=38}}{{#invoke:GGST-FrameChart|drawFrameData|input=j.6D or j.4D|recovery=0|specialRecovery=10}} | ||
|description= | |description= | ||
A.B.A smacks the enemy to the ground. Doesn't give amazing okizeme midscreen, but does its job otherwise. | |||
* Hard knockdown on hit. | * Hard knockdown on hit. | ||
* 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt. | * 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt. | ||
Line 331: | Line 413: | ||
*Normal, special, jump, and backdash cancelable. | *Normal, special, jump, and backdash cancelable. | ||
*Drains 7.14% of the opponent's [[ | *Drains 7.14% of the opponent's [[../Mechanics#Burst Gauge|Burst Gauge]] on hit or block. | ||
*Applies Hard Knockdown when launching or when used to [[ | *Applies Hard Knockdown when launching or when used to [[../Damage#The Wall|Wall Break]]. | ||
}} | }} | ||
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|input=214H, JR 214H | |input=214H, JR 214H | ||
|versioned=input | |versioned=input | ||
|frameChart= | |frameChart= | ||
{{#invoke:GGST-FrameChart|drawFrameData | |||
|input = 214H | |||
}} | |||
|description= A.B.A thrusts Paracelsus forward. On hit, it causes A.B.A to switch into/out of Jealous Rage depending on if she's in the stance. Additionally, it refills her Jealousy Meter by a decent amount. Both of these traits make it an invaluable combo ender, as it either lets her start her offense from normal mode or safely transition back from Jealous Rage. | |description= A.B.A thrusts Paracelsus forward. On hit, it causes A.B.A to switch into/out of Jealous Rage depending on if she's in the stance. Additionally, it refills her Jealousy Meter by a decent amount. Both of these traits make it an invaluable combo ender, as it either lets her start her offense from normal mode or safely transition back from Jealous Rage. | ||
On block, it leaves A.B.A at an advantage, making it a decent pressure tool when in normal mode. It also still grants some Jealousy Meter, though not as much as when it hits. | On block, it leaves A.B.A at an advantage, making it a decent pressure tool when in normal mode. It also still grants some Jealousy Meter, though not as much as when it hits. | ||
May be referred to as "keygrab" by | Unlike the ground version, the air version does not guard crush, and given that the recovery lasts until landing it is often punishable on block without a setup. | ||
<small>''Note: May also be referred to as "keygrab" by the community due to existing nomenclature from older games, despite being a pure strike in this game.''</small> | |||
* Swaps A.B.A's stance on hit (normal > Jealous Rage or Jealous Rage > normal) | * Swaps A.B.A's stance on hit (normal > Jealous Rage or Jealous Rage > normal) | ||
* | * Increases Jealousy Gauge by 30 points (25%) on hit, if blocked in normal mode increases Jealousy Gauge by 15 points (12.5%) | ||
* Guard Crushes on block | * Guard Crushes on block | ||
* Can only hit the enemy player themself, meaning this move will completely ignore moves and other non-player entities with hurtboxes like Eddie, {{Character Label|GGST|Zato|label=Zato-1's}} {{MMC|game=GGST|chara=Zato|input=236H||label=Oppose}}, {{Character Label|GGST|Chaos|label=Happy Chaos'}} {{MMC|game=GGST|chara=Chaos|input=236K||label=Scapegoat}}, or {{Character Label|GGST|Jack-O|label=Jack-O's}} Servants. | |||
}} | }} | ||
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|versioned=input | |versioned=input | ||
|frameChart= | |frameChart= | ||
{{#invoke:GGST-FrameChart|drawFrameData|recovery=29|input=63214P}} | |||
|description= | |description= | ||
Causes A.B.A to manually swap to/from Jealous Rage, provided she has enough Jealousy Meter. This allows A.B.A to change stances without landing a move such as {{MMC|chara=A.B.A|input=214H|label=Bonding and Dissolving}} in situations like neutral or after a knockdown from moves like {{MMC|chara=A.B.A|input=236S~6S|label=Restriction and Constraint}} or {{clr|D|2D}}. | Causes A.B.A to manually swap to/from Jealous Rage, provided she has enough Jealousy Meter. This allows A.B.A to change stances without landing a move such as {{MMC|chara=A.B.A|input=214H|label=Bonding and Dissolving}} or in situations like neutral or after a knockdown from moves like {{MMC|chara=A.B.A|input=236S~6S|label=Restriction and Constraint}} or {{clr|D|2D}}. | ||
A.B.A is in counterhit state for the entire duration of the move. Additionally, she changes stances part way through the move, meaning if she is hit while transitioning into Jealous Rage, she will be in that stance for the duration of any subsequent follow-up, gradually losing Jealousy Gauge, so this move should be used carefully. | |||
Cancelling into this from a blocked normal move leaves her vulnerable, but can potentially catch the opponent off guard. When cancelled from a move with long recovery such as Normal Mode {{clr|H|5H}}, this may even make A.B.A slightly less disadvantaged then that move normally would be. A full list of the frame advantage on block can be found [[/Frame_Data#On-Block_Cancel_Data|here]]. | |||
* | * Moroha activates on frame 19. | ||
* Cannot be used if A.B.A has less than 25% Jealousy Meter (indicated by the thin line on the right-hand side of the bar) | * Cannot be used in Normal Mode if A.B.A has less than 25% Jealousy Meter (indicated by the thin line on the right-hand side of the bar) | ||
* | * When used to leave Jealous Rage it will return about 50% of the Jealousy Meter consumed during the Rage. This can make it more efficient than using {{MMC|chara=A.B.A|input=214H|label=Bonding and Dissolving}} to exit out of long-lasting rages. | ||
}} | }} | ||
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|versioned=input | |versioned=input | ||
|frameChart= | |frameChart= | ||
|description= A command dash with upper body invincibility, allowing A.B.A to approach while going under high pokes. This makes it a useful tool in normal mode to help supplement base A.B.A's | {{#invoke:GGST-FrameChart|drawFrameData|recovery=26|input=214K}} | ||
|description= A command dash with upper body invincibility, allowing A.B.A to approach while going under high pokes. This makes it a useful tool in normal mode to help supplement base A.B.A's poor movement. It can also see some use during blockstrings or at the end of a combo as a surprise reset tool or a means to keep pressure going. | |||
Certain normal moves with long recovery can be made harder to punish by cancelling into this move. A full list of the frame advantage on block can be found [[/Frame_Data#On-Block_Cancel_Data|here]]. | |||
* Distance greatly increases in Jealous Rage | * Distance traveled greatly increases in Jealous Rage | ||
}} | }} | ||
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|versioned=input | |versioned=input | ||
|frameChart= | |frameChart= | ||
|description=A safe, low-crushing hopkick to | {{#invoke:GGST-FrameChart|drawFrameData|input=236K|title='''236K'''}} | ||
{{#invoke:GGST-FrameChart|drawFrameData|input=JR 236K|title='''JR 236K'''}} | |||
|description=A safe, low-crushing hopkick to complement the low-profile of {{MMC|chara=A.B.A|input=214K|label=Haul and Heed}} that changes wildly depending on A.B.A's current stance. | |||
In normal mode, it's primarily used as a low-crushing neutral poke that can yield some rewarding combos on counter hit | In normal mode, it's primarily used as a low-crushing neutral poke that can yield some rewarding combos on counter hit. | ||
* High-profiles most low-hitting attacks | * High-profiles most low-hitting attacks | ||
* Pretty unrewarding in normal mode without a counter hit, in which case it converts into a full combo | * Pretty unrewarding in normal mode without a counter hit, in which case it converts into a full combo | ||
* | * Is completely safe and highly active while moving forward in ''both'' modes, so it can be plus with good spacing. | ||
* | * A.B.A is airborne during this move, meaning you can Roman Cancel it for all sorts of things like an instant overhead/low mixup or a momentum boost in neutral with aeiral {{MMC|chara=A.B.A|input=214H|label=keygrab}}. | ||
---- | |||
; Jealous Rage | |||
In Jealous Rage, this move changes significantly. It loses some range and speed in exchange for becoming an overhead that launches the opponent for a full combo, giving A.B.A some frightening (and rewarding) mixup potential. | |||
* Hits overhead | |||
* Launches the opponent on hit, which can be followed up with {{clr|K|5K}} or {{clr|S|c.S}}. | |||
* The high-profile component of this attack becomes even more pronounced in Jealous Rage, even being able to go over moves like {{Character Label|Ky|label=Ky's}} {{clr|S|f.S}}. | |||
* Can be Roman Cancelled on block to give a double overhead with {{clr|K|j.K}} | |||
}} | }} | ||
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|versioned=input | |versioned=input | ||
|frameChart= | |frameChart= | ||
|description= A forward advancing mid that serves as the start of A.B.A's {{keyword|rekka}}. A | {{#invoke:GGST-FrameChart|drawFrameData | ||
|input = 236S | |||
}} | |||
|description= A forward advancing mid that serves as the start of A.B.A's {{keyword|rekka}}. | |||
