User:PrivateTarkus/sandbox: Difference between revisions

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Not much of a jab, but three frames of head invincibility for good reactionary anti air. You can also use it to stuff some higher reaching pokes.
Not much of a jab, but three frames of head invincibility for good reactionary anti air. You can also use it to stuff some higher reaching pokes.


[[GGACR/A.B.A/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
 
[[GGACR/A.B.A/Frame_Data#Moroha_Mode|Moroha Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
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A go-to poke, balancing speed and range amongst Normal Mode's overall slow moveset. Being able to self gatling and safe on block very much helps.
A go-to poke, balancing speed and range amongst Normal Mode's overall slow moveset, but in Moroha loses out a bit to other normals. Being able to self gatling and safe on block very much helps.


All three versions move ABA slightly forwards.
All three versions move ABA slightly forwards.


[[GGACR/A.B.A/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|2|5K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
 
[[GGACR/A.B.A/Frame_Data#Moroha_Mode|Moroha Gatling Options]]: {{clr|1|6P}}, {{clr|2|5K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
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Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_ABA_cS.png|A close combo starter
GGAC_ABA_cS_M.png|
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Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_ABA_cS-Hitbox.png
GGXXACPR_ABA_cS-Moroha-Hitbox.png
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==== ====
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Not bad, but {{clr|1|5P}}'s a better combo starter at this range.
Slightly slower in Moroha, more for filler than pokes into combos, but it gains from foot invul a little before startup and lasts quite a while. Starts cranking the Guard Bar higher, though. Even on block, now.
 


[[GGACR/A.B.A/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|2P}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
[[GGACR/A.B.A/Frame_Data#Moroha_Mode|Moroha Gatling Options]]: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
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Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_ABA_fS.png|A standing low which moves foward
GGAC_ABA_fS_M.png|Do a little dance
</gallery>
</gallery>
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Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_ABA_fS-Hitbox.png
GGXXACPR_ABA_fS-Moroha-1-Hitbox.png
GGXXACPR_ABA_fS-Moroha-2-Hitbox.png
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==== ====
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Good range and acceptable speed. Will catch opponents off guard due to how far forward it moves. Safe on block.
In Moroha, excellent poke that begins to define Moroha's strengths. Two hits will allow it to stuff super armor or familiars that eat hits (Little Eddie, Zappa's Dog, Dizzy's Fish), and leads excellently into {{clr|4|5H}} or Rekka. Great move in neutral and overall. Unlike Normal, it hits mid and doesn't move ABA forward.
 
''1st hit causes very little knockback/pushback.''
 


[[GGACR/A.B.A/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
[[GGACR/A.B.A/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
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Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_ABA_5H.png|Spin him around, show him you care
GGAC_ABA_5H_M.png|Like the unsettling opening to a psychological horror
</gallery>
</gallery>
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Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_ABA_5H-1-Hitbox.png
GGXXACPR_ABA_5H-1-Hitbox-MM.png
GGXXACPR_ABA_5H-2-Hitbox.png
GGXXACPR_ABA_5H-2-Hitbox-MM.png
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==== ====
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A vital normal for Normal Mode ABA. It's got more range than anything else in her Normal toolkit and it's slow as hell, but it has ridiculous pushback and knocks down on CH. Cancels into bloodpack or combos into keygrab, and generally works in your favor on a trade.  
Moroha version is fantastic. Builds a ridiculous amount of guard bar on block, vacuums on the second hit, and with a gatling into {{clr|4|2H}}, you can keep the opponent close and get their guard bar flashing in about a second. This is excellent for pressure and is safe on block, making it particularly great against opponents without meterless reversals (there is a slight gap from this to {{clr|4|2H}}). However, the second hit will usually end the stagger if the first hit lands as CH. Its slow speed keeps it from being a good poke, but ABA has other options to lead into this.  
 


[[GGACR/A.B.A/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
[[GGACR/A.B.A/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
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==== ====
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A relatively fast {{clr|1|6P}}, good combo starter against jump-ins. Two hits. Gatling into whatever jump cancellable normal you want or just jump cancel this into whatever into Keygrab.
In Moroha, its hitbox is a little altered since the Key's head changes shape, but functions nearly identically to the Normal version.
 


[[GGACR/A.B.A/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|3|2S}}, {{clr|4|2H}}
[[GGACR/A.B.A/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|3|2S}}, {{clr|4|2H}}
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Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_ABA_6H.png|The Hail Mary
GGAC_ABA_6H_M.png|Eats up space all day
</gallery>
</gallery>
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Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_ABA_6H-1-Hitbox.png
GGXXACPR_ABA_6H-1-Moroha-Hitbox.png
GGXXACPR_ABA_6H-2-Hitbox.png
GGXXACPR_ABA_6H-2-Moroha-Hitbox.png
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==== ====
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A move just like ABA: A huge risk to throw out, but it comes with a 2.5x stun modifier, making it inflict CRAZY stun on CH. Land a counter, bloodpack or keygrab, land half a BnB, and watch them get dizzy. Since it hits at a slightly upwards angle, it makes for a ghetto AA and tags opponents out of airdashes. Careful though, you're asking for trouble if you whiff.
Has exceptional range, two hits, hits like a truck. Mostly sees use against people trying to low profile {{clr|3|f.S}} or {{clr|4|5H}} from far away. Landing it from max range won't combo into much and it has a horrid amount of whiff recovery, but will convert on an air hit into something like Butt/Engorgement.
Moroha version is exceptional range, two hits, hits like a truck. Mostly sees use against people trying to low profile {{clr|3|f.S}} or {{clr|4|5H}} from far away. Landing it from max range won't combo into much and it has a horrid amount of whiff recovery, but will convert on an air hit into something like Butt/Engorgement.


