GGST/A.B.A: Difference between revisions

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A parry with a guard point, similar to {{Character Label|Anji|label=Anji's}} {{MMC|game=GGST|chara=Anji Mito|input=236K|label=Spin}}. Unlike that move, however, the opponent can still cancel their attacks as if they hit A.B.A. Upon successfully absorbing an attack, the Jealousy Gauge increases by a moderate amount and A.B.A becomes invulnerable for the move's recovery.
A parry with a guard point, similar to {{Character Label|Anji|label=Anji's}} {{MMC|game=GGST|chara=Anji Mito|input=236K|label=Spin}}. Unlike that move, however, the opponent can still cancel their attacks as if they hit A.B.A. Upon successfully absorbing an attack, the Jealousy Gauge increases by a moderate amount and A.B.A becomes invulnerable for the move's recovery.


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's horrendous base movement.
Unlike Anji, if Frenzy and Astonishment parries a move, A.B.A. will immediately be able to PRC the recovery animation, giving this move unusual defensive capabilities and allowing her to punish many moves that would be safe against other characters.
 
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..


* Unusable in Jealous Rage
* Unusable in Jealous Rage

Revision as of 03:16, 27 March 2024

Overview

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, weak, pitiful excuse of a character and an offensive powerhouse with 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 (though this is somewhat compensated by her low profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. command dashGGST A.B.A 214K.pngGuardStartupRecoveryTotal 26Advantage-) as well as underwhelming offense. Plainly put, A.B.A is not very good in normal mode, and as such her gameplan involves building her Jealousy Gague with her S and HS normals, Frenzy and AstonishmentGGST A.B.A 214S.pngGuardStartup7Recovery15Advantage-, and moves like Restriction and ConstraintGGST A.B.A 236S 6S.pngGuardLowStartup11Recovery31Advantage-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 improves her in nearly every way for a limited amount of time. This mode grants A.B.A mobility on par with the fastest characters in the game, greatly improved S and HS normals, enhanced special moves, the new all-around excellent special move Judgement and SentimentGGST A.B.A 623H 1.pngGuardAll (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 significantly better. Plainly put, A.B.A is very, very good in Jealous Rage, and it is important to spend as much time in this mode as possible.

All this being said, her overbearing strengths come with weaknesses. As mentioned, A.B.A is very sluggish in normal mode, making it difficult for her to get in and safely switch into Jealous Rage. Once Jealousy Gauge expires, she is forced to go into a canned animation not unlike  Nagoriyuki's Blood Rage DeactivationGGST Nagoriyuki Deactivation.pngGuardN/AStartup1+(59 Flash)Recovery0AdvantageN/A which leaves her at a disadvantage that the opponent can play around. While she does have some decent defensive tools like a 4-frame 2PGGST A.B.A 2P.pngGuardAllStartup4Recovery10Advantage-2, Frenzy and AstonishmentGGST A.B.A 214S.pngGuardStartup7Recovery15Advantage-, and Judgement and SentimentGGST A.B.A 623H 1.pngGuardAll (Guard Crush)Startup17Recovery25Advantage+4, she lacks a true reversal outside of her slow reversal superGGST A.B.A 632146H 1.pngGuardAllStartup7+3Recovery59Advantage-.

All in all, A.B.A is a temperamental and volatile character with some euphoric highs and miserable lows. She requires strong resource management skills to play effectively, as poor decision-making can leave you stuck as a low-tier carrying around a 300-pound key. But if you play your cards right, you can unlock one of the scariest characters in all of Guilty Gear -Strive-.
A.B.A
GGST A.B.A Portrait.png
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
2PGGST A.B.A 2P.pngGuardAllStartup4Recovery10Advantage-2 (4F)
Reversals
The Law is Key, Key is King.
 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
  • Powering up over time to overwhelm your opponent with enhanced offense and high speed.
  • A clear win condition with many means of access.
  • A variety of defensive tools, including a fast reversal, a parry, and evasive moves.
  • Effective space control with powerful anti airs and large buttons.
  • Having Judgment and SentimentGGST A.B.A 623H 1.pngGuardAll (Guard Crush)Startup17Recovery25Advantage+4, a massive, armored, advantageous move that launches on hit and leads to mixups on block.
  • Some tools not being available at all times.
  • Limited time in your advantage state, with having to "earn" it again after a certain amount of time.
  • An extreme lack of mobility outside of install.
  • A large portion of your moveset having different properties depending on the state of the match.
  • A "feast or famine" playstyle.

