GGST/A.B.A/Counterstrategy: Difference between revisions

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===Jealous Rage===
===Jealous Rage===
===Pseduo-Stepdash===
===Pseduo-Stepdash===
When she's in Normal Mode, A.B.A's dash is unique in that it's a kind of mix between a normal run and a stepdash, resulting in a sort of stilted run that moves forward in short bursts. Possibly as a result of this bizarre run behavior, A.B.A can hold back/down-back to block '''without stopping''', meaning she can approach while blocking. As such, NM A.B.As tend to run straight at their opponents holding down back, causing them to block pretty much anything that comes their way and employing standard dash-block strategies like blocking and punishing disadvantageous pokes.
This generally isn't too much of a game-changer since NM A.B.A is so slow, her punish options aren't very good, and the pushback from whatever she blocks will likely put her back where she started, but it's still something to keep in mind. Some tools to combat this include jumping in at the opponent or running up and throwing them.


==Round Start==
==Round Start==
A.B.A always starts the round in Normal Mode, which doesn't really have great options for roundstart due to most of her tools either having short range or slow speed. She might try to low/mid-crush your roundstart option with {{MMC|input=236K|label=Intertwine and Tilt}} ({{clr|K|236K}}) or {{MMC|input=214K|label=Haul and Heed}} ({{clr|K|214K}}) respectively, so sometimes it might be better to start defensively with a backdash, back-jump, or blocking.


==Neutral==
==Neutral==


==Offense==
==Offense==
----
; Normal Mode
Oftentimes you won't need to play on the offensive against NM A.B.A since she ''wants'' to get close to you, as otherwise, she can't build her Gauge. However, the best way to play offense against her, by far, is at mid-range. A.B.A's best defensive tools are for close-quarters, and her mid-range options are very lacking due to range and speed issues, so characters like {{Character Label|GGST|Asuka R|label=Asuka}} or {{Character Label|GGST|Bridget|label=Bridget}} can stand outside of her {{clr|S|f.S}} or {{clr|K|K}} button range and barrage her with normals/projectiles.
At close range, her {{clr|P|2P}} is 4 frames, a frame faster than the average for abare buttons. This lets her trade/clash with +1 situations and generally makes her better at breaking out of block strings. 
If she has meter she gets access to her reversal super, which should be treated like most reversals. Bait/safejump, block, punish, etc. Her {{MMC|input=214S|label=parry}} is not a reversal, it can only really be used preemptively at mid-to-long range.
It's important to note that A.B.A has a good kit of anti-air tools, so she's better than average at defending against jump-ins/aerial mix.
----
; Jealous Rage


==Defense==
==Defense==
; Jealous Rage
Much of Aba's scary offense during JR is her very quick 18f overhead: {{MMC|chara=A.B.A|input=JR 236K|label=Intertwine and Tilt}}, {{clr|K|236K}}. As most people can not react to an 18f overhead, knowing where it can happen is key to surviving her offense. {{clr|K|236K}}, being a special, can be special cancelled into from any of aba's grounded normals. Namely, {{clr|S|c.S}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|H|6H}}, {{clr|K|2K}}, {{clr|K|5K}}, {{clr|D|2D}}, {{clr|P|2P}}, {{clr|P|5P}}, and {{clr|P|6P}}.
Should Aba use a normal that does NOT lead into a low, it is safe to start blocking high, in case she decides to go for {{clr|K|236K}}. Thus, the only scary moments are after {{clr|S|c.S}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|K|2K}}, {{clr|K|5K}}, and the first hit of {{clr|H|2H}}, as they all gattling into lows. Keep in mind that {{MMC|chara=A.B.A|input=236S~6S|label=Restriction and Constraint}} is still a low in JR. So if you see Aba go into her {{keyword|rekka}}, {{MMC|chara=A.B.A|input=236S|label=Menace and Groan}}, you need to start blocking low again.
If you block {{clr|K|236K}} Aba is -2, meaning a grab will punish her. However, she is not necessarily in grab range after {{clr|K|236K}}. As a rule of thumb, she is only in grab range if she has dash momentum and does {{clr|K|2K}}, {{clr|K|5K}}, or {{clr|S|c.S}} before {{clr|K|236K}}. Otherwise you are advised to mash your 5f abare button to beat Aba's {{clr|P|2P}}, should she mash it after {{clr|K|236K}}. If Aba backdashes after a blocked {{clr|K|236K}} try your {{clr|K|5K}} or {{clr|S|f.S}} to catch it. Keep in mind that this will lose to her mashing {{clr|P|2P}}.
Alternatively, Deflect Shield ({{clr|D|214D}}) can be used to deal with her high low mix and push her far away.


==Navigation==
==Navigation==
{{GGST/Navigation}}
{{GGST/Navigation}}

Latest revision as of 00:37, 29 April 2024

Summary

A.B.A is a heavily momentum-oriented stance character who frequently switches between her terrible Normal Mode and her terrifying Jealous Rage install stance. Her goal is to spend as much time in the latter as possible. As a rule of thumb, if she is in Normal Mode you're probably winning, and if she's in Jealous Rage you probably aren't. Because these two modes are so wildly different from each other, they naturally have different counterstrategies to employ against them.