[[GGACR/A.B.A/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|6P}}, {{clr|4|5H}}
[[GGACR/A.B.A/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|6P}}, {{clr|4|5H}}
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Despite its decent nature, you probably won't use this much since you'll mostly be on the defensive in Normal Mode. If you land it, you should do a short air combo into Keygrab.
Moroha version is one frame faster and leads to Impossible Dust combos. Sometimes throwing out a slow overhead works.
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*Initial prorate 80%
*Initial prorate 80%


[[GGACR/A.B.A/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
 
[[GGACR/A.B.A/Frame_Data#Moroha_Mode|Moroha Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
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==== ====
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A low poke with alright range. Leads to {{clr|5|2D}} > Keygrab on hit.
A low poke with alright range. Leads to {{clr|5|2D}} > Keygrab on hit.
One of your only low attacks in Moroha, gets a slight damage boost; use it to start midscreen combos.


*Initial prorate 70%
*Initial prorate 70%


[[GGACR/A.B.A/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|3|c.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|2D}}
 
[[GGACR/A.B.A/Frame_Data#Moroha_Mode|Moroha Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
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Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_ABA_2S.png|A surprisingly good crouching uppercut
GGAC_ABA_2S_M.png|Actually rivaled by the Normal Mode version
</gallery>
</gallery>
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Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_ABA_2S-1-Hitbox.png
GGXXACPR_ABA_2S-Moroha-Hitbox.png
GGXXACPR_ABA_2S-2-Hitbox.png
</gallery>
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==== ====
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Fantastic hitbox makes this amazing anti-air, which leads to jump combo > Keygrab. Gains enough histun on CH, that it goes straight into Keygrab for an effortless transform. A pretty good Anti-Air even against ones with upper body invul, but having a crouching AA is a good utility. Moves ABA forward when used.
Moroha is 50% slower than Normal Mode, but it has '''big''' range and will probably eat most jump ins that are poorly spaced. On Counter Hit, you get all day to confirm into whatever. A good option.
*Untechable on air hit for 18F
*Floats opponent, fully untechable on CH.
*Untechable for 23F


[[GGACR/A.B.A/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|2|5K}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
[[GGACR/A.B.A/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}}
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Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_ABA_2H.png|Stop Exhibitioning
GGAC_ABA_2H_M.png|Ruins people who press buttons
</gallery>
</gallery>
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Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_ABA_2H-1-Hitbox.png
GGXXACPR_ABA_2H-1-Moroha-Hitbox.png
GGXXACPR_ABA_2H-2-Hitbox.png
GGXXACPR_ABA_2H-2-Moroha-Hitbox.png
GGXXACPR_ABA_2H-3-Hitbox.png
GGXXACPR_ABA_2H-3-Moroha-Hitbox.png
GGXXACPR_ABA_2H-4-Hitbox.png
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==== ====
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A slow attack with an oddly good hitbox, which stuffs things unexpectedly and will sometimes win against jump ins and moves behind her. Since it floats on hit, you can cancel into air combos > Keygrab.
One of the most oppressive normals in the game. As ABA is slightly airborne before going active, she is throw invulnerable, making for a good meaty. Guard Bars get ruined, it launches on hit, vacuums, is +2 on block, and has an FRC point just as the axe touches the ground for the 2nd hit, making it sickeningly good for applying pressure or baits. Awesome.
*1st floats and pulls opponent in on hit (untechable for 19F)
*1st hit forces opponent into crouching state on ground hit
*2nd hit groundbounces opponent (untechable for 35F)


[[GGACR/A.B.A/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|6P}}
[[GGACR/A.B.A/Frame_Data#Moroha_Mode|Gatling Options]]: {{clr|3|2S}}


'''Supplemental Frame Data:'''
'''Supplemental Frame Data:'''


Throw invincible 13~18F; FRC timing 20~22F
FRC timing 20~22F
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Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_ABA_2D.png|Your only other low
GGAC_ABA_2D_M.png|ABA asks Paracelsus to die for her. He's not really keen on that.
</gallery>
</gallery>
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Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_ABA_2D-Hitbox.png
GGXXACPR_ABA_2D-Moroha-Hitbox.png
</gallery>
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==== ====
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Pretty typical. You'll usually end ground strings with this, whatever they started with, into Keygrab. {{clr|2|2K}} is generally preferred for poking.
Meanwhile, in Morohaville, {{clr|5|2D}}'s range grows from standard to absurd. Near the corner, you can confirm into Rekka loops. At max range, you can use it to bait reversals, and include an OS by staggering Rekkas. It will convert on hit, but you'll be safe on whiff as long as you space it properly. Pretty good.
 
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==== ====
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Standard speed air jab with pretty piss poor range. Outside of air pressure or trying to win air exchanges, you won't see or use much of this.
Goku Moroha version is one frame faster, tying it with Order Sol and Justice for the fastest air jabs. Its range and hitbox doesn't rival those two, however.