Jealous Rage

Unique Mechanic: Jealous Rage
A.B.A's Jealousy Gauge.

A.B.A starts the round in Normal Mode or NM. 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. The benefits include:

  • A slight universal damage buff to all moves,
  • greatly improved S and HS normals,
  • the ability to use the extremely powerful Judgment and SentimentGGST A.B.A 623H 1.pngGuardAll (Guard Crush)Startup17Recovery25Advantage+4 (623H),
  • new properties on existing special moves (for example, Haul and HeedGGST A.B.A 214K.pngGuardStartupRecoveryTotal 26Advantage- (214K) travels a greater distance),
  • and immensely improved movement, replacing her 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.

While in Normal Mode, A.B.A requires meter in her Jealousy Gauge to enter Jealous Rage. The Jealousy Gauge is filled by landing certain attacks, or by absorbing a hit with Frenzy and AstonishmentGGST A.B.A 214S.pngGuardStartup7Recovery15Advantage- (214S). While in Jealous Rage, the gauge will automatically deplete over time - upon running out of Jealousy Gauge, A.B.A will automatically exit Jealous Rage and return to Normal Mode.

To enter Jealous Rage, A.B.A can use Changing and SwayingGGST A.B.A 63214P.pngGuardStartupRecoveryTotal 29Advantage- (63214P), a simple "activation" move with no hitbox, Bonding and DissolvingGGST A.B.A 214H 2.pngGuardAll (Guard Crush)Startup12Recovery30Advantage+2 (214H), a hitgrab A strike attack that transitions to a throw animation on a successful hit. often used to end combos, or The Law is Key, Key is King.GGST A.B.A 632146H 1.pngGuardAllStartup7+3Recovery59Advantage- (632146H), her reversal super, which will switch to the opposite state on hit: while in Normal Mode, she will exit the super in Jealous Rage; while in Jealous Rage, the super will consume all remaining Jealousy Gauge to deal more damage and return to Normal Mode.

Note: May also be referred to as "Moroha" by the community, due to existing nomenclature from older games.

Normal Moves

StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

5P

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
5P 20 All 5 3 8 -1
JR 5P 23 All 5 3 8 -1
Total: 15
Total: 15

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
Total: 20
Total: 20

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
Total: 22
Total: 22

A pretty ordinary close slash. Plus on block, sets up tick throws and frametraps, one of your best combo starters, etc.

  • Spikes airborne opponents down into a ground bounce

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.

Gatling Options: 6P, f.S, 2S, 5H, 2H, 6H, 5D, 2D

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
Total: 26
Total: 27

f.S is very small for a poke, but advances slightly with good frame data.


Jealous Rage

Jealous Rage f.S trades some on-block frame advantage for excellent startup, range, and an absurd disjoint.

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

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
Total: 48
Total: 33

5H has high blockstun, high pushback, and absurd range, easily competing with buttons like Ramlethal's or Bridget's 5H in size. At almost all spacings, A.B.A. can combo into 236S to build Jealousy Gauge, and on CH she can cancel into 214K and link c.S or 2K for longer extensions.

Though its irregular pushback makes 5H very 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.

  • High attack level makes this one of A.B.A's better buttons for safely cancelling into Changing and SwayingGGST A.B.A 63214P.pngGuardStartupRecoveryTotal 29Advantage- on block
  • Builds good RISC on block

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.

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
Dust Attack 45 High 20 4 25 -15 none
Charged Dust Attack 56 High 28 4 25 -10 none
Charged Dust Attack 56 High 28 4 25 -10 none
Total: 48
Total: 48
Total: 56
Total: 56
Uncharged Dust

Universal overhead attack.

When in Jealous Rage, this move is almost entirely outclassed by Intertwine and TiltGGST A.B.A JR 236K.pngGuardHighStartup18Recovery15Advantage-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
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
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%
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%
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.


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.


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
Total: 15
Total: 15

A short-ranged jab that is one frame faster than the standard 5-frames for abare moves, 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 DissolvingGGST A.B.A 214H 2.pngGuardAll (Guard Crush)Startup12Recovery30Advantage+2 at close range, giving A.B.A an easy route into Jealous Rage.