{{clr|S|236S}} is an invaluable part of A.B.A's midrange. Its startup and range lie in between the stubby but fast {{clr|S|f.S}} and the massive but slow {{clr|H|5H}}, making it extremely useful as a poke and a whiff punish. On hit, it has a very easy confirm into {{clr|S|236S}}~{{clr|S|6S}}, granting a hard knockdown and a good chunk of Jealousy Gauge. Its great frame advantage and momentum also allow her to start pressure against respectful opponents. | |||
As a combo tool it's very consistent in both modes, as it will only whiff in some air combos and at max {{clr|H|5H}} range in normal mode. | |||
Since the input for the followup is a forward motion, this move is very easy to kara cancel into her supers, which lets her get strong enders with {{MMC|chara=A.B.A|input=632146H|label={{clr|H|632146H}}}} or start intense pressure with {{MMC|chara=A.B.A|input=632146K|label={{clr|K|632146K}}}}. | |||
* Distance increases in Jealous Rage | * Distance increases in Jealous Rage | ||
* Can be used after a backdash to bait short range moves. | * Can be used after a backdash to bait short range moves. | ||
*Hit confirms into {{MMC|chara=A.B.A|input=236S~6S|label=Restriction and Constraint}} | |||
}} | }} | ||
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|versioned=input | |versioned=input | ||
|frameChart= | |frameChart= | ||
{{#invoke:GGST-FrameChart|drawFrameData | |||
|input = 236S~6S | |||
}} | |||
|description= | |description= | ||
The followup to {{MMC|chara=A.B.A|input=236S|label=Menace and Groan}}, A.B.A's {{keyword|rekka}}. A low-hitting combo-finisher that gives a very generous knockdown on hit | The followup to {{MMC|chara=A.B.A|input=236S|label=Menace and Groan}}, A.B.A's {{keyword|rekka}}. A low-hitting combo-finisher that gives a very generous knockdown on hit. This can make it A.B.A's most reliable combo ender over {{MMC|chara=A.B.A|input=214H|label=Bonding and Dissolving}}, as it has better range, combos from the same things, gives the same amount of Jealousy Gauge on hit, doesn't force A.B.A to change stances, and has so much advantage on hit that A.B.A can manually change stances with {{MMC|chara=A.B.A|input=63214P|label=Changing and Swaying}} and still push some okizeme. | ||
* | While its property as a low might give it some use as a {{keyword|knowledge check}} or low poke, the move is incredibly disadvantageous on block, all but guaranteeing a punish on A.B.A, so it should mostly be used when confirming from {{MMC|chara=A.B.A|input=236S|label=Menace and Groan}}. | ||
* In Normal Mode, increases Jealousy Gauge by 30 points (25%) on hit, and half that on block | |||
* Leaves A.B.A at +42 when hit in Normal Mode, giving her time to switch stance with {{MMC|chara=A.B.A|input=63214P|label=Changing and Swaying}}, then run up and do a meaty {{clr|S|f.S}}. | |||
* Bounces opponents slightly in Jealous Rage, giving A.B.A even better okizeme | |||
}} | }} | ||
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|input=214S | |input=214S | ||
|versioned=input | |versioned=input | ||
|frameChart= | |frameChart=auto | ||
|description= | |description= | ||
A | A.B.A assumes a defensive position, absorbing and nullifying strikes while filling her Jealousy Gauge. Opponents who strike A.B.A during this time can still cancel as though their move connected, and A.B.A is placed in a 33 frame invulnerable recovery animation. | ||
By immediately PRCing after absorbing an attack, A.B.A can cut her effective recovery dramatically, allowing for interesting counterattack options against moves that would typically be safe. | |||
Using this move is key to gaining momentum and building Jealousy Gauge against opponents who would otherwise be able to easily zone against A.B.A. | |||
* Counter Hit recovery | |||
* Unusable in Jealous Rage | * Unusable in Jealous Rage | ||
}} | }} | ||
Line 438: | Line 564: | ||
|input=623H | |input=623H | ||
|versioned=input | |versioned=input | ||
|frameChart= | |frameChart=auto | ||
|description= | |description= | ||
A.B.A performs a high-damage, plus-on block, Guard Crushing, ''and'' armored 2-hit swing with Paracelsus. A Swiss Army-knife style move with a myriad of incredibly powerful properties that make it useful in almost any situation. It's a strong counterpoke in neutral, anti-air, pressure extender, combo extender, and {{keyword|okizeme}}/{{keyword|meaty}} tool. | A.B.A performs a high-damage, plus-on block, Guard Crushing, ''and'' armored 2-hit swing with Paracelsus. A Swiss Army-knife style move with a myriad of incredibly powerful properties that make it useful in almost any situation. It's a strong counterpoke in neutral, anti-air, pressure extender, combo extender, and {{keyword|okizeme}}/{{keyword|meaty}} tool. | ||
It's in that last aspect where this move truly shines, as not only does the Guard Crush give good frame advantage when used as a meaty, but the guard point will flat-out beat and counterhit the majority of wake-up reversal options, including {{keyword|DP}}s such as {{Character Label|GGST|Ky Kiske|label=Ky's}} {{MMC|game=GGST|chara=Ky Kiske|input=623S|label=Vapor Thrust}}. This will either knock the opponent down again or launch them for a full combo if they are airborne (such as after a DP). | It's in that last aspect where this move truly shines, as not only does the Guard Crush give good frame advantage when used as a meaty, but the guard point will flat-out beat and counterhit the majority of wake-up reversal options, including {{keyword|DP}}s such as {{Character Label|GGST|Ky Kiske|label=Ky's}} {{MMC|game=GGST|chara=Ky Kiske|input=623S|label=Vapor Thrust}} and wakeup supers. This will either knock the opponent down again or launch them for a full combo if they are airborne (such as after a DP). | ||
The only real weaknesses of this move are its extremely long whiff recovery, the slow startup of the armor, and its vulnerability to throws. Aside from that, it's an extremely powerful move, and one of | The only real weaknesses of this move are its extremely long whiff recovery, the slow startup of the armor, and its vulnerability to throws. Aside from that, it's an extremely powerful move, and one of A.B.A's strongest assets. | ||
<small>''Note: Commonly referred to as "Danzai" by the community due to existing nomenclature from older games.''</small> | |||
* Not a true reversal; armor is not frame 1 | * Not a true reversal; armor is not frame 1 | ||
*Cannot clash with any attack | |||
* Since it is armored, A.B.A can be grabbed out of the animation | * Since it is armored, A.B.A can be grabbed out of the animation | ||
* Grants a hard knockdown on ground hit, launches for full combos on air hit | * Grants a hard knockdown on ground hit, launches for full combos on air hit | ||
Line 458: | Line 586: | ||
|input=JR Deactivation | |input=JR Deactivation | ||
|frameChart= | |frameChart= | ||
{{#invoke:GGST-FrameChart|drawFrameData | |||
|input = JR Deactivation | |||
|startup = 1 | |||
|startupIsFirstActive = off | |||
}} | |||
|description= | |description= | ||
When A.B.A is next idle when the Jealousy Gauge is empty, she will immediately deactivate the state. This creates a one second pause to see what is happening, followed by a 10 frame recovery in which ''' | When A.B.A is next idle when the Jealousy Gauge is empty, she will immediately deactivate the state. This creates a one second pause to see what is happening, followed by a 10 frame recovery in which '''A.B.A can only Block'''. | ||
When this happens, she retains none of the Gauge like she would from {{MMC|input= | When this happens, she retains none of the Gauge like she would from {{MMC|input=63214P|label=Changing and Swaying}}. Howevever, it comes with significantly less risk. | ||
* Even if the gauge is empty, A.B.A will not deactivate until she fully recovers from an animation. This means she can continue to gatling and cancel freely. She also cannot deactivate until landing. | * Even if the gauge is empty, A.B.A will not deactivate until she fully recovers from an animation, including if she's in blockstun. This means she can continue to gatling and cancel freely, and she can hold FD similarly to Nagoriyuki to extend her time in Jealous Rage. She also cannot deactivate until landing if airborne. | ||
* If A.B.A was knocked down, this automatically happens frame one after wakeup. | * If A.B.A was knocked down, this automatically happens frame one after wakeup. | ||
* If hit by an attack during the animation, the 1F invuln will cause the attack to hit 1 frame more meaty than it normally would. This can give the opponent slightly improved frame advantage. | * If hit by an attack during the animation, the 1F invuln will cause the attack to hit 1 frame more meaty than it normally would. This can give the opponent slightly improved frame advantage. | ||
* If A.B.A Roman Cancels while her Jealousy Gauge is empty, this move will essentially cause her to do a frame-perfect FRC (fast Roman Cancel). This will result in the Roman Cancel costing nearly half of its usual cost, making Roman Cancel > immediate keygrab a surprisingly meter-efficient tactic for maintaining momentum. | |||
* During the recovery when ABA can only block, she cannot be thrown. | |||
}} | }} | ||
==Overdrives== | ==Overdrives== | ||