[[GGACR/A.B.A/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}
[[GGACR/A.B.A/Frame_Data#Moroha_Mode|Moroha Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}
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==== ====
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Hits directly above A.B.A., which is good for intercepting opponents from below. Its horizontal hitbox is incredibly narrow though, and will probably whiff in most other situations.
In Moroha, not much better by itself even with a frame faster startup and 4 more points of damage, but works as a fuzzy after {{clr|3|j.S}}, leading to some disgusting results amongst {{clr|3|j.S}}'s other options.
*Floats opponent on hit (untechable on ground hit for 28F)
*Floats opponent on hit (untechable on ground hit for 28F)


[[GGACR/A.B.A/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}
[[GGACR/A.B.A/Frame_Data#Moroha_Mode|Moroha Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|5|j.D}}
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Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_ABA_jS.png|Your best friend
GGAC_ABA_jS_M.png|Your best friend on drugs
</gallery>
</gallery>
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Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_ABA_jS-1-Hitbox.png
GGXXACPR_ABA_jS-1-Moroha-Hitbox.png
GGXXACPR_ABA_jS-2-Hitbox.png
GGXXACPR_ABA_jS-2-Moroha-Hitbox.png
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==== ====
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Excellent move, and your best air normal. Works in generally all situations due to its speed and good hitbox.
Take everything great about Normal Mode {{clr|3|j.S}}. Double it. Give it a bunch of fuzzy guards. Make those fuzzies confirmable off of a safe jump. You now have Moroha {{clr|3|j.S}}.
 
Your standard setup for fuzzies is [{{clr|3|j.S}} > d{{clr|3|j.S}} > falling {{clr|4|j.H}} > land] and combo. These lead to BIG damage, upwards of 300+ depending on guard bar and available tension. Since it gatlings into {{clr|1|j.P}} or {{clr|2|j.K}}, you can Fuzzy Guard by doing  [{{clr|3|j.S}} > {{clr|2|j.K}}] or [{{clr|3|j.S}} > {{clr|1|j.P}}]. The latter isn't as useful since the hitstun on {{clr|1|j.P}} is still so tiny, but the possibilities from {{clr|3|j.S}} > {{clr|2|j.K}} are really gross. Knock an opponent down in the corner do [running {{clr|3|j.S}} > {{clr|2|j.K}} > d{{clr|3|j.S}} > {{clr|4|j.H}}]. Done properly, this is airtight, and if the opponent blocks low at any point, they're getting fuzzied. Other options include land > throw after the fuzzy, or do more {{clr|1|j.P}}s.
 
Another nice bonus is that {{clr|2|j.K}} CH launches opponents, meaning this setup is especially potent when their guard bar is flashing. Better still, you can autopilot the {{clr|3|j.S}} > {{clr|2|j.K}} > d{{clr|3|j.S}} > {{clr|4|j.H}} variation since it combos! Pretty sick.
 


[[GGACR/A.B.A/Frame_Data#Normal_Mode|Gatling Options]]: {{clr|1|j.P}}, {{clr|4|j.H}}
[[GGACR/A.B.A/Frame_Data#Moroha_Mode|Moroha Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|4|j.H}}, {{clr|5|j.D}}
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Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_ABA_jH.png|Get a Room
GGAC_ABA_jH_M.png|Seriously
</gallery>
</gallery>
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Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_ABA_jH-Hitbox.png
GGXXACPR_ABA_jH-1-Moroha-Hitbox.png
GGXXACPR_ABA_jH-2-Moroha-Hitbox.png
</gallery>
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==== ====
==== ====
Being active until landing makes {{clr|4|j.H}} a good jump-in, and it can cross up as well. Like some air normals that are similar, it can be IB'd and thrown on landing since it can't be gatling'd. The hitbox is tiny which makes it difficult to use in combos and requires good timing to use appropriately.
Huge hitbox, great for cross-ups, and on CH it ground slides into ludicrous damage despite its prorate. The built-in OS with airthrow doesn't do your opponents any favors either. People hate this move.


''Causes very little knockback/pushback.''
[[GGACR/A.B.A/Frame_Data#Moroha_Mode|Moroha Gatling Options]]: {{clr|5|j.D}}
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==== ====
==== ====
Nice horizontal range, but very slow. Works mainly as an early Anti-Air, but otherwise seldom used. If you manage to CH, you are gifted a wallbounce > free keygrab for your troubles.
Moroha version is vital ingredient in A.B.A.’s Orb loop BnB. This is faster, has longer range, and better hitstun than Normal Mode. However, it still doesn't have much use in neutral compared to A.B.A.'s other great aerials. This also wallbounces on counterhit, and has enough hitstun to combo into Keygrabs and dashing {{clr|3|j.S}}s for better conversions.</div>
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==== ====
Tosses them away a short enough distance to make Throw > (dash) > Keygrab fairly easy. Your best option if you land a grab.
Moroha and Goku Moroha version slams into a ground bounce on hit. Standard range, but easily leads into a lot of damage, especially with a raised Guard Bar. Tick throw with any fast normals ({{clr|1|5P}}, {{clr|1|2P}}, {{clr|2|2K}}) or after vacuuming them in with {{clr|4|5H}}.  
Moroha and Goku Moroha version slams into a ground bounce on hit. Standard range, but easily leads into a lot of damage, especially with a raised Guard Bar. Tick throw with any fast normals ({{clr|1|5P}}, {{clr|1|2P}}, {{clr|2|2K}}) or after vacuuming them in with {{clr|4|5H}}.  