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

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
Total: 19
Total: 19

Has very good range for a 2K. 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 does not change during Jealous Rage, A.B.A.'s greatly increased movement makes dash 2K a terrifying, low-commitment poke that leads to high damage.

  • Works as a longer range abare tool
  • Useful for opening up the opponents and confirming into a knockdown with the 2K > 2D gatling.

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

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
Total: 32
Total: 31

An unorthodox move that's similar in function to  Jack-O's 2SGGST Jack-O 2S.pngGuardAllStartup9Recovery22Advantage-15, serving as a disjointed anti-air for catching cross-ups rather than the traditional low-poke 2S buttons tend to be.

Jealous Rage

In Jealous Rage, this move gets an even bigger anti-crossup hitbox with a better disjoint.

Gatling Options: 5H, 2H

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
Total: 47
Total: 45

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
Total: 32
Total: 37

Universal sweep that gives a hard knockdown.

  • A.B.A's longest range low poke.
  • Gives a hard knockdown on hit, allowing for okizeme, combos, or an easy route into Bonding and DissolvingGGST A.B.A 214H 2.pngGuardAll (Guard Crush)Startup12Recovery30Advantage+2

Jealous Rage

In Jealous Rage, this move gets a big boost in range and becomes very disjointed, but is otherwise largely the same.

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
Total: 36
Total: 36

Fairly standard 6P, 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.

  • Invulnerable above the knees from the startup until the beginning of recovery.
  • Launches away on air hit, but leaves standing on ground hit.
  • Hard knockdown on air Counter Hit.

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
Total: 47
Total: 47

A.B.A's highest damage normal. Useful as high-damage combo fodder when cancelled from c.S.

  • Unlike a lot of 6Hs, this move can naturally combo from c.S without a counter-hit
  • A.B.A's strongest free option for breaking the wall
Jealous Rage

In Jealous Rage, this move gets a larger hitbox and deals more damage.

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
Total: 22
Total: 22

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
Total: 25
Total: 25

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)
Total: 26
Total: 31

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)

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.DGGST Bedman jD.pngGuardHighStartup17Recovery21 after LandingAdvantage-11. Is advantageous enough on hit to link into moves like 2K.


Jealous Rage

In Jealous Rage, this changes completely to something more like  Sol's j.DGGST Sol Badguy jD.pngGuardHighStartup9Recovery17Advantage+4 (IAD), a large thrust that launches opponents and causes a wall-bounce. An important pickup from moves like j.S and j.H.

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
Total: 42
  • 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.

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
Total: 42
Total: 14
  • Can throw the opponent either forward or backwards.
  • 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
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
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
Wild Assault
Total: 38
Fully Charged Wild Assault
Total: 54

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
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
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
Total: 45
Total: 45

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.

May be referred to as "keygrab" by veteran players, despite being a pure strike in this game.

  • Swaps A.B.A's stance on hit (normal > Jealous Rage or Jealous Rage > normal)
  • Gives about 20% Jealousy Meter on hit
  • Guard Crushes on block
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
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 DissolvingGGST A.B.A 214H 2.pngGuardAll (Guard Crush)Startup12Recovery30Advantage+2 in situations like neutral or after a knockdown from moves like Restriction and ConstraintGGST A.B.A 236S 6S.pngGuardLowStartup11Recovery31Advantage-15 or 2D.

  • This move has no hitbox, making it just a tool for changing stances. As such it should be used with caution to avoid getting counterhit.
  • Cannot be used to enter Jealous Rage 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 will return about 50% of the Jealousy Meter consumed during the Rage. This can make it more meter-efficient than using Bonding and Dissolving for long-lasting rages.
  • Could be used similarly to  Sol's Gun Flame (Feint)GGST Sol Badguy 214P.pngGuardStartupRecoveryTotal 25Advantage- to pull A.B.A's hurtbox back on block.

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 abysmal 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.

  • Distance greatly increases in Jealous Rage
  • Has a very generous low-profile hitbox, letting A.B.A slide under a ton of attacks
  • Makes for a decent frame kill after 2D in normal mode

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 compliment the low-profile of Haul and HeedGGST A.B.A 214K.pngGuardStartupRecoveryTotal 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. In Jealous Rage, however, the 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.