===<big>The Law is Key, Key is King | ===<big>The Law is Key, Key is King</big>=== | ||
{{InputBadge|{{clr|H|632146H}}}} | {{InputBadge|{{clr|H|632146H}}}} | ||
{{GGST Move Card | {{GGST Move Card | ||
|input=632146H | |input=632146H, JR 632146H | ||
|versioned=input | |||
|frameChart= | |frameChart= | ||
{{#invoke:GGST-FrameChart|drawFrameData | |||
|input = 632146H | |||
}} | |||
|description= | |description= | ||
A short ranged reversal super that changes significantly depending on A.B.A's current stance. | A short ranged reversal super that changes significantly depending on A.B.A's current stance. | ||
In normal mode, it does decent damage, grants about 25% Jealousy | In normal mode, it does decent damage, grants about 25% Jealousy Gauge on hit, and switches A.B.A into Jealous Rage. | ||
When used in Jealous Rage, the move gains a longer, more cinematic animation where it deals dramatically more damage. Afterwards, A.B.A is drained of all her Jealousy Gauge and is returned back to normal mode. | When used in Jealous Rage, the move gains a longer, more cinematic animation where it deals dramatically more damage. Afterwards, A.B.A is drained of all her Jealousy Gauge and is returned back to normal mode. | ||
The damage of the cinematic version scales greatly with the amount of Jealousy | The damage of the cinematic version scales greatly with the amount of Jealousy Gauge A.B.A has when using it. When used at max power, it becomes the 3rd strongest single move in the entire game, beating out legendarily strong moves like {{Character Label|GGST|Goldlewis Dickinson|label=Goldlewis'}} fully charged Clean Hit {{MMC|game=GGST|chara=Goldlewis Dickinson|input=1080P|label=Down with the System}} or {{Character Label|GGST|Potemkin|label=Potemkin's}} {{MMC|game=GGST|chara=Potemkin|input=236236S|label=Heavenly Potemkin Buster}}, only losing to {{Character Label|GGST|Sol Badguy|label=Sol's}} {{MMC|game=GGST|chara=Sol Badguy|input=214214H|label=Heavy Mob Cemetery}} and {{Character Label|GGST|Nagoriyuki|label=Nagoriyuki's}} {{MMC|game=GGST|chara=Nagoriyuki|input=632146H|label=Zansetsu}}. However, due to its uniquely favorable damage scaling in combos, the most powerful cinematic version of this move outperforms all other overdrives in the game in terms of damage when used to end a combo. The "cashout" hits of the Jealous Rage version of the attack can only be reduced to 80% of their total damage before character specific damage modifiers and guts, as opposed to the 20% minimum that all other supers can be reduced to. | ||
* Fully invincible during startup. | * Fully invincible during startup. | ||
* Switches to opposite state on hit | * Switches to opposite state on hit | ||
* If in normal mode, grants ~25% Jealousy | * Does not switch states if cinematic is not activated (eg. only 1 hit, otg, etc) | ||
* If in Jealous Rage, empties the Jealousy Gauge for more damage | * If in normal mode, grants ~25% Jealousy Gauge on hit | ||
* If in Jealous Rage, empties the Jealousy Gauge after 3 initial strikes (50, 25x2) for more damage with 80% minscaling: | |||
**100%-76% Jealousy Gauge: 20x3, 40 | |||
**75-51% Jealousy Gauge: 20x4 | |||
**26-50% Jealousy Gauge: 20x3 | |||
**0-25% Jealousy Gauge: 20x2 | |||
}} | }} | ||
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{{InputBadge|{{clr|K|632146K}}}} | {{InputBadge|{{clr|K|632146K}}}} | ||
{{GGST Move Card | {{GGST Move Card | ||
|input=632146K | |input=632146K, JR 632146K | ||
|versioned=input | |||
|frameChart= | |frameChart= | ||
{{#invoke:GGST-FrameChart|drawFrameData | |||
|input = 632146K | |||
|recovery = 60 | |||
}} | |||
{{#invoke:GGST-FrameChart|drawFrameData | |||
|input = JR 632146K | |||
|recovery = 21 | |||
}} | |||
|description= | |description= | ||
A projectile super | A projectile super that erupts from the floor underneath the opponent's position. A potent fireball punish due to hitting anywhere on the screen relatively quickly. Gives A.B.A enough time to safely enter Install and start to approach on a successful hit, but gives little reward if it is blocked or A.B.A has no Jealousy Gauge remaining. | ||
* While the startup post-superflash is relatively long, the projectile is guaranteed to come out after the superflash even if A.B.A is hit. | |||
* Becomes roughly -14~16 on block when jump blocked on reaction to the superflash. | |||
---- | |||
; Jealous Rage | |||
The Jealous Rage version has 2 additional hits, deals more damage, and becomes significantly more plus on block. Remains a fireball punish as well as becoming an incredibly powerful neutral skip, but this use is severely limited by the long startup post-superflash. | |||
Normally, this super allows A.B.A to approach and do mixup even from fullscreen, whether it hits or is blocked. However, while this move is extremely advantageous when blocked on the ground, it is significantly less plus when blocked in the air. Because of the long startup post-superflash, this move can almost always be jump blocked on reaction, reducing the advantage on block from +49 down to roughly +17~19. This, in addition to the extra pushback from being blocked in the air, almost completely denies any followup pressure. | |||
While the post-superflash startup holds this back as a neutral skip, it is actually a good thing in other circumstances. This move cannot usually be comboed from without a Roman Cancel, but if A.B.A is hit after the superflash she becomes fully actionable far earlier than usual, opening up the possibility for extremely damaging trade combos. | |||
* | * The Jealousy Gauge does not drain while A.B.A is performing this move. | ||
}} | }} | ||
==Colors== | ==Colors== | ||
{{GGSTColors|c2={{CLabel|GGACR|A.B.A|linkOverride=:A.B.A}}'s color scheme from the XX games}} | {{GGSTColors|c2={{CLabel|GGACR|A.B.A|linkOverride=:A.B.A}}'s color scheme from the XX games|color12=3}} | ||
==Navigation== | ==Navigation== |
Latest revision as of 10:47, 27 April 2024
Overview
A.B.A is a rushdown/brawler who is defined by her polarized stances. She spends the game switching back and forth between being a slow, pitiful excuse of a character and an offensive powerhouse with absurd speed, scary damage and oppressive moves. Managing these stances - when to switch between them, how you switch between them, and what you do in them - are the skills one must have to master this character.
A.B.A starts each round in Normal Mode, in which she has pathetic mobility with miserable walk/dash speeds, severely hindering her neutral and access to offense. Despite this, she has she has access to several surprisingly strong moves in normal mode, such as her low profile slide 214KGuardStartupRecoveryTotal 26Advantage-, high profile hop 236KGuardAllStartup17Recovery12Advantage-1, and huge (though slow) 5H. While these are large commitments in neutral, they can easily keep your opponent on their toes. 2K can be an invaluable fast poke, and j.D can be used as an atypical movement and approach option. A.B.As gameplan involves building her Jealousy Gauge with her S and HS normals, Frenzy and AstonishmentGuardStartup7Recovery15Advantage-, and moves like Restriction and ConstraintGuardLowStartup11Recovery31Advantage-15 so she can eventually get in and safely switch into...
...Jealous Rage, an install A move, usually a super, which changes the properties of the character themself, usually for the better. state and A.B.A's signature feature which dramatically improves her in nearly every way for a limited amount of time. This mode grants A.B.A mobility beyond the fastest characters in the game, greatly improved S and HS normals, enhanced special moves, the new all-around excellent special move Judgement and SentimentGuardAll (Guard Crush)Startup17Recovery25Advantage+4, a monstrous damage boost to her supers, and more. Her mixup game, combo potential, neutral presence, block pressure, and especially her damage output all become enormously better. A.B.A is very, very good in Jealous Rage, and it is important to spend as much time in this mode as possible.
A.B.A's extreme stances of course mean she is prone to end up in very polarized situations; If she lands the right hits she can initiate a terrifying snowball, with her hits generating her Jealousy as she goes, letting her stay in Jealous Rage for extended periods both in neutral and on her offense. However, if she runs out of Jealousy Guage without manually exiting it, she is forced into a recovery animation leaving her at a disadvantage on which the opponent can easily capitalize. Without any way to passively generate Jealousy, it can be difficult for her to make a comeback, leaving her very prone to getting zoned or camped out. A.B.A does have several notable defensive tools with her 4-frame 2PGuardAllStartup4Recovery10Advantage-2, Frenzy and AstonishmentGuardStartup7Recovery15Advantage- as an unusual parry-like option, and her previously mentioned high and low profile options, as well as an Overdrive ReversalGuardAllStartup7+3Recovery59Advantage- that places her in to Jealous Rage. Using these tools effectively requires intimate knowledge of your opponents offense, especially in midrange situations where A.B.As lack of traditional pokes is most apparent, but can be very potent used well.