*Causes wallbounce and knockdown in Normal Mode
*Causes ground bounce and knockdown in Moroha/Goku Moroha Mode
*Causes ground bounce and knockdown in Moroha/Goku Moroha Mode
*Forced prorate 50%
*Forced prorate 50%
Line 1,847: Line 1,862:
|}
|}
==== ====
==== ====
Though it has lengthy recovery and an unspectacular startup, it has a lot more invulnerabilty than usual and knocks down the opponent. A Dead Angle should always be in your mind considering ABA's nature for volatility. Never forget if you need to get them off of you. On regular hit, you can keygrab out of the knockdown. Curiously, keygrab seems to whiff when the Dead Angle counterhits.
The Moroha and Goku Moroha versions are faster than Normal Mode and causes wallbounce on hit. Useful if you're low on Moroha meter and under pressure so you can get them off of you, or to keep them in the corner, but don't go and get it baited. You can't really combo out of it on regular hit, but you can go for a tech trap afterwards. On counterhit, you can easily combo out of it as long as your back isn't to the corner for a nice, albeit heavily prorated, combo.
</div>
</div>
</div>
</div>
Line 1,998: Line 2,013:


This move acts as both a command throw and a strike. If from anywhere from frames 6-9, the opponent is in a throwable state and the move is in range, it will grab them. Afterwards, it will turn into a strike for the remainder of its active frames, meaning that the move can also be combo'd into. If the strike is blocked, however, it becomes very unsafe.
This move acts as both a command throw and a strike. If from anywhere from frames 6-9, the opponent is in a throwable state and the move is in range, it will grab them. Afterwards, it will turn into a strike for the remainder of its active frames, meaning that the move can also be combo'd into. If the strike is blocked, however, it becomes very unsafe.
When used in Moroha mode, Keygrab will instead heal ABA for 80% of the self inflicted damage she sustained. You'll want to go into this when comboing to end it, but specifically when your Moroha meter is close to empty: generally better to play it safe than sorry.


If the move initially lands as a throw, ABA can follow up with another keygrab, meaning that going into a raw throw keygrab will let you OTG another and go right back into Moroha mode if you were in it to start with. However, this double pickup doesn't work if the first lands as a strike, but ABA can instead do some combos that lead into Bloodpack FRC > re-Keygrab.
If the move initially lands as a throw, ABA can follow up with another keygrab, meaning that going into a raw throw keygrab will let you OTG another and go right back into Moroha mode if you were in it to start with. However, this double pickup doesn't work if the first lands as a strike, but ABA can instead do some combos that lead into Bloodpack FRC > re-Keygrab.
Line 2,009: Line 2,026:
*Opponent's burst is disabled on hit.
*Opponent's burst is disabled on hit.
*Can only be RC'd on block.
*Can only be RC'd on block.
</div>
</div>
===<big>Dragging</big> (Ken'in)===
<span class="input-badge">'''{{clr|1|236P}}'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_ABA_kenin.png|A good dodge with a lot of invuln
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_ABA-Slide-1-Hitbox.png
GGXXACPR_ABA-Slide-2-Hitbox.png
GGXXACPR_ABA-Slide-3-Hitbox.png
GGXXACPR_ABA-Slide-4-Hitbox.png
GGXXACPR_ABA-Slide-5-Hitbox.png
GGXXACPR_ABA-Slide-6-Hitbox.png
GGXXACPR_ABA-Slide-7-Hitbox.png
GGXXACPR_ABA-Slide-8-Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="A.B.A" and input="236P[m]"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
==== ====
Vitally useful. An evasive slide, A.B.A. becomes '''very''' low-profile when executing this move, making it great for sliding under anticipated pokes for a throw > Keygrab. You can even slide under stuff like {{clr|1|2P}}s or Robo-Ky’s knee bazooka! Just beware of lows/being thrown before the slide is over. Has an FRC point just as A.B.A. tucks herself inward, which can be used as a last resort to cancel the slide if baited, or to bait your opponent into attempting a punish.
;Supplemental Frame Data:
*FRC timing 11~13F.
</div>
</div>
===<big>Retribution</big> (Shoukyaku)===
<span class="input-badge">'''{{clr|2|236K}}'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_ABA_shoukyaku.png|It's not Millia, but it'll work.
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_ABA_Retribution-Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="A.B.A" and input="236K[m]"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
==== ====
Very long range, hits overhead. Throw and feet invincible mid kick, making for a good meaty. Has a strangely late FRC point, making blocked attempts safe or starting gimmicks. Causes a nice stagger on CH, giving you free Keygrab. Slightly unsafe on block if not FRC’d. Can also be used in place of the 3rd Rekka.
;Supplemental Frame Data:
*Staggers opponent on CH (Max 69F)
*FRC timing 28~30F.
</div>
</div>
===<big>Avoidance</big> (Kihi)===
<span class="input-badge">'''{{clr|4|236H}}'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_ABA_kihi.png|Slit your wrist for a projectile...wait, what the hell is this thing made of?
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="A.B.A" and input="236H[m]"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
==== ====
A very slow-starting projectile, its slow movement speed and bulky hitbox make it take up quite a bit of spacing, and make it difficult to avoid. After ending a Moroha combo with an air Keygrab, you can toss this out upon landing for a good oki tool. If you have 25%, you can FRC just as the projectile appears and Bloodpack for an almost entirely safe transformation back into Moroha.
It's not guaranteed to come out if you get hit, but you'll sometimes get away with it in neutral to give your opponent something to deal with while you sneak in a quick Bloodpack.
;Supplemental Frame Data:
*FRC timing 23~24F;
*Attack is guaranteed to activate after 23F.
</div>
</div>
===<big>Injecting</big> (Shousei)===
<span class="input-badge">'''{{clr|1|63214P}}'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_ABA_shousei.png|Just like going back to character select, except without restarting the match and with some questionable tastiness
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="A.B.A" and input="63214P[m]"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
==== ====
Bloodpack. Burning one bag will put ABA into Moroha Mode without having to land a combo or Keygrab.
This is just as important as Keygrab, as it guarantees transformation on frame 23. Don't do this point blank, save it for after you land a far knockdown or blowback, or if you're feeling ballsy and want to use the very late, very short invul to go through something like Slidehead.
;Supplemental Frame Data:
*Consumes a blood pack on 20F and changes ABA to Moroha mode.
</div>
</div>
</div>
</div>

