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|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, 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. | |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, 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 {{keyword|low profile}} {{MMC|chara=A.B.A|input=214K|label=command dash}}) 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 | 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 {{keyword|low profile}} {{MMC|chara=A.B.A|input=214K|label=command dash}}) 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 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 on par with 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 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. | ...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 on par with 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 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. | ||
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|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. '''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 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 {{keyword|step dash}} with a run on par with {{Character Label|GGST|Chipp|label=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 {{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 will automatically exit Jealous Rage and return to Normal Mode. | 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 {{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 will automatically exit Jealous Rage and return to Normal Mode. | ||
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|versioned=input | |versioned=input | ||
|frameChart=auto | |frameChart=auto | ||
|description= A fairly standard 5K. Serves as an excellent poke that's fast, combos into a hard knockdown with {{clr|D|2D}}, and can stuff out some lows. | |description= A fairly standard {{clr|K|5K}}. 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 | * Can be used as a slower but longer-ranged abare poke | ||
* A.B.A's leg goes relatively high, letting this move beat out some low pokes | * A.B.A's leg goes relatively high, letting this move beat out some low pokes | ||
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|description=A pretty ordinary close slash. Plus on block, sets up tick throws and frametraps, one of your best combo starters, etc. | |description=A pretty ordinary close slash. Plus on block, sets up tick throws and frametraps, one of your best combo starters, etc. | ||
* Fills 5% of the Jealousy Gauge on hit, and half that on block | |||
* Spikes airborne opponents down into a ground bounce | * Spikes airborne opponents down into a ground bounce | ||
---- | ---- | ||
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|versioned=input | |versioned=input | ||
|frameChart=auto | |frameChart=auto | ||
|description=A | |description= | ||
{{clr|S|f.S}} is very small for a poke, but it advances slightly with surprisingly good recovery. | |||
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. | |||
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. | |||
* Fills 5% of the Jealousy Gauge on hit, and half that on block | |||
---- | ---- | ||
; Jealous Rage | ; Jealous Rage | ||
Jealous Rage {{clr|S|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 {{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. | |||
[[GGST/A.B.A/Frame Data#Gatling_Table|Gatling Options:]] {{clr|H|5H}}, {{clr|H|2H}} | [[GGST/A.B.A/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= | ||
{{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. At almost all spacings, A.B.A. can combo into {{clr|S|236S}} to build Jealousy Gauge, and on CH she can cancel into {{clr|K|214K}} and link {{clr|S|c.S}} or {{clr|K|2K}} for longer extensions. | |||
Though its irregular pushback makes {{clr|H|5H}} very 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. | |||
* Fills 10% of the Jealousy Gauge on hit, and half that on block | |||
* High attack level makes this one of A.B.A's better buttons for safely cancelling into {{MMC|chara=A.B.A|input=63214P|label=Changing and Swaying}} on block | * High attack level makes this one of A.B.A's better buttons for safely cancelling into {{MMC|chara=A.B.A|input=63214P|label=Changing and Swaying}} on block | ||
* Builds good RISC on block | * Builds good RISC 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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|versioned=input | |versioned=input | ||
|frameChart=auto | |frameChart=auto | ||
|description= | |description= | ||
Has very good range for a {{clr|K|2K}}. 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}} does not change 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. | |||
* Works as a longer range abare tool | * Works as a longer range abare tool | ||
* Useful for opening up the opponents and confirming into a knockdown with the {{clr|K|2K}} > {{clr|D|2D}} gatling. | * Useful for opening up the opponents and confirming into a knockdown with the {{clr|K|2K}} > {{clr|D|2D}} gatling. | ||
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|description= An unorthodox move that's similar in function to {{Character Label|GGST|Jack-O|label=Jack-O's}} {{MMC|game=GGST|chara=Jack-O|input=2S||label={{clr|S|2S}}}}, serving as a disjointed anti-air for catching cross-ups rather than the traditional low-poke {{clr|S|2S}} buttons tend to be. | |description= An unorthodox move that's similar in function to {{Character Label|GGST|Jack-O|label=Jack-O's}} {{MMC|game=GGST|chara=Jack-O|input=2S||label={{clr|S|2S}}}}, serving as a disjointed anti-air for catching cross-ups rather than the traditional low-poke {{clr|S|2S}} buttons tend to be. | ||
* Fills 5% of the Jealousy Gauge on hit, and half that on block | |||
---- | |||
; Jealous Rage | ; Jealous Rage | ||
In Jealous Rage, this move gets an even bigger anti-crossup hitbox with a better disjoint. | In Jealous Rage, this move gets an even bigger anti-crossup hitbox with a better disjoint. | ||
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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 fills 5% of the Jealousy Gauge on hit, and half that on block | |||
---- | |||
; Jealous Rage | ; Jealous Rage | ||
In Jealous Rage, this move deals more damage and hits low for both hits, | In Jealous Rage, this move loses it's forward movement, but deals more damage and hits low for both hits, making it a strong mixup tool. | ||
}} | }} | ||
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|frameChart=auto | |frameChart=auto | ||
|description= | |description= | ||
Fairly standard {{clr|P|6P}}, 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. | |||
* Fills 5% of the Jealousy Gauge on hit, and half that on block | |||
* Invulnerable above the knees from the startup until the beginning of recovery. | * Invulnerable above the knees from the startup until the beginning of recovery. | ||
* Launches away on air hit, but leaves standing on ground hit. | * Launches away on air hit, but leaves standing on ground hit. | ||
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|frameChart=auto | |frameChart=auto | ||