A.B.A is a temperamental and volatile character with euphoric highs and miserable lows. She requires strong resource management skills to play effectively, as poor decision-making can leave you stuck carrying around a 300-pound key that you can barely lift. But if you play your cards right, make the right reads and land the right hits you can unlock one of the scariest characters in all of Guilty Gear -Strive-, completely running over your opponent.Damage Received Mod |
×0.95 |
Guts Rating |
2 |
Prejump |
4F |
Backdash |
24F Duration |
1-6F Invuln |
1-15F Airborne |
Unique Movement Options |
Haul and Heed |
Fastest Attack |
2PGuardAllStartup4Recovery10Advantage-2 (4F) |
Reversals |
The Law is Key, Key is King (10F) |
A.B.A is a volatile stance character who starts off slow and weak and wants to find a way into her powerful install state so she can dominate the match with her versatile neutral and oppressive offense. | |
Pick if you like | Avoid if you dislike |
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A.B.A starts the round in Normal Mode or NM with 60 out of 120 Jealousy Points. Jealous Rage is an install A move, usually a super, which changes the properties of the character themself, usually for the better. state in which A.B.A is greatly powered up for a short period of time as the Gauge gradually drains over time. The benefits include:
- A slight damage buff to all moves.
- Greatly improved S and HS normals.
- The ability to use the extremely powerful Judgment and SentimentGuardAll (Guard Crush)Startup17Recovery25Advantage+4 (623H).
- New properties on existing special moves (for example, Haul and HeedGuardStartupRecoveryTotal 26Advantage- (214K) travels a greater distance).
- Immensely improved movement, replacing her pseudo-step dash A dash that is a short jump or "step" forward with a finite distance, as opposed to a run. with a run on par with Chipp Zanuff.
The Jealousy Gauge is filled by landing certain attacks, or by absorbing a hit with Frenzy and AstonishmentGuardStartup7Recovery15Advantage- (214S). While in Jealous Rage, the gauge will automatically deplete over time - upon running out of Jealousy Gauge, A.B.A is forced out of Jealous Rage via a screen-freezing animationGuardStartup1+(59 Flash)Recovery10Advantage- and returns to Normal Mode.
A.B.A has a diverse set of tools to use to swap between Normal Mode and Jealous Rage, including Changing and SwayingGuardStartupRecoveryTotal 29Advantage- (63214P), Bonding and DissolvingGuardAll (Guard Crush)Startup12Recovery30Advantage+2 (214H) and The Law is Key, Key is King.GuardAllStartup7+3Recovery59Advantage- (632146H). Using any of these moves will swap A.B.A in and out of Jealous Rage, and careful management of this gauge is key to playing A.B.A well.
Note: May also be referred to as "Moroha" by the community, due to existing nomenclature from older games.
When in Normal Mode, A.B.A has a unique kind of dash that is like a mix between a normal run and a step dash A dash that is a short jump or "step" forward with a finite distance, as opposed to a run., where holding down the dash input will cause her to repeatedly move forward in short bursts, as opposed to a continuous run or a single burst of speed. Possibly as a result of this unique run behavior, unlike every other character who can dash, A.B.A's forward dash during NM doesn't halt when inputting backward directions. This allows her to move forward while simultaneously blocking incoming attacks, making dash-blocking trivially easy for NM A.B.A.
Normal Moves
5P
A fast, high hitting 5F jab, generally best used as fast antiair where where A.B.A's multitude of other anti-airs would be too slow. 2P is generally preferable for abare due to its better speed, but 5P has slightly better range and is still faster than A.B.A's K normals.
- Whiffs on crouchers, including big body characters like Potemkin
Gatling Options: 5P, 2P, 6P, 6H
5K
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
5K | 25 | All | 6 | 5 | 10 | -3 | |
JR 5K | 31 | All | 6 | 5 | 10 | -3 |
A quick poke, with decent range for its speed, and a retracted lower hitbox. Serves as an excellent poke that's fast, combos into a hard knockdown with 2D, and can stuff out some lows.
Can be used as a slower but longer ranged abare poke, while also beating out some low pokes, while still being very difficult to whiff punish.
- Jump and dash-cancellable
Gatling Options: 6P, 6H, 5D, 2D
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5K | 90% | 1 | Small | 0 | 1000 | 1000 | 300 | 80% | ||||||||||||||||||||||||||||||||||||||||||||||||||||
JR 5K | 90% | 1 | Small | 0 | 1000 | 1000 | 300 | 80% |
c.S
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
c.S | 38 | All | 7 | 6 | 10 | +1 | |
JR c.S | 43 | All | 7 | 6 | 10 | +1 |
Plus on block pressure starter, with a wide variety of gatlings. Generally the highest reward combo starter. A very typical close slash.
- Increases Jealousy Gauge by 6 points (5%) on hit, and half that on block
- Spikes airborne opponents down into a ground bounce
- Jump and dash cancellable
- Jealous Rage
In Jealous Rage, this move deals more damage and launches grounded opponents, giving access to some new routes like c.S > 2S for a high launch or c.S into air normals like j.S or j.H for extended air combos.
Gatling Options: 6P, f.S, 2S, 5H, 2H, 6H, 5D, 2D
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
c.S | 100% | 3 | Mid | +4 | 2000 | 1000 | 300 | 100% | ||||||||||||||||||||||||||||||||||||||||||||||||||||
JR c.S | 100% | 3 | Mid | KD +? | 2000 | 1000 | 300 | 100% |
c.S:
- Input Proximity Range: ?
- Gain 600 Jealousy Gauge on hit, 300 on block (5%/2.5%)
JR c.S:
- Input Proximity Range: 270
f.S
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
f.S | 29 | All | 10 | 3 | 14 | -3 | |
JR f.S | 35 | All | 9 | 3 | 16 | -5 |
Short-range poke and stagger pressure tool.
f.S is very small for a poke and has no disjoint, but it advances slightly with surprisingly good recovery. While this makes it a pretty miserable poke/counterpoke in mid-range neutral, this move is only -3 on block with effective cancels such as 2H, 5H, 214H, 236S, and 236K, making it a strong tool for stagger pressure in the corner.
Though it is difficult to threaten throw without using the fairly reactable 214K, A.B.A gets meter, Jealousy Gauge, and RISC build even if her opponent is simply downbacking, encouraging them to seek an escape.
- Increases Jealousy Gauge by 6 points (5%) on hit, and half that on block
- Jealous Rage
Jealous Rage f.S trades some on-block frame advantage for ridiculously low startup, great range, and an absurd disjoint, turning into a souped-up version of a more traditional f.S, that excels as a poke/counterpoke in neutral.
Both versions combo into their respective mode's version of 2H, allowing A.B.A to extend her combos into 214H or 236S in normal mode and 623H in Jealous Rage.
Gatling Options: 5H, 2H
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
f.S | 90% | 2 | Mid | 0 | 1500 | 1000 | 300 | 80% | ||||||||||||||||||||||||||||||||||||||||||||||||||||
JR f.S | 90% | 2 | Mid | -2 | 1500 | 1000 | 300 | 80% |
f.S:
- Gain 600 Jealousy Gauge on hit, 300 on block (5%/2.5%)
5H
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
5H | 39 | All | 15 | 3 | 31 | -15 | |
JR 5H | 53 | All | 11 | 8 | 15 | -5 |
Enormous long-range poke for controlling space and fishing for counter hits. Just don't whiff it.
5H has high blockstun, high pushback, and absurd range, easily competing with buttons like Ramlethal's or Bridget's 5H in size. This makes it NM A.B.A's best neutral tool by far, as it gives her the range to help her contend with the rest of the cast, though its slow speed means it should be used carefully.
At almost all spacings, A.B.A can combo into 236S to build Jealousy Gauge, or 236K to advance while scoring a soft knockdown. On counter-hit, she can cancel into 214K, 236K, or 236S and link c.S, 5K, or 2K for longer extensions. On block, she can cancel into 236K for a gapless blockstring that is only -1 on block, allowing her to play a rock-paper-scissors game with her 4 frame 2P and 6 frame K normals, or simply stay safe.
Though its irregular pushback makes 5H somewhat safe on block when cancelled into 63214P, it can also work against A.B.A if she wants to stay in to build Jealousy Gauge or simply continue pressure.
The lengthy whiff recovery and high hitbox make this move very vulnerable to low-profiles and whiff punishing.
- Increases Jealousy Gauge by 12 points (10%) on hit, and half that on block
- Moves A.B.A slightly forward from her starting position after recovery
- Jealous Rage
In Jealous Rage, this move deals substantially more damage and loses the incredibly long whiff animation from the normal version. Has greatly reduced pushback on block and removes the gap when used as a gatling from f.S. It's also very safe on block.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5H | 90% | 4 | Large | -12 | 2500 | 1000 | 300 | 80% | ||||||||||||||||||||||||||||||||||||||||||||||||||||
JR 5H | 90% | 4 | Large | -2 | 2500 | 1000 | 300 | 80% |
5H:
- Gain 1200 Jealousy Gauge on hit, 600 on block (10%/5%)
5D
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
Dust Attack | 45 | High | 20 | 4 | 25 | -15 | none |
Charged Dust Attack | 56 | High | 28 | 4 | 25 | -10 | none |
- Uncharged Dust
Universal overhead attack. Tapping gives a fast but weak overhead, while holding down will give a much slower but much more powerful strike.