Revision as of 20:26, 9 October 2021

GGACR ABA Normal Icon.png Normal
GGACR ABA Moroha Icon.png Moroha
GGACR ABA Goku Moroha Icon.png Goku Moroha

Normal Moves

5P

5K

c.S

f.S

5H

6P

6H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
53 Mid 18 9 25 -15 5

A move just like ABA: A huge risk to throw out, but it comes with a 2.5x stun modifier, making it inflict CRAZY stun on CH. Land a counter, bloodpack or keygrab, land half a BnB, and watch them get dizzy. Since it hits at a slightly upwards angle, it makes for a ghetto AA and tags opponents out of airdashes. Careful though, you're asking for trouble if you whiff. Moroha version is exceptional range, two hits, hits like a truck. Mostly sees use against people trying to low profile f.S or 5H from far away. Landing it from max range won't combo into much and it has a horrid amount of whiff recovery, but will convert on an air hit into something like Butt/Engorgement.

Gatling Options: 6P, 5H

5D

2P

2K

2S

2H

2D

j.P

j.K

j.S

j.H

j.D

Universal Mechanics

Ground Throw

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
40 45 pixels

Tosses them away a short enough distance to make Throw > (dash) > Keygrab fairly easy. Your best option if you land a grab.

Moroha and Goku Moroha version slams into a ground bounce on hit. Standard range, but easily leads into a lot of damage, especially with a raised Guard Bar. Tick throw with any fast normals (5P, 2P, 2K) or after vacuuming them in with 5H.

  • Causes wallbounce and knockdown in Normal Mode
  • Causes ground bounce and knockdown in Moroha/Goku Moroha Mode
  • Forced prorate 50%

Air Throw

Dead Angle Attack

Specials

Moves are listed first by their entry in the in-game english move list, then by their Japanese name. Values in [ ] represent when A.B.A. is in Goku Moroha Mode

Deletion (Masshou)

236S

Ruin (Fukumetsu)

Deletion -> 46S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
26 Mid 6 3 19 -8 3

Possible to frame trap after a blocked first Rekka, but the gap is bigger than one frame, so exercise caution. Staggers on hit, but it’s pretty wimpy in Normal Mode and requires an RC to take advantage of with anything other than 3rd Rekka unless they’re asleep, and spending 50% on something they can probably still shake out of is a big gamble.

Supplemental Frame Data
  • forces crouching state on ground hit and staggers (Max 30F)
  • Untechable for 35F on air hit
  • Can cancel into followup from 10F onwards

Condemnation (Dangoku)

Ruin -> 63214S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
38 Mid 14 3 31 -15 5

Has a gap from 2nd to 3rd rekka which can be reversal'd through and is horribly unsafe, But on the plus side, this has an FRC just as the key touches the ground, making it safe and able to followup on hit, where it groundslides.

Your standard Normal to Moroha Mode BnB is [xx > Rekkas > FRC > dash > 5H > Keygrab]. In the corner, you can substitute 5H with 6H. The groundslide is long enough that you may be able to combo off of it meterless in given situations, particularly in the corner.


Moroha versions gain even more groundslide time, leading to Rekka Loops [Rekka series, max delay the 3rd Rekka] x (2-3). Gives ABA more conversion options, such as out of corner 2D.

Supplemental Frame Data
  • FRC timing 14~15F (Goku Moroha version 14~17F)
  • Slides opponent on hit (untechable for 60F, slides for 40F)
  • Opponent's Burst is disabled on hit

Bonding (Ketsugou)

63214H (Air OK)

Template:CargoBodyWithName-GGACRTemplate:CargoBodyWithName-GGACR
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level

Keygrab. The most important move in your arsenal. Your top priority is to land or combo into this in Normal Mode, as it'll knock down, do some damage, and transform ABA into Moroha Mode.

This move acts as both a command throw and a strike. If from anywhere from frames 6-9, the opponent is in a throwable state and the move is in range, it will grab them. Afterwards, it will turn into a strike for the remainder of its active frames, meaning that the move can also be combo'd into. If the strike is blocked, however, it becomes very unsafe.