Normal Mode

Your general goal against NM A.B.A is to prevent her from getting in and building her Jealousy Gauge. NM A.B.A is very slow, making her very prone to getting zoned or even outright camped out. If she doesn't have any resources and you play patiently enough, it can be very hard for her to stage a comeback. However, it is important to not carelessly throw out projectiles/pokes, as if she reads/reacts to it she can rebuild her Gauge with her parryGGST A.B.A 214S.pngGuardStartup7Recovery15Advantage- (214S).


Jealous Rage

The main thing you want to do against JR A.B.A, if possible, is waste her time. Being in Jealous Rage is A.B.A's win-con, she has insane mobility, outrageous damage output, and strong, rewarding mixups. However, her Jealousy Gauge constantly depletes while in the stance, so if you can, force her to use that time doing things that aren't stealing 60% of your life bar. This can be done in a myriad of ways, such as zoning (not as good as when she's in NM due to her incredible mobility and huge normals, but still a viable strategy), forcing her to block things (this is easier if you have long-ranged gatling sequences like Bridget), grabbing her (her Gauge still depletes during grab animations, even her own), using defensive resources like YRC and Burst, or even just turtling and blocking her offense (easier said than done). Even if she eventually opens you up, the less Gague she has, the less she can do to brutalize you.

If A.B.A does run out of Gauge, she is forced into a screen-freezing animationGGST A.B.A JR Deactivation.pngGuardStartup1+(59 Flash)Recovery10Advantage- that is pretty much guaranteed to leave her at a frame disadvantage with no Gauge, usually hampering if not outright terminating her momentum. Forcing her into this state can be a huge tide-turner in the course of a match.

Unique Attributes/Mechanics

Jealous Rage

Pseduo-Stepdash

When she's in Normal Mode, A.B.A's dash is unique in that it's a kind of mix between a normal run and a stepdash, resulting in a sort of stilted run that moves forward in short bursts. Possibly as a result of this bizarre run behavior, A.B.A can hold back/down-back to block without stopping, meaning she can approach while blocking. As such, NM A.B.As tend to run straight at their opponents holding down back, causing them to block pretty much anything that comes their way and employing standard dash-block strategies like blocking and punishing disadvantageous pokes.

This generally isn't too much of a game-changer since NM A.B.A is so slow, her punish options aren't very good, and the pushback from whatever she blocks will likely put her back where she started, but it's still something to keep in mind. Some tools to combat this include jumping in at the opponent or running up and throwing them.

Round Start

A.B.A always starts the round in Normal Mode, which doesn't really have great options for roundstart due to most of her tools either having short range or slow speed. She might try to low/mid-crush your roundstart option with Intertwine and TiltGGST A.B.A 236K.pngGuardAllStartup17Recovery12Advantage-1 (236K) or Haul and HeedGGST A.B.A 214K.pngGuardStartupRecoveryTotal 26Advantage- (214K) respectively, so sometimes it might be better to start defensively with a backdash, back-jump, or blocking.

Neutral

Offense


Normal Mode

Oftentimes you won't need to play on the offensive against NM A.B.A since she wants to get close to you, as otherwise, she can't build her Gauge. However, the best way to play offense against her, by far, is at mid-range. A.B.A's best defensive tools are for close-quarters, and her mid-range options are very lacking due to range and speed issues, so characters like Asuka or Bridget can stand outside of her f.S or K button range and barrage her with normals/projectiles.

At close range, her 2P is 4 frames, a frame faster than the average for abare buttons. This lets her trade/clash with +1 situations and generally makes her better at breaking out of block strings.

If she has meter she gets access to her reversal super, which should be treated like most reversals. Bait/safejump, block, punish, etc. Her parryGGST A.B.A 214S.pngGuardStartup7Recovery15Advantage- is not a reversal, it can only really be used preemptively at mid-to-long range.

It's important to note that A.B.A has a good kit of anti-air tools, so she's better than average at defending against jump-ins/aerial mix.


Jealous Rage

Defense

Jealous Rage

Much of Aba's scary offense during JR is her very quick 18f overhead: Intertwine and TiltGGST A.B.A JR 236K.pngGuardHighStartup18Recovery15Advantage-2, 236K. As most people can not react to an 18f overhead, knowing where it can happen is key to surviving her offense. 236K, being a special, can be special cancelled into from any of aba's grounded normals. Namely, c.S, f.S, 2S, 5H, 2H, 6H, 2K, 5K, 2D, 2P, 5P, and 6P.

Should Aba use a normal that does NOT lead into a low, it is safe to start blocking high, in case she decides to go for 236K. Thus, the only scary moments are after c.S, f.S, 2S, 2K, 5K, and the first hit of 2H, as they all gattling into lows. Keep in mind that Restriction and ConstraintGGST A.B.A 236S 6S.pngGuardLowStartup11Recovery31Advantage-15 is still a low in JR. So if you see Aba go into her rekka A series of special attacks that are only available after the first one is performed., Menace and GroanGGST A.B.A 236S.pngGuardAllStartup12Recovery16Advantage-5, you need to start blocking low again.

If you block 236K Aba is -2, meaning a grab will punish her. However, she is not necessarily in grab range after 236K. As a rule of thumb, she is only in grab range if she has dash momentum and does 2K, 5K, or c.S before 236K. Otherwise you are advised to mash your 5f abare button to beat Aba's 2P, should she mash it after 236K. If Aba backdashes after a blocked 236K try your 5K or f.S to catch it. Keep in mind that this will lose to her mashing 2P.

Alternatively, Deflect Shield (214D) can be used to deal with her high low mix and push her far away.

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