When in Jealous Rage, this move is almost entirely outclassed by Intertwine and TiltGuardHighStartup18Recovery15Advantage-2, which is faster, grants full combos on hit without using meter, and is safe on block.
- Charged Dust
- Holding any upwards direction during the hitstop of Charged Dust will perform a Homing Jump:
- Performing a Homing Jump puts the opponent into a unique high damaging air combo state and will cause an Area Shift afterwards, resetting character positions to neutral at slightly farther than round start distance.
- Pressing any attack twice in a row without jump/dash canceling will perform a unique Finishing Blow attack, causing a hard knockdown and leaving A.B.A at +23 instead of neutral (+-0).
Similar to uncharged Dust but is slow enough for opponents to reliably react to. On raw hit, it results in a very high damage Homing Jump combo. Due to its slow startup Charged Dust is primarily used for juggling during combos to add damage after a Red Roman Cancel launch or Counter Hit c.S, but can also be used for simple punishes on extremely unsafe moves.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Dust Attack | 80% | 2 | Mid | 0 | 1125 | 3000 [1000] | 700 (900) | 60% | ||||||||||||||||||||||||||||||||||||||||||||||||||||
Charged Dust Attack | 100% | 4 | Mid | KD +36 | 1875 | 1500 [1000] | 0 (200) | 60% |
Dust Attack:
- Hitstop on block: 20F
- Hitstop on ground hit: 16F
- Floating crumple on ground hit: Total 28F (airborne hitstun 1-11F, standing hitstun 12-18F, can block 19-28F)
- R.I.S.C. Loss in [ ] refers to when 5D is not the initial hit of a combo.
- Wall Damage in ( ) refers to if opponent is touching the wall.
- Has no additional Combo Decay on initial hit, unlike other overheads (usually adding +5 on initial hit for 10 total).
- Telegraphing orange glow appears on frame 4, and reaches full brightness on frame 5.
Charged Dust Attack:
- Hitstop on block: 20F
- Hitstop on raw hit: 45F
- Properties for opponent on block follow Level 4 rules.
- R.I.S.C. Loss in [ ] refers to when 5[D] is not the initial hit of a combo.
- Wall Damage in ( ) refers to if opponent is touching the wall.
- Wall Damage when hit raw is increased to 700 (900).
- Applies 5 less Combo Decay on initial hit, for 0 Combo Decay if the first hit of a combo.
- Telegraphing orange glow appears on frame 4, and reaches full brightness on frame 5.
2P
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
2P | 19 | All | 4 | 2 | 10 | -2 | |
JR 2P | 21 | All | 4 | 2 | 10 | -2 |
Very Fast 4-frame abare An attack during the opponent's pressure, intended to interrupt it. option, allowing A.B.A to poke or trade her way out of sequences that most of the roster has to hold. Additionally, it can combo into Bonding and DissolvingGuardAll (Guard Crush)Startup12Recovery30Advantage+2 at close range, giving A.B.A an easy route into Jealous Rage. Its low range means that other options like 2K or 5K can sometimes be preferable.
Gatling Options: 5P, 2P, 6P, 6H
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2P | 80% | 0 | Small | +1 | 500 | 1500 | 300 | 80% | ||||||||||||||||||||||||||||||||||||||||||||||||||||
JR 2P | 80% | 0 | Small | +1 | 500 | 1500 | 300 | 80% |
2K
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
2K | 22 | Low | 6 | 5 | 9 | -2 | |
JR 2K | 26 | Low | 6 | 5 | 9 | -2 |
Fast low poke with many uses in neutral, mixups, combos, and punishing.
Has very good range for a 2K, making it a solid poke in neutral. It's also A.B.A's fastest low, making it useful for high/low mixups in conjunction with her j.H F-Shiki in Jealous Rage. Can be useful in stagger pressure due to its solid frame advantage.
Though 2K itself does not change much aside from a (negligible) damage increase during Jealous Rage, A.B.A's greatly increased movement makes dash 2K a terrifying, low-commitment poke that leads to high damage.
Gatling Options: 6P, 6H, 5D, 2D
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2K | 70% | 1 | Small | +1 | 750 | 1000 | 300 | 80% | ||||||||||||||||||||||||||||||||||||||||||||||||||||
JR 2K | 70% | 1 | Small | +1 | 750 | 1000 | 300 | 80% |
2S
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
2S | 33 | All | 7 | 6 | 20 | -12 | |
JR 2S | 44 | All | 9 | 6 | 17 | -9 |
An unorthodox 2S serving as a disjointed anti-air hitting directly above A.B.A. rather than the traditional low-poke 2S buttons tend to be. It also sees some use in some of NM A.B.A's combos.
- Increases Jealousy Gauge by 6 points (5%) on hit, and half that on block
- Jealous Rage
In Jealous Rage, this move gets an even bigger hitbox with a better disjoint. This makes it an even stronger anti-air that even catches some moves that are notoriously hard to anti-air like Millia's Kapel. Has an even larger anti-crossup hitbox than the NM version
Gatling Options: 5H, 2H
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2S | 90% | 2 | Mid | -9 | 1500 | 1000 | 300 | 80% | ||||||||||||||||||||||||||||||||||||||||||||||||||||
JR 2S | 90% | 2 | Mid | 6 | 1500 | 1000 | 300 | 80% |
2S:
- Gain 600 Jealousy Gauge on hit, 300 on block (5%/2.5%)
2H
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
2H | 19,19 | All | 14 | 3(3)3 | 25 | -11 | |
JR 2H | 20,31 | Low, Low | 16 | 2,3 | 25 | -9 |
An advancing move with two hits. Useful in combos to launch the opponent, and keeps A.B.A close enough in blockstrings to use Bonding and DissolvingGuardAll (Guard Crush)Startup12Recovery30Advantage+2.
- Each hit increases Jealousy Gauge by 6 points (5%) on hit, and half that on block
- Jealous Rage
In Jealous Rage, this move's forward movement is reduced, but now hits low, making it a strong mixup tool with high reward on hit.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2H | 90% | 3,3 | Large×2 | KD | 1000 | 250×2 | 60% | |||||||||||||||||||||||||||||||||||||||||||||||||||||
JR 2H | 90% | 4,4 | Large×2 | KD | 1000 | 250×2 | 60% |
2H:
- Gain 600x2 Jealousy Gauge on hit, 300x2 on block (10%/5%)
2D
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
2D | 29 | Low | 10 | 6 | 17 | -9 | |
JR 2D | 36 | Low | 12 | 6 | 20 | -9 |
Universal sweep that gives a hard knockdown. A.B.A's longest range low poke, that gives a hard knockdown on hit, allowing for okizeme, combos, or an easy route into Bonding and DissolvingGuardAll (Guard Crush)Startup12Recovery30Advantage+2. Gapless blockstring when cancelled into from 5K or 2K
- Jealous Rage
In Jealous Rage, this move gets a big boost in range and becomes very disjointed, but is otherwise largely the same. Is no longer a gapless blockstring from A.B.A's kicks, instead having a 1 frame gap.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2D | 90% | 2 | Large | HKD +?? | 1125 | 1000 | 300 | 80% | ||||||||||||||||||||||||||||||||||||||||||||||||||||
JR 2D | 90% | 3 | Large | HKD +?? | 1125 | 1000 | 300 | 80% |
6P
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
6P | 29 | All | 11 | 6 | 20 | -12 | 1-2 Upper Body/3-16 Above Knees |
JR 6P | 34 | All | 11 | 6 | 20 | -12 | 1-2 Upper Body/3-16 Above Knees |
Low profile hurtbox, and hence good for anti-airs with its far-reaching hitbox. Works in tandem with 214K as an option to beat high-hitting moves, if A.B.A would rather hold her ground than advance.
- Increases Jealousy Gauge by 6 points (5%) on hit, and half that on block
- Hard knockdown on air Counter Hit.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
6P | 90% | 2 | Mid | -9 | 1500 | 1000 | 500 | 80% | ||||||||||||||||||||||||||||||||||||||||||||||||||||
JR 6P | 90% | 2 | Mid | -9 | 1500 | 1000 | 500 | 80% |
6P:
- If the first hit of a combo, applies an additional +20 Combo Decay.
- Gain 600 Jealousy Gauge on hit, 300 on block (5%/2.5%)
JR 6P:
- If the first hit of a combo, applies an additional +20 Combo Decay.
6H
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
6H | 49 | All | 17 | 6 | 25 | -12 | |
JR 6H | 62 | All | 17 | 6 | 25 | -12 |
A.B.A's highest damage normal. Useful as high-damage combo fodder when cancelled from c.S and K buttons or possibly as a frametrap option. Ground bounces on hit.