|description= A.B.A's highest damage normal. Useful as high-damage combo fodder when cancelled from {{clr|S|c.S}}. | |description= A.B.A's highest damage normal. Useful as high-damage combo fodder when cancelled from {{clr|S|c.S}}. | ||
* Fills 10% of the Jealousy Gauge on hit, and half that on block | |||
*Unlike a lot of {{clr|H|6H}}s, this move can naturally combo from {{clr|S|c.S}} without a counter-hit | *Unlike a lot of {{clr|H|6H}}s, this move can naturally combo from {{clr|S|c.S}} without a counter-hit | ||
*A.B.A's strongest free option for breaking the wall | *A.B.A's strongest free option for breaking the wall | ||
---- | |||
; 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. | ||
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|versioned=input | |versioned=input | ||
|frameChart=auto | |frameChart=auto | ||
|description= A decent air-to-air | |description= A decent air-to-air. | ||
[[GGST/A.B.A/Frame Data#Gatling_Table|Gatling Options:]] {{clr|D|j.D}} | [[GGST/A.B.A/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. | ||
* Fills 5% of the Jealousy Gauge on hit, and half that on block | |||
---- | ---- | ||
; Jealous Rage | ; Jealous Rage | ||
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|frameChart= | |frameChart= | ||
|description= A slow air poke. | |description= A slow air poke. | ||
* Fills 10% of the Jealousy Gauge on hit, and half that on block | |||
---- | ---- | ||
; Jealous Rage | ; Jealous Rage | ||
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|frameChart= | |frameChart= | ||
|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}}}}. Is advantageous enough on hit to link into moves like {{clr|K|2K}}. | |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}}}}. Is advantageous enough on hit to link into moves like {{clr|K|2K}}. | ||
* Fills 10% of the Jealousy Gauge 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. | ||
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* 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) | ||
* Gives | * Gives 25% Jealousy Meter on hit, if blocked in normal mode it gives 12.5% | ||
* Guard Crushes on block | * Guard Crushes on block | ||
}} | }} | ||
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|frameChart= | |frameChart= | ||
|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 immediately after the move starts, 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 you 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 you slightly less disadvantaged then that move normally would be. A full list of the frame advantage on block can be found [[GGST/A.B.A/Frame_Data#On-Block_Cancel_Data|here]]. | |||
* 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) | |||
* Cannot be used | * 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. | ||
* When used to leave Jealous Rage will return about 50% of the Jealousy Meter consumed during the Rage. This can make it more | |||
}} | }} | ||
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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 | |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 [[GGST/A.B.A/Frame_Data#On-Block_Cancel_Data|here]]. | |||
* Distance greatly increases in Jealous Rage | * Distance traveled greatly increases in Jealous Rage | ||
}} | }} | ||
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|description=A safe, low-crushing hopkick to compliment 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. | |description=A safe, low-crushing hopkick to compliment 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 in ''both'' modes | |||
* A.B.A is airborne during this move, meaning you can Roman Cancel it on block and get an instant overhead with {{clr|S|j.S}}. | |||
---- | |||
; 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 when in Jealous Rage, which can be followed up with {{clr|K|5K}} or {{clr|S|c.S}}. | * Hits overhead when in Jealous Rage, which can be followed up with {{clr|K|5K}} or {{clr|S|c.S}}. | ||
}} | }} | ||
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|frameChart= | |frameChart= | ||
|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 only be used when confirming from {{MMC|chara=A.B.A|input=236S|label=Menace and Groan}}. | |||
* | * In Normal Mode, gives 25% Jealousy Meter on hit, 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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|description= | |description= | ||
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. | ||
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 | ||
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|frameChart= | |frameChart= | ||
|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=63224P|label=Changing and Swaying}}. Howevever, it comes with significantly less risk. | When this happens, she retains none of the Gauge like she would from {{MMC|input=63224P|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. She also cannot deactivate until landing. | ||
* 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. | ||
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{{InputBadge|{{clr|H|632146H}}}} | {{InputBadge|{{clr|H|632146H}}}} | ||
{{GGST Move Card | {{GGST Move Card | ||
|input=632146H | |input=632146H, JR 632146H | ||
|versioned=input | |||
|frameChart= | |frameChart= | ||
|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}}. | ||
* 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 | * If in normal mode, grants ~25% Jealousy Gauge on hit | ||
* If in Jealous Rage, empties the Jealousy Gauge for more damage | * If in Jealous Rage, empties the Jealousy Gauge for more damage | ||
}} | }} | ||
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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= | ||
|description= | |description= | ||
Line 504: | Line 555: | ||
==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== |
Revision as of 23:22, 27 March 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, 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 dashGuardStartupRecoveryTotal 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 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 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 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 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 DeactivationGuardN/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 2PGuardAllStartup4Recovery10Advantage-2, Frenzy and AstonishmentGuardStartup7Recovery15Advantage-, and Judgement and SentimentGuardAll (Guard Crush)Startup17Recovery25Advantage+4, she lacks a true reversal outside of her slow reversal superGuardAllStartup7+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-.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. |
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 |
|
|
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 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 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 AstonishmentGuardStartup7Recovery15Advantage- (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 SwayingGuardStartupRecoveryTotal 29Advantage- (63214P), a simple "activation" move with no hitbox, Bonding and DissolvingGuardAll (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.GuardAllStartup7+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
5P
A standard 5F jab. 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.