  • High-profiles most low-hitting attacks
  • Pretty unrewarding in normal mode without a counter hit, in which case it converts into a full combo
  • Hits overhead when in Jealous Rage, which can be followed up with 5K or c.S.
  • Is completely safe in both modes

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.. A largely unremarkable attack by itself that is primarily used as a gateway into Restriction and ConstraintGGST A.B.A 236S 6S.pngGuardLowStartup11Recovery31Advantage-15, though it is worth noting that it's fairly quick and safe, giving it utility as an uncommittal blockstring ender.

  • Distance increases in Jealous Rage
  • Can be used after a backdash to bait short range moves.

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 GroanGGST A.B.A 236S.pngGuardAllStartup12Recovery16Advantage-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, allowing A.B.A to start some okizeme or safely use Changing and SwayingGGST A.B.A 63214P.pngGuardStartupRecoveryTotal 29Advantage- to switch stances. 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., the move is incredibly disadvantageous on block, all but guaranteeing a punish on A.B.A, so it should only be used when confirming from Menace and GroanGGST A.B.A 236S.pngGuardAllStartup12Recovery16Advantage-5.

  • Gives ~20% Jealousy Meter on hit

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 parry with a guard point, similar to  Anji's SpinGGST Anji Mito 236K 1.pngGuardStartupRecoveryTotal 34~50Advantage-. Unlike that move, however, the opponent can still cancel their attacks as if they hit A.B.A. Upon successfully absorbing an attack, the Jealousy Gauge increases by a moderate amount and A.B.A becomes invulnerable for the move's recovery.

Unlike Anji, if Frenzy and Astonishment parries a move, A.B.A. will immediately be able to PRC the recovery animation, giving this move unusual defensive capabilities and allowing her to punish many moves that would be safe against other characters.

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..

  • Unusable in Jealous Rage

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

Commonly referred to as "Danzai."

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 ThrustGGST Ky Kiske 623S.pngGuardAllStartup11Recovery43Advantage-33 [-28]. 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 character's strongest assets.

  • Not a true reversal; armor is not frame 1
  • 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

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 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, including if she's in blockstun. This means she can continue to gatling and cancel freely. She also cannot deactivate until landing.
  • 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.

Overdrives

The Law is Key, Key is King.

632146H

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
30,70 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 Gague 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 Gague A.B.A has when using it. When used at max power, it becomes the 2nd strongest single move in the entire game, beating out legendarily strong moves like  Goldlewis' fully charged Clean Hit Down with the SystemGGST Goldlewis Dickinson Down with the System 2.pngGuardAllStartup16+(230 Flash)+4Recovery46Advantage-33 or  Potemkin's Heavenly Potemkin BusterGGST Potemkin Heavenly Potemkin Buster.pngGuardAir ThrowStartup12+0Recovery16AdvantageN/A, only losing to  Sol's Heavy Mob CemeteryGGST Sol Badguy 214214H.pngGuardGround ThrowStartup13+7Recovery49Advantage-.

  • Fully invincible during startup.
  • Switches to opposite state on hit
  • If in normal mode, grants ~25% Jealousy Gague on hit
  • If in Jealous Rage, empties the Jealousy Gauge for more damage

Keeper of the Key

632146K

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
60 All (Guard Crush) 7+7 10 Total 83 +6

Colors

GGST A.B.A color 1.png
GGST A.B.A color 2.png
GGST A.B.A color 3.png
GGST A.B.A color 4.png
GGST A.B.A color 5.png
GGST A.B.A color 6.png
Color 1
Color 2 A.B.A's color scheme from the XX games
Color 3
Color 4
Color 5
Color 6
GGST A.B.A color 7.png
GGST A.B.A color 8.png
GGST A.B.A color 9.png
GGST A.B.A color 10.png
GGST A.B.A color 11.png
GGST A.B.A color 12.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
GGST A.B.A color 13.png
GGST A.B.A color 14.png
GGST A.B.A color 15.png
Color 13
Color 14
Color 15
Colors 7-15 are available through DLCColor 13 is included in ???
Colors 14 and 15 are included in ???
Colors 7-11 are included in ???
Color 12 is included in ???

Navigation

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