- Increases Jealousy Gauge by 12 points (10%) on hit, and half that on block
- Jealous Rage
In Jealous Rage, this move gets a larger hitbox and deals more damage, but otherwise serves the same purpose as high damage combo fodder.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
6H | 90% | 4 | Large | KD | 2500 | 1000 | 500 | 80% | ||||||||||||||||||||||||||||||||||||||||||||||||||||
JR 6H | 90% | 4 | Large | KD | 2500 | 1000 | 500 | 80% |
6H:
- Gain 1200 Jealousy Gauge on hit, 600 on block (10%/5%)
j.P
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
j.P | 17 | High | 5 | 4 | 14 | ||
JR j.P | 22 | High | 5 | 4 | 14 |
Fast, mashable air-to-air. Struggles to hit crouching opponents.
Gatling Options: j.P
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
j.P | 80% | 0 | Small | 375 | 1000 | 300 | 80% | |||||||||||||||||||||||||||||||||||||||||||||||||||||
JR j.P | 80% | 0 | Small | 375 | 1000 | 300 | 80% |
j.K
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
j.K | 22 | High | 6 | 8 | 12 | ||
JR j.K | 28 | High | 6 | 8 | 12 |
A decent air-to-air. Can hit crouching opponents more easily than j.P can.
Gatling Options: j.D
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
j.K | 80% | 1 | Small | 750 | 1000 | 300 | 80% | |||||||||||||||||||||||||||||||||||||||||||||||||||||
JR j.K | 80% | 1 | Small | 750 | 1000 | 300 | 80% |
j.S
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
j.S | 28 | High | 7 | 4 | 16 | -1 (IAD) | |
JR j.S | 36 | High | 8 | 6 | 18 | +3 (IAD) |
A passable jump-in normal that hits crossup.
- Increases Jealousy Gauge by 6 points (5%) on hit, and half that on block
- Jealous Rage
In Jealous Rage, this move can still hit crossup but sacrifices much of the crossup hitbox for a much larger hitbox in front of A.B.A, making it a much better aerial poke and air-to-air.
Gatling Options: j.H, j.D
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
j.S | 80% | 2 | Mid | 1125 | 1000 | 300 | 80% | |||||||||||||||||||||||||||||||||||||||||||||||||||||
JR j.S | 80% | 2 | Mid | 1125 | 1000 | 300 | 80% |
j.S:
- Gain 600 Jealousy Gauge on hit, 300 on block (5%/2.5%)
j.H
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
j.H | 34 | High | 16 | 4 | 13 | +9 (IAD) | |
JR j.H | 48 | High | 11 | 4 | 18 | +6 (IAD) |
A slow air poke, and not much else. It comes out so slowly and hits at such an awkward angle that it's only really useful as an air-to-air, and even then you're probably better off using j.P or j.K.
- Increases Jealousy Gauge by 12 points (10%) on hit, and half that on block
- Jealous Rage
In Jealous Rage, this move gains a huge hitbox underneath and behind A.B.A and launches on hit. This allows her to hit standing opponents while rising and convert into an air combo with j.D. The large crossup hitbox also allows her to hit opponents while crossing clear over them while still scoring a full combo. Paired with her very fast airdash, these traits all make attempts to anti-air ABA while in Jealous Rage much riskier.
Gatling Options: j.D
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
j.H | 80% | 2 | Mid | 1125 | 1000 | 300 | 100% | |||||||||||||||||||||||||||||||||||||||||||||||||||||
JR j.H | 80% | 2 | Mid | KD | 1125 | 1000 | 300 | 100% |
j.H:
- Gain 1200 Jealousy Gauge on hit, 600 on block (10%/5%)
j.D
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
j.D | 38 | All | 17 | Until Landing | Until Landing + 6 | +5 (IAD) | |
JR j.D | 48 | High | 11 | 4 | 13 | +6 (IAD) |
A falling cross-up normal akin to Bedman's j.DGuardHighStartup17Recovery21 after LandingAdvantage-11.
This move's frame advantage depends on A.B.A's height upon use, becoming less plus the higher it is performed. It is also less advantaged the higher A.B.A is when it hits, making it less advantageous against tall characters and standing opponents, especially when hitting them directly above their center. However, even when done from max double jump height, it is usually even at worst and at least slightly plus. In practice, A.B.A can almost always frametrap and combo with 2P after j.D even when hitting high, and is usually plus enough to use 2K.
This move will also quickly alter A.B.A's air velocity, allowing her to fake out jump-ins. Combined with having virtually no minimum height requirement, this can make it a decent, surprisingly fast movement option and throw punish.
- Despite variability in frame advantage in most other situations, j.D is very consistently +5 on block against a standing opponent from an IAD regardless of character height
- Increases Jealousy Gauge by 12 points (10%) on hit, and half that on block
- Jealous Rage
In Jealous Rage, this changes completely to something more like Sol's j.DGuardHighStartup9Recovery17Advantage+4 (IAD), a large thrust that launches opponents and causes a wall-bounce. An important pickup from moves like j.S and j.H.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
j.D | 80% | 2 | Very Small | 500 | 1000 | 500 | 80% | |||||||||||||||||||||||||||||||||||||||||||||||||||||
JR j.D | 80% | 2 | Very Small | KD | 500 | 1000 | 500 | 80% |
j.D:
- Gain 1200 Jealousy Gauge on hit, 600 on block (10%/5%)
Universal Mechanics
Ground Throw
6D or 4D
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
80 | Ground Throw | 2 | 3 | 38 | none |
- Can throw the opponent either forward or backwards.
- 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.
- A.B.A is in Counter Hit state during recovery.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
50% | HKD +49 | 2500 | 1000 |
- Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
- Builds 1000 Tension once all damage is dealt.
- On hit, applies an increased 25 Combo Decay.
- Properties change if Roman Canceled before all damage is dealt:
- Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
- R.I.S.C. Loss: 1000
- Proration: Forced 75%
- Combo Decay on hit: 15
Air Throw
j.6D or j.4D
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
80 | Air Throw | 2 | 3 | 38 or Until Landing+10 | none |
A.B.A smacks the enemy to the ground. Doesn't give amazing okizeme midscreen, but does its job otherwise.
- Hard knockdown on hit.
- 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.
- A.B.A is in Counter Hit state during recovery.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
50% | HKD +48 (IAD) | 2500 | 1000 |
- Air Throws have both normal recovery (which recovers CH) and special recovery frames upon landing (not CH). It is technically possible to recover mid-air from a whiffed Air Throw, but it usually doesn't happen unless done from very high in the air.
- Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
- On-Hit value is for attacker's IAD height, except for Potemkin and Nagoriyuki, who have their instant Air Throw height instead.
- Frame advantage is lowest at the peak of a normal jump and highest at lowest and highest possible heights (+47 to +49).
- Builds 1000 Tension once all damage is dealt.
- On hit, applies an increased 25 Combo Decay.
- Properties change if Roman Canceled before all damage is dealt:
- Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
- R.I.S.C. Loss: 1000
- Proration: Forced 75%
- Combo Decay on hit: 15
Wild Assault
236D with 50% Burst (Hold OK)
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
236D | 30 | All (Guard Crush) | 20~31 | 3 | 20 | +13 | |
236[D] | 50 | All (Guard Crush) | 32 | 3 | 20 | +17 |
Blue Wild Assault: Causes Guard Crush on block, and Stagger on uncharged hit. See here for more info on Wild Assault types.
A fast advancing strike at the cost of 50% Burst.
- Normal, special, jump, and backdash cancelable.
- Drains 7.14% of the opponent's Burst Gauge on hit or block.
- Applies Hard Knockdown when launching or when used to Wall Break.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
236D | 90% | 4 | Mid | Stagger +12 | 2500 | 3000 | 700 | 25% | 0 | |||||||||||||||||||||||||||||||||||||||||||||||||||
236[D] | 100% | 4 | Mid | HKD +71 | 2500 | 2000 | 700 | 25% | 0 |
236D:
- Guard crush duration: 35F
- Adds additional momentum on cancels without backwards movement.
- Staggers on grounded hit. Listed on-hit value is for gold (fast) recovery.
- Total stagger duration: 34F (1-26F hitstun, 27-34F can block only)
- Hitstun duration is increased by 4F for red (normal) recovery, and 8F for blue (slow) and no recovery. (30F and 34F respectively)
- Total duration is increased by 5F for red (normal) recovery, and 10F for blue (slow) and no recovery. (39F and 44F respectively)
236[D]:
- Guard crush duration: 39F
- Adds additional momentum on cancels without backwards movement.
Special Moves
Bonding and Dissolving
214H (Air OK)
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
214H | 10,20,30 | All (Guard Crush) | 12 | 4 | 30 | +2 | |
JR 214H | 10,20,30 | All (Guard Crush) | 12 | 4 | 30 | +2 |
A.B.A thrusts Paracelsus forward. On hit, it causes A.B.A to switch into/out of Jealous Rage depending on if she's in the stance. Additionally, it refills her Jealousy Meter by a decent amount. Both of these traits make it an invaluable combo ender, as it either lets her start her offense from normal mode or safely transition back from Jealous Rage.