If the move initially lands as a throw, ABA can follow up with another keygrab, meaning that going into a raw throw keygrab will let you OTG another and go right back into Moroha mode if you were in it to start with. However, this double pickup doesn't work if the first lands as a strike, but ABA can instead do some combos that lead into Bloodpack FRC > re-Keygrab.

  • Listed Recovery is for when the move is blocked. On hit the recovery is 38F.
  • Listed Startup and Active frames is for the strike portion.
  • The throw part has Damage 10, Startup 9F, active 1F.
  • Changes ABA's mode on hit (Normal changes to Moroha, Moroha and Goku Moroha change back to Normal).
  • Knocks down opponent on hit.
  • ABA in CH state during move.
  • Opponent's burst is disabled on hit.
  • Can only be RC'd on block.

Dragging (Ken'in)

236P

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
Total 28 1~2F Above Knees
3~25F Above Feet

Vitally useful. An evasive slide, A.B.A. becomes very low-profile when executing this move, making it great for sliding under anticipated pokes for a throw > Keygrab. You can even slide under stuff like 2Ps or Robo-Ky’s knee bazooka! Just beware of lows/being thrown before the slide is over. Has an FRC point just as A.B.A. tucks herself inward, which can be used as a last resort to cancel the slide if baited, or to bait your opponent into attempting a punish.

Supplemental Frame Data
  • FRC timing 11~13F.

Retribution (Shoukyaku)

236K

Avoidance (Kihi)

236H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
11 All 35 18 Total 40 +18 2

A very slow-starting projectile, its slow movement speed and bulky hitbox make it take up quite a bit of spacing, and make it difficult to avoid. After ending a Moroha combo with an air Keygrab, you can toss this out upon landing for a good oki tool. If you have 25%, you can FRC just as the projectile appears and Bloodpack for an almost entirely safe transformation back into Moroha.

It's not guaranteed to come out if you get hit, but you'll sometimes get away with it in neutral to give your opponent something to deal with while you sneak in a quick Bloodpack.

Supplemental Frame Data
  • FRC timing 23~24F;
  • Attack is guaranteed to activate after 23F.

Injecting (Shousei)

63214P

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
Total 38 19~22F All
23F Strike

Bloodpack. Burning one bag will put ABA into Moroha Mode without having to land a combo or Keygrab. This is just as important as Keygrab, as it guarantees transformation on frame 23. Don't do this point blank, save it for after you land a far knockdown or blowback, or if you're feeling ballsy and want to use the very late, very short invul to go through something like Slidehead.

Supplemental Frame Data
  • Consumes a blood pack on 20F and changes ABA to Moroha mode.

Force Breaks

FB Dragging (Ken'in)

236D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
Total 26 1~End All

The best move in Normal Mode. Just like regular slide, except it's entirely invincible for its full duration, and thus completely unpunishable except against those who throw on the first frame it ends.

It will evade oki, including meaty setups. It will slide through moves and supers, even stuff like Raoh’s Bellows Malice, for easy Keygrabs. It has a huge FRC point on 9-23F, which is highly useful in certain situations since you can FRC to choose which side of the opponent A.B.A will appear on, or to buffer into a surprise Keygrab. A 25% "reversal" option never looked so good.

Supplemental Frame Data
  • Can pass through opponent from 3F until end of move;
  • FRC timing 9~23F.


Overdrive Attacks

Evidence: Concealment (Shouko: Intoku)

632146H

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
1st hit
632146H
68 Mid 9+10 6 34 -14 1~14F All
15~22F Throw, Above Feet
23~49F Low Profile
5
2nd hit
1st hit -> 236H
68 Mid 23 6 34 -14 19~26F Above Feet
27~53F Low Profile
5
3rd hit
2nd hit -> 236H
108 Mid 23 6 34 -14 19~26F Above Feet
27~53F Low Profile
5

Despite not having full invul until startup, it can kind of work as a reversal, sometimes. Better for damage if you can actually land a kill combo in normal mode, or delay the followup hits into a frametrap. It also has FRC points on every hit, in case you want to extend into pressure or make it safe. Only works in normal mode.

Supplemental Frame Data
  • Floats opponent on hit (untechable for 58F)
  • Forced prorate 50%
  • Fully invincible 1F~5F after super flash; Above feet and throw invincible 6-13F after super flash; Low profile 14~33F after super flash;
  • Hitstop 7F;
  • FRC timing 10~13F after super flash;
  • Can cancel into Shouko: Intoku (2nd hit) 1~34F after super flash.

It's probably best to cancel into the followup hit this most of the time since it'll push the opponent back and make the move safer despite being -26.

Supplemental Frame Data: Above feet invincible 22~29F; Low profile 30~49F; Hitstop 7F; FRC timing 26~29F; Can cancel into Shouko: Intoku (3rd hit) 1~26F.


No longer unblockable, probably much to your dismay. Be careful as this third hit's startup is particularly slow, which is good for frametraps, but horrible if blocked.

  • Floats opponent on hit (untechable for 58F)
  • Forced prorate 50%
Supplemental Frame Data
  • Above feet invincible 35~42F; Low profile 43~62F;
  • Hitstop 7F;
  • FRC timing 39~42F.