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 fairly standard 5K. 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
- A.B.A's leg goes relatively high, letting this move beat out some low pokes
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 |
A pretty ordinary close slash. Plus on block, sets up tick throws and frametraps, one of your best combo starters, etc.
- Fills 5% of the Jealousy Gauge on hit, and half that on block
- 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
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 |
f.S is very small for a poke, but it advances slightly with surprisingly good recovery.
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.
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.
- Fills 5% of the Jealousy Gauge on hit, and half that on block
- 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
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 |
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.
- Fills 10% of the Jealousy Gauge on hit, and half that on block
- High attack level makes this one of A.B.A's better buttons for safely cancelling into Changing and SwayingGuardStartupRecoveryTotal 29Advantage- on block
- Builds good RISC 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 |
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 |
- Uncharged Dust
Universal overhead attack.
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% | ||||||||||||||||||||||||||||||||||||||||||||||||||||
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 |
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 DissolvingGuardAll (Guard Crush)Startup12Recovery30Advantage+2 at close range, giving A.B.A an easy route into Jealous Rage.
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 |
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
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 move that's similar in function to Jack-O's 2SGuardAllStartup9Recovery22Advantage-15, serving as a disjointed anti-air for catching cross-ups rather than the traditional low-poke 2S buttons tend to be.
- Fills 5% of the Jealousy Gauge on hit, and half that on block
- Jealous Rage
In Jealous Rage, this move gets an even bigger anti-crossup hitbox with a better disjoint.
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 fills 5% of the Jealousy Gauge on hit, and half that on block
- Jealous Rage
In Jealous Rage, this move loses it's forward movement, but deals more damage and hits low for both hits, making it a strong mixup tool.
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.
- Gives a hard knockdown on hit, allowing for okizeme, combos, or an easy route into Bonding and DissolvingGuardAll (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.
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 |
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.
- Fills 5% of the Jealousy Gauge on hit, and half that on block
- 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.
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.
- Fills 10% of the Jealousy Gauge on hit, and half that on block
- 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.
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. Confirms into Bonding and DissolvingGuardAll (Guard Crush)Startup12Recovery30Advantage+2.
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.
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.
- Fills 5% of the Jealousy Gauge on hit, and half that on block
- 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.
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.
- Fills 10% of the Jealousy Gauge on hit, and half that on block
- 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 j.D.
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. Is advantageous enough on hit to link into moves like 2K.
- Fills 10% of the Jealousy Gauge 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.
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 25% Jealousy Meter on hit, if blocked in normal mode it gives 12.5%
- Guard Crushes 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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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 immediately after the move starts, 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 you 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 you slightly less disadvantaged then that move normally would be. A full list of the frame advantage on block can be found here.
- 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 compliment 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 in both modes
- A.B.A is airborne during this move, meaning you can Roman Cancel it on block and get an instant overhead with j.S.
- 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 when in Jealous Rage, which can be followed up with 5K or c.S.
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.. A largely unremarkable attack by itself that is primarily used as a gateway into Restriction and ConstraintGuardLowStartup11Recovery31Advantage-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.
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 only be used when confirming from Menace and GroanGuardAllStartup12Recovery16Advantage-5.
- In Normal Mode, gives 25% Jealousy Meter on hit, 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 parry with a guard point, similar to Anji's SpinGuardStartupRecoveryTotal 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
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 | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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 |
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 ThrustGuardAllStartup11Recovery43Advantage-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
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 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.
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 |
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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.
- Fully invincible during startup.
- Switches to opposite state on hit
- If in normal mode, grants ~25% Jealousy Gauge on hit
- If in Jealous Rage, empties the Jealousy Gauge for more damage
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 in which A.B.A opens a door from beneath the opponent, causing a tentacle to come out.
The Jealous Rage version has 2 additional hits, deals more damage, and becomes more plus on block.
- Hits anywhere on the screen relatively quickly, making it a strong fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground. punish
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 |