On block, it leaves A.B.A at an advantage, making it a decent pressure tool when in normal mode. It also still grants some Jealousy Meter, though not as much as when it hits.
Unlike the ground version, the air version does not guard crush, and given that the recovery lasts until landing it is often punishable on block without a setup.
Note: May also be referred to as "keygrab" by the community due to existing nomenclature from older games, despite being a pure strike in this game.
- Swaps A.B.A's stance on hit (normal > Jealous Rage or Jealous Rage > normal)
- Increases Jealousy Gauge by 30 points (25%) on hit, if blocked in normal mode increases Jealousy Gauge by 15 points (12.5%)
- Guard Crushes on block
- Can only hit the enemy player themself, meaning this move will completely ignore moves and other non-player entities with hurtboxes like Eddie, Zato-1's Oppose, Happy Chaos' Scapegoat, or Jack-O's Servants.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
214H | 50% | 2 | None | KD +31 | 1500 | 2500 | 500×2 | 150 | ||||||||||||||||||||||||||||||||||||||||||||||||||||
JR 214H | 50% | 2 | None | KD +31 | 1500 | 2500 | 500×2 | 150 |
214H:
- Enters Jealous Rage on first hit, even if Roman Cancelled.
- Gains 3000 (25%) Jealousy Gauge on hit, 1500 (12.5%) on block
- Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
- Builds 1000 Tension once all damage is dealt.
- On hit, applies an increased 25 Combo Decay.
- Properties change if Roman Canceled before all damage is dealt:
- Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
- R.I.S.C. Loss: 1000
- Proration: Forced 75%
- Combo Decay on hit: 15
JR 214H:
- Exits Jealous Rage briefly after first hit, even if Roman Cancelled.
- Gains 3000 (25%) Jealousy Gauge on hit, and none on block.
Changing and Swaying
63214P
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
63214P | Total 29 | ||||||
JR 63214P | Total 29 |
Causes A.B.A to manually swap to/from Jealous Rage, provided she has enough Jealousy Meter. This allows A.B.A to change stances without landing a move such as Bonding and DissolvingGuardAll (Guard Crush)Startup12Recovery30Advantage+2 or in situations like neutral or after a knockdown from moves like Restriction and ConstraintGuardLowStartup11Recovery31Advantage-15 or 2D.
A.B.A is in counterhit state for the entire duration of the move. Additionally, she changes stances part way through the move, meaning if she is hit while transitioning into Jealous Rage, she will be in that stance for the duration of any subsequent follow-up, gradually losing Jealousy Gauge, so this move should be used carefully.
Cancelling into this from a blocked normal move leaves her vulnerable, but can potentially catch the opponent off guard. When cancelled from a move with long recovery such as Normal Mode 5H, this may even make A.B.A slightly less disadvantaged then that move normally would be. A full list of the frame advantage on block can be found here.
- Moroha activates on frame 19.
- Cannot be used in Normal Mode if A.B.A has less than 25% Jealousy Meter (indicated by the thin line on the right-hand side of the bar)
- When used to leave Jealous Rage it will return about 50% of the Jealousy Meter consumed during the Rage. This can make it more efficient than using Bonding and DissolvingGuardAll (Guard Crush)Startup12Recovery30Advantage+2 to exit out of long-lasting rages.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
63214P | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
JR 63214P |
63214P:
- 12000 total units in the Jealousy gauge
- Start every round at 6000 Jealousy units (50%)
- 3000 Minimum Jealousy units Required (25%)
- While in Jealous Rage lose 20 Jealousy units per frame (10% per second), guage does not decrease during hitstop/blockstop
JR 63214P:
- Exits Jealous Rage and restores 50% of the Jealousy Gauge used during that Rage
Haul and Heed
214K
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
214K | Total 26 | 1-2 Upper Body/3-18 Above Knees/19-23 Upper Body | |||||
JR 214K | Total 26 | 1-2 Upper Body/3-18 Above Knees/19-23 Upper Body |
A command dash with upper body invincibility, allowing A.B.A to approach while going under high pokes. This makes it a useful tool in normal mode to help supplement base A.B.A's poor movement. It can also see some use during blockstrings or at the end of a combo as a surprise reset tool or a means to keep pressure going.
Certain normal moves with long recovery can be made harder to punish by cancelling into this move. A full list of the frame advantage on block can be found here.
- Distance traveled greatly increases in Jealous Rage
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
214K | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
JR 214K |
Intertwine and Tilt
236K
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
236K | 34 | All | 17 | 6 | 12 | -1 | 7-10 Below Waist/11-16 Below Head/17-22 Below Waist |
JR 236K | 40 | High | 18 | 6 | 15 | -2 | 5-17 Below Head |
A safe, low-crushing hopkick to complement the low-profile of Haul and HeedGuardStartupRecoveryTotal 26Advantage- that changes wildly depending on A.B.A's current stance.
In normal mode, it's primarily used as a low-crushing neutral poke that can yield some rewarding combos on counter hit.
- High-profiles most low-hitting attacks
- Pretty unrewarding in normal mode without a counter hit, in which case it converts into a full combo
- Is completely safe and highly active while moving forward in both modes, so it can be plus with good spacing.
- A.B.A is airborne during this move, meaning you can Roman Cancel it for all sorts of things like an instant overhead/low mixup or a momentum boost in neutral with aeiral keygrabGuardAll (Guard Crush)Startup12Recovery30Advantage+2.
- Jealous Rage
In Jealous Rage, this move changes significantly. It loses some range and speed in exchange for becoming an overhead that launches the opponent for a full combo, giving A.B.A some frightening (and rewarding) mixup potential.
- Hits overhead
- Launches the opponent on hit, which can be followed up with 5K or c.S.
- The high-profile component of this attack becomes even more pronounced in Jealous Rage, even being able to go over moves like Ky's f.S.
- Can be Roman Cancelled on block to give a double overhead with j.K
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
236K | 80% | 3 | Medium | KD +31 | 2000 | 1000 | 300 | 25% | ||||||||||||||||||||||||||||||||||||||||||||||||||||
JR 236K | 80% | 4 | Medium | KD +38 | 2500 | 2000 | 700 | 25% |
Menace and Groan
236S
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
236S | 25 | All | 12 | 3 | 16 | -5 | |
JR 236S | 30 | All | 12 | 3 | 16 | -2 |
A forward advancing mid that serves as the start of A.B.A's rekka A series of special attacks that are only available after the first one is performed..
236S is an invaluable part of A.B.A's midrange. Its startup and range lie in between the stubby but fast f.S and the massive but slow 5H, making it extremely useful as a poke and a whiff punish. On hit, it has a very easy confirm into 236S~6S, granting a hard knockdown and a good chunk of Jealousy Gauge. Its great frame advantage and momentum also allow her to start pressure against respectful opponents.
As a combo tool it's very consistent in both modes, as it will only whiff in some air combos and at max 5H range in normal mode.
Since the input for the followup is a forward motion, this move is very easy to kara cancel into her supers, which lets her get strong enders with 632146HGuardAllStartup7+3Recovery59Advantage- or start intense pressure with 632146KGuardAll (Guard Crush)Startup7+7RecoveryTotal 83Advantage+6.
- Distance increases in Jealous Rage
- Can be used after a backdash to bait short range moves.
- Hit confirms into Restriction and ConstraintGuardLowStartup11Recovery31Advantage-15
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
236S | 80% | 2 | Very Small | -2 | 1500 | 1000 | 300 | 25% | ||||||||||||||||||||||||||||||||||||||||||||||||||||
JR 236S | 80% | 3 | Very Small | +1 | 2000 | 1000 | 300 | 25% |
Restriction and Constraint
6S during Menace and Groan
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
236S~6S | 38 | Low | 11 | 3 | 31 | -15 | |
JR 236S~6S | 52 | Low | 11 | 3 | 31 | -15 |
The followup to Menace and GroanGuardAllStartup12Recovery16Advantage-5, A.B.A's rekka A series of special attacks that are only available after the first one is performed.. A low-hitting combo-finisher that gives a very generous knockdown on hit. This can make it A.B.A's most reliable combo ender over Bonding and DissolvingGuardAll (Guard Crush)Startup12Recovery30Advantage+2, as it has better range, combos from the same things, gives the same amount of Jealousy Gauge on hit, doesn't force A.B.A to change stances, and has so much advantage on hit that A.B.A can manually change stances with Changing and SwayingGuardStartupRecoveryTotal 29Advantage- and still push some okizeme.
While its property as a low might give it some use as a knowledge check A strategy or attack which tests the opponent's knowledge of a given matchup. If an opponent doesn't know how to deal with the knowledge check presented, the check is usually repeated until victory is achieved. or low poke, the move is incredibly disadvantageous on block, all but guaranteeing a punish on A.B.A, so it should mostly be used when confirming from Menace and GroanGuardAllStartup12Recovery16Advantage-5.