Evidence: Destruction (Shouko: Inmetsu)

j.632146P

Normal Moves

5P

5K

c.S

f.S

5H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
30, 20 Mid 15 5(6)2 12 0 5, 3

Moroha version is fantastic. Builds a ridiculous amount of guard bar on block, vacuums on the second hit, and with a gatling into 2H, you can keep the opponent close and get their guard bar flashing in about a second. This is excellent for pressure and is safe on block, making it particularly great against opponents without meterless reversals (there is a slight gap from this to 2H). However, the second hit will usually end the stagger if the first hit lands as CH. Its slow speed keeps it from being a good poke, but ABA has other options to lead into this.


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

6P

6H

5D

2P

2K

2S

2H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
28×2 Mid 17 3,11 6 +2 13~18F Throw 5

One of the most oppressive normals in the game. As ABA is slightly airborne before going active, she is throw invulnerable, making for a good meaty. Guard Bars get ruined, it launches on hit, vacuums, is +2 on block, and has an FRC point just as the axe touches the ground for the 2nd hit, making it sickeningly good for applying pressure or baits. Awesome.

  • 1st hit forces opponent into crouching state on ground hit
  • 2nd hit groundbounces opponent (untechable for 35F)

Gatling Options: 2S

Supplemental Frame Data:

FRC timing 20~22F

2D

j.P

j.K

j.S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
33 High/Air 10 5 12 4

Take everything great about Normal Mode j.S. Double it. Give it a bunch of fuzzy guards. Make those fuzzies confirmable off of a safe jump. You now have Moroha j.S.

Your standard setup for fuzzies is [j.S > dj.S > falling j.H > land] and combo. These lead to BIG damage, upwards of 300+ depending on guard bar and available tension. Since it gatlings into j.P or j.K, you can Fuzzy Guard by doing [j.S > j.K] or [j.S > j.P]. The latter isn't as useful since the hitstun on j.P is still so tiny, but the possibilities from j.S > j.K are really gross. Knock an opponent down in the corner do [running j.S > j.K > dj.S > j.H]. Done properly, this is airtight, and if the opponent blocks low at any point, they're getting fuzzied. Other options include land > throw after the fuzzy, or do more j.Ps.

Another nice bonus is that j.K CH launches opponents, meaning this setup is especially potent when their guard bar is flashing. Better still, you can autopilot the j.S > j.K > dj.S > j.H variation since it combos! Pretty sick.


Moroha Gatling Options: j.P, j.K, j.H, j.D

j.H

j.D

Universal Mechanics

Ground Throw

Air Throw

Dead Angle Attack

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
DAA[m] 28 Mid 10 2(2)2 25 -12 1~15F All
16~27F Throw
3

The Moroha and Goku Moroha versions are faster than Normal Mode and causes wallbounce on hit. Useful if you're low on Moroha meter and under pressure so you can get them off of you, or to keep them in the corner, but don't go and get it baited. You can't really combo out of it on regular hit, but you can go for a tech trap afterwards. On counterhit, you can easily combo out of it as long as your back isn't to the corner for a nice, albeit heavily prorated, combo.

Specials

Moves are listed first by their entry in the in-game english move list, then by their Japanese name. Values in [ ] represent when A.B.A. is in Goku Moroha Mode

Deletion (Masshou)

236S

Ruin (Fukumetsu)

Deletion -> 46S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
28 Mid 6 3 19 -8 3

Possible to frame trap after a blocked first Rekka, but the gap is bigger than one frame, so exercise caution. Staggers on hit, but it’s pretty wimpy in Normal Mode and requires an RC to take advantage of with anything other than 3rd Rekka unless they’re asleep, and spending 50% on something they can probably still shake out of is a big gamble.

Supplemental Frame Data
  • forces crouching state on ground hit and staggers (Max 30F)
  • Untechable for 35F on air hit
  • Can cancel into followup from 10F onwards

Condemnation (Dangoku)

Ruin -> 63214S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
42 Mid 14 3 28 -12 5

Has a gap from 2nd to 3rd rekka which can be reversal'd through and is horribly unsafe, But on the plus side, this has an FRC just as the key touches the ground, making it safe and able to followup on hit, where it groundslides.

Your standard Normal to Moroha Mode BnB is [xx > Rekkas > FRC > dash > 5H > Keygrab]. In the corner, you can substitute 5H with 6H. The groundslide is long enough that you may be able to combo off of it meterless in given situations, particularly in the corner.


Moroha versions gain even more groundslide time, leading to Rekka Loops [Rekka series, max delay the 3rd Rekka] x (2-3). Gives ABA more conversion options, such as out of corner 2D.

Supplemental Frame Data
  • FRC timing 14~15F (Goku Moroha version 14~17F)
  • Slides opponent on hit (untechable for 60F, slides for 40F)
  • Opponent's Burst is disabled on hit

Bonding (Ketsugou)

63214H (Air OK)

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Function: CargoSQLQuery::run Query: SELECT `cargo__MoveData_GGACR`.`_pageID` AS `cargo_backlink_page_id_MoveData_GGACR`,`input` AS `name`,`damage` AS `damage`,`guard` AS `guard`,`startup` AS `startup`,`active` AS `active`,`recovery` AS `recovery`,`onBlock` AS `onBlock`,`invuln` AS `invuln`,`level` AS `level` FROM `cargo__MoveData_GGACR` WHERE chara="A.B.A" and (input="63214H" or input="j.63214H"[m]) ORDER BY `_ID` LIMIT 100

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level

Keygrab. The most important move in your arsenal. Your top priority is to land or combo into this in Normal Mode, as it'll knock down, do some damage, and transform ABA into Moroha Mode.