- In Normal Mode, increases Jealousy Gauge by 30 points (25%) on hit, and half that on block
- Leaves A.B.A at +42 when hit in Normal Mode, giving her time to switch stance with Changing and SwayingGuardStartupRecoveryTotal 29Advantage-, then run up and do a meaty f.S.
- Bounces opponents slightly in Jealous Rage, giving A.B.A even better okizeme
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
236S~6S | 80% | 4 | Very Small | HKD +42 | 2500 | 1000 | 300 | 25% | ||||||||||||||||||||||||||||||||||||||||||||||||||||
JR 236S~6S | 80% | 4 | Very Small | HKD +60 | 2500 | 1000 | 300 | 25% |
236S~6S:
- Gain 3000 Jealousy Gauge on hit, 1500 on block (25%/12.5%)
Frenzy and Astonishment
214S in Normal Mode
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
214S | 7 | 16 | 15 | 7-22F Guard Point |
A.B.A assumes a defensive position, absorbing and nullifying strikes while filling her Jealousy Gauge. Opponents who strike A.B.A during this time can still cancel as though their move connected, and A.B.A is placed in a 33 frame invulnerable recovery animation.
By immediately PRCing after absorbing an attack, A.B.A can cut her effective recovery dramatically, allowing for interesting counterattack options against moves that would typically be safe.
Using this move is key to gaining momentum and building Jealousy Gauge against opponents who would otherwise be able to easily zone against A.B.A.
- Counter Hit recovery
- Unusable in Jealous Rage
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
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214S |
214S:
- Gain 3000 Jealousy Gauge on successful guard point (25%)
Judgment and Sentiment
623H during Jealous Rage
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
623H | 30, 70 | All (Guard Crush) | 17 | 6(20)3 | 25 | +4 | 9-45 Guard Point |
A.B.A performs a high-damage, plus-on block, Guard Crushing, and armored 2-hit swing with Paracelsus. A Swiss Army-knife style move with a myriad of incredibly powerful properties that make it useful in almost any situation. It's a strong counterpoke in neutral, anti-air, pressure extender, combo extender, and okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups./meaty Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. tool.
It's in that last aspect where this move truly shines, as not only does the Guard Crush give good frame advantage when used as a meaty, but the guard point will flat-out beat and counterhit the majority of wake-up reversal options, including DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion.s such as Ky's Vapor ThrustGuardAllStartup11Recovery43Advantage-33 [-28] and wakeup supers. This will either knock the opponent down again or launch them for a full combo if they are airborne (such as after a DP).
The only real weaknesses of this move are its extremely long whiff recovery, the slow startup of the armor, and its vulnerability to throws. Aside from that, it's an extremely powerful move, and one of A.B.A's strongest assets.
Note: Commonly referred to as "Danzai" by the community due to existing nomenclature from older games.
- Not a true reversal; armor is not frame 1
- Cannot clash with any attack
- Since it is armored, A.B.A can be grabbed out of the animation
- Grants a hard knockdown on ground hit, launches for full combos on air hit
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
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623H | 60% | 4, 4 | Large, Very Small | HKD +54 | 1200×2 | 2000 | 350×2 | 50% |
Jealous Rage Deactivation
Automatically after Jealousy Gauge empties
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
1+(59 Flash) | 10 | 1F All 2-11F Block |
When A.B.A is next idle when the Jealousy Gauge is empty, she will immediately deactivate the state. This creates a one second pause to see what is happening, followed by a 10 frame recovery in which A.B.A can only Block.
When this happens, she retains none of the Gauge like she would from Changing and SwayingGuardStartupRecoveryTotal 29Advantage-. Howevever, it comes with significantly less risk.
- Even if the gauge is empty, A.B.A will not deactivate until she fully recovers from an animation, including if she's in blockstun. This means she can continue to gatling and cancel freely, and she can hold FD similarly to Nagoriyuki to extend her time in Jealous Rage. She also cannot deactivate until landing if airborne.
- If A.B.A was knocked down, this automatically happens frame one after wakeup.
- If hit by an attack during the animation, the 1F invuln will cause the attack to hit 1 frame more meaty than it normally would. This can give the opponent slightly improved frame advantage.
- If A.B.A Roman Cancels while her Jealousy Gauge is empty, this move will essentially cause her to do a frame-perfect FRC (fast Roman Cancel). This will result in the Roman Cancel costing nearly half of its usual cost, making Roman Cancel > immediate keygrab a surprisingly meter-efficient tactic for maintaining momentum.
- During the recovery when ABA can only block, she cannot be thrown.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
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Overdrives
The Law is Key, Key is King
632146H
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
632146H | 30,70 | All | 7+3 | 4(64)8 | 59 | ||
JR 632146H | 50, 25x2, (40~100 across 2-4 hits) | All | 7+3 | 4(64)8 | 59 |
A short ranged reversal super that changes significantly depending on A.B.A's current stance.
In normal mode, it does decent damage, grants about 25% Jealousy Gauge on hit, and switches A.B.A into Jealous Rage.
When used in Jealous Rage, the move gains a longer, more cinematic animation where it deals dramatically more damage. Afterwards, A.B.A is drained of all her Jealousy Gauge and is returned back to normal mode.
The damage of the cinematic version scales greatly with the amount of Jealousy Gauge A.B.A has when using it. When used at max power, it becomes the 3rd strongest single move in the entire game, beating out legendarily strong moves like Goldlewis' fully charged Clean Hit Down with the SystemGuardAllStartup16+(230 Flash)+4Recovery46Advantage-33 or Potemkin's Heavenly Potemkin BusterGuardAir ThrowStartup12+0Recovery16AdvantageN/A, only losing to Sol's Heavy Mob CemeteryGuardGround ThrowStartup13+7Recovery49Advantage- and Nagoriyuki's ZansetsuGuardAllStartup11+(58 Flash)+10Recovery80Advantage-66. However, due to its uniquely favorable damage scaling in combos, the most powerful cinematic version of this move outperforms all other overdrives in the game in terms of damage when used to end a combo. The "cashout" hits of the Jealous Rage version of the attack can only be reduced to 80% of their total damage before character specific damage modifiers and guts, as opposed to the 20% minimum that all other supers can be reduced to.
- Fully invincible during startup.
- Switches to opposite state on hit
- Does not switch states if cinematic is not activated (eg. only 1 hit, otg, etc)
- If in normal mode, grants ~25% Jealousy Gauge on hit
- If in Jealous Rage, empties the Jealousy Gauge after 3 initial strikes (50, 25x2) for more damage with 80% minscaling:
- 100%-76% Jealousy Gauge: 20x3, 40
- 75-51% Jealousy Gauge: 20x4
- 26-50% Jealousy Gauge: 20x3
- 0-25% Jealousy Gauge: 20x2
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
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632146H | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
JR 632146H |
632146H:
- Gain 3000 Jealousy Gauge on hit, 1500 on block (25%/12.5%)
Keeper of the Key
632146K
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
632146K | 60 | All (Guard Crush) | 7+7 | 10 | Total 83 | +6 | |
JR 632146K | 30,30,60 | All (Guard Crush) | 7+7 | 6(15)6(16)6 | Total 83 | +49 |
A projectile super that erupts from the floor underneath the opponent's position. A potent fireball punish due to hitting anywhere on the screen relatively quickly. Gives A.B.A enough time to safely enter Install and start to approach on a successful hit, but gives little reward if it is blocked or A.B.A has no Jealousy Gauge remaining.
- While the startup post-superflash is relatively long, the projectile is guaranteed to come out after the superflash even if A.B.A is hit.
- Becomes roughly -14~16 on block when jump blocked on reaction to the superflash.
- Jealous Rage
The Jealous Rage version has 2 additional hits, deals more damage, and becomes significantly more plus on block. Remains a fireball punish as well as becoming an incredibly powerful neutral skip, but this use is severely limited by the long startup post-superflash.
Normally, this super allows A.B.A to approach and do mixup even from fullscreen, whether it hits or is blocked. However, while this move is extremely advantageous when blocked on the ground, it is significantly less plus when blocked in the air. Because of the long startup post-superflash, this move can almost always be jump blocked on reaction, reducing the advantage on block from +49 down to roughly +17~19. This, in addition to the extra pushback from being blocked in the air, almost completely denies any followup pressure.
While the post-superflash startup holds this back as a neutral skip, it is actually a good thing in other circumstances. This move cannot usually be comboed from without a Roman Cancel, but if A.B.A is hit after the superflash she becomes fully actionable far earlier than usual, opening up the possibility for extremely damaging trade combos.
- The Jealousy Gauge does not drain while A.B.A is performing this move.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
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632146K | +41 HKD | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
JR 632146K | +74 HKD |
Colors
Colors 7-15 are available through DLCColor 13 is included in Season Pass 3 Colors 14 and 15 are included in Season Pass 3Colors 7-11 are included in Additional Colors Pack #3 Color 12 is included in Additional Color Pack #3 |