This move acts as both a command throw and a strike. If from anywhere from frames 6-9, the opponent is in a throwable state and the move is in range, it will grab them. Afterwards, it will turn into a strike for the remainder of its active frames, meaning that the move can also be combo'd into. If the strike is blocked, however, it becomes very unsafe.

When used in Moroha mode, Keygrab will instead heal ABA for 80% of the self inflicted damage she sustained. You'll want to go into this when comboing to end it, but specifically when your Moroha meter is close to empty: generally better to play it safe than sorry.

If the move initially lands as a throw, ABA can follow up with another keygrab, meaning that going into a raw throw keygrab will let you OTG another and go right back into Moroha mode if you were in it to start with. However, this double pickup doesn't work if the first lands as a strike, but ABA can instead do some combos that lead into Bloodpack FRC > re-Keygrab.

  • Listed Recovery is for when the move is blocked. On hit the recovery is 38F.
  • Listed Startup and Active frames is for the strike portion.
  • The throw part has Damage 10, Startup 9F, active 1F.
  • Changes ABA's mode on hit (Normal changes to Moroha, Moroha and Goku Moroha change back to Normal).
  • Knocks down opponent on hit.
  • ABA in CH state during move.
  • Opponent's burst is disabled on hit.
  • Can only be RC'd on block.

Force Breaks

FB Dragging (Ken'in)

236D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
18, 10×5 All 51 1(3)×5,1 Total 38 +45 7~11F, 20~22F Above Knees
12~19F Upper Body
2

The best move in Normal Mode. Just like regular slide, except it's entirely invincible for its full duration, and thus completely unpunishable except against those who throw on the first frame it ends.

It will evade oki, including meaty setups. It will slide through moves and supers, even stuff like Raoh’s Bellows Malice, for easy Keygrabs. It has a huge FRC point on 9-23F, which is highly useful in certain situations since you can FRC to choose which side of the opponent A.B.A will appear on, or to buffer into a surprise Keygrab. A 25% "reversal" option never looked so good.

Supplemental Frame Data
  • Can pass through opponent from 3F until end of move;
  • FRC timing 9~23F.


Overdrive Attacks

Evidence: Concealment (Shouko: Intoku)

632146H

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
1st hit
632146H

No results

2nd hit
1st hit -> 236H

No results

3rd hit
2nd hit -> 236H

No results

Despite not having full invul until startup, it can kind of work as a reversal, sometimes. Better for damage if you can actually land a kill combo in normal mode, or delay the followup hits into a frametrap. It also has FRC points on every hit, in case you want to extend into pressure or make it safe. Only works in normal mode.

Supplemental Frame Data
  • Floats opponent on hit (untechable for 58F)
  • Forced prorate 50%
  • Fully invincible 1F~5F after super flash; Above feet and throw invincible 6-13F after super flash; Low profile 14~33F after super flash;
  • Hitstop 7F;
  • FRC timing 10~13F after super flash;
  • Can cancel into Shouko: Intoku (2nd hit) 1~34F after super flash.

It's probably best to cancel into the followup hit this most of the time since it'll push the opponent back and make the move safer despite being -26.

Supplemental Frame Data: Above feet invincible 22~29F; Low profile 30~49F; Hitstop 7F; FRC timing 26~29F; Can cancel into Shouko: Intoku (3rd hit) 1~26F.


No longer unblockable, probably much to your dismay. Be careful as this third hit's startup is particularly slow, which is good for frametraps, but horrible if blocked.

  • Floats opponent on hit (untechable for 58F)
  • Forced prorate 50%
Supplemental Frame Data
  • Above feet invincible 35~42F; Low profile 43~62F;
  • Hitstop 7F;
  • FRC timing 39~42F.

Evidence: Destruction (Shouko: Inmetsu)

j.632146P

Altercation (Henshitsu)

in Moroha Mode: 6321463214S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
10 Mid 15+2 3 26 +5 1~15F All 5

"Goku Moroha," or just Moroha mode on steroids. At the price of 50% tension and a single bloodpack, A.B.A. will glow blue and replenish her Moroha meter. In this state, her mobility nearly doubles, her gatling limitations get thrown out the window, moves get safer and/or faster, she gets more FRCs, an extra airdash, her FRC windows are widened by ~2 frames, and some moves get jump cancels. You can cancel into this super from anything grounded, gifting ABA a ridiculous frame trap option nearly any time she's on the ground.

Goku Moroha's activation is ludicrous in itself. It's invincible from frames 1-15, staggers on grounded hit and wallbounces/knocks down airborne opponents, and it cannot be interrupted. Let them know fear.

  • Staggers opponent on ground hit (Max 32F).
  • Wallbounces opponent on air hit (untechable for 50F).
  • Cannot be interrupted.
  • Can pass through projectiles.
  • Can be cancelled from any move except aerial moves, Ketsugou, Houshoku and Konzetsu.
  • Puts A.B.A into Goku Moroha mode and fills Moroha gauge to 100%.
  • ABA regains 80% of the self-inflicted damage generated by Moroha mode.



Instant Kill

Darkness of Ignorance (Muchi no Yami)

During IK Mode: 236236H