User:PrivateTarkus/sandbox: Difference between revisions

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{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}
======<span style="visibility:hidden;font-size:0">Overview</span>======
{{Overview
|overview= ABA has the potential to be downright terrifying.
ABA is a pure Risk/Reward character who switches between two modes: one which might be the worst character in the game, and one which is probably the best. She starts in '''Normal Mode''', as slow, plodding, and generally incapable. When she lands a Keygrab or consumes a bloodpack while in this mode, however, she enters '''Moroha mode''' (lit. '''Double-Edge Mode'''). Wherein, she gains a massive shift in the strength of her attacks, her overall speed, her pressure and ability to crank the guard bar, and several other bonuses which turn her from listless to livid, making her extremely frightening to deal with. ABA is generally uncommon enough a character that many players have trouble dealing with her overwhelming options.
This comes at a cost, however. In Moroha, ABA's attacks will drain her own health whenever they contact an opponent, on hit or block. She also has an active Moroha meter, which will slowly drain towards empty, and will lose about 30% every time she is knocked down and goes into a wakeup animation. When the meter empties, she exits Moroha mode in a very vulnerable stance, making her quite susceptible to eating a full combo or being Instant Killed, more than any other character. She can avoid this vulnerabilty, and regain some of her self-inflicted damage, by exiting Moroha manually by: landing another keygrab, consuming a bloodpack, or entering Goku Moroha, one of the greatest install supers ever designed which buffs her into an extremely powered up version of regular Moroha. With this many options, ABA can be fairly obtuse to learn, and despite her relatively low execution barrier, she can be crippled by inexperienced hands, but crippling under those who fully understand her risk/reward game.
|lore= A homunculus who spent most of her developing years literally trapped in the darkness, she fights with a giant key named Paracelcus (who is sentient and who A.B.A is infatuated with) and is voiced by the guy who directs BlazBlue.
|summary= is a character who balances Risk/Reward to manage two modes; Normal Mode, which is slow and weak, and Moroha Mode, which has incredible offensive prowess at the cost of draining her health whenever her attacks hit an opponent.
|pros=
* '''Polarizing alternate mode:''' Moroha Mode possesses high mobility, powerful pressure and mixups, decent pokes and solid damage.
* '''Versatile''': Decent utility with her keygrab enabling a free mode switch, and has good meterless conversion with her metered options taking it further.
* '''Very high defense rating:''' Able to tank plenty of hits in spite of her HP drain mechanic in Moroha Mode.
* '''Clutch awakening mode/install:''' Goku Moroha makes her even stronger and can save her from leaving Moroha mode automatically.
* '''Danzai:''' Access to one of the most invalidating and combo-able tools in the game.
|cons=
* '''Precarious roundstart:''' Starts in Normal Mode, which possesses bad mobility and awkward normals in terms of range.
* '''Name of other mode fits to a tee:''' Moroha Mode can cripple her life lead if not managed properly enough.
* '''Limited unique resource:''' Needs bloodpacks to enter Moroha mode without a combo.
* '''Meter dependent:''' Somewhat meter-reliant for more damage/better setups, in spite of being okay without it.
* '''Moroha Mode exit animation has notable lag:''' Very susceptible to being Instant Killed if played improperly, making her massively susceptible to planned knockdowns.
|unique_mechanic1_name= Moroha Modes
|unique_mechanic1= A.B.A starts every round in her Normal mode.
A.B.A can switch to her Moroha/Double-Edge Mode by either successfully hitting the opponent with Bonding (keygrab) or by using Injecting (bloodpack). While in Moroha mode, all of A.B.A's normals and specials are significantly changed for the better, but she must manage a constantly depleting unique meter, and she will inflict self damage on hit. A.B.A also has access to an improved version of this mode called Goku Moroha (Extreme Double-Edge) Mode via the use of one of her overdrives.
|unique_mechanic2_name= Blood Packs
|unique_mechanic2= A.B.A starts each round with a limited resource known as Blood Packs.
Blood packs can be used as a supplement to her Moroha modes and allow her to manually enter the mode without a combo.
}}
{{FP Box|header=Guilty Bits Character Intro
|content={{Centerdiv}}<div class="fpvideo">{{#ev:youtube|bsIPfBzp5O4|450}}{{Closediv}}{{Closediv}}
}}
<div class="movelist-toggles">
<div class="movelist-toggles">
<div id="movelist-toggle-1" class="movelist-toggle-button">[[File:GGACR_ABA_Normal_Icon.png|link=|32x32px]] Normal</div>
<div id="movelist-toggle-1" class="movelist-toggle-button">[[File:GGACR_ABA_Normal_Icon.png|link=]] Normal</div>
<div id="movelist-toggle-2" class="movelist-toggle-button">[[File:GGACR_ABA_Moroha_Icon.png|link=]] Moroha</div>
<div id="movelist-toggle-2" class="movelist-toggle-button">[[File:GGACR_ABA_Moroha_Icon.png|link=]] Moroha</div>
<div id="movelist-toggle-3" class="movelist-toggle-button">[[File:GGACR_ABA_Goku_Moroha_Icon.png|link=]] Goku Moroha</div>
<div id="movelist-toggle-3" class="movelist-toggle-button">[[File:GGACR_ABA_Goku_Moroha_Icon.png|link=]] Goku Moroha</div>
</div>
</div>
==Overdrive Attacks==
==Normal Moves==
<div id="movelist-1" class="movelist">
<div id="movelist-1" class="movelist">
===<big>Evidence: Concealment</big> (Shouko: Intoku)===
<span class="input-badge">'''{{clr|4|632146H}}'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_ABA_shoukoIntoku.png|ABA keeps threatening to get a lawyer, but then she conceals evidence
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">


</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR|version=yes}}
|-
{{AttackVersion|name=1st hit|subtitle={{clr|4|632146H}}}}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="A.B.A" and input="632146H"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|-
{{AttackVersion|name=2nd hit|subtitle=1st hit -> {{clr|4|236H}}}}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="A.B.A" and input="632146H > 236H"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|-
{{AttackVersion|name=3rd hit|subtitle=2nd hit -> {{clr|4|236H}}}}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="A.B.A" and input="632146H > 236H > 236H"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
==== ====
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:
<div id="movelist-2" class="movelist">
*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.
</div>


'''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.''
<div id="movelist-3" class="movelist">


----
</div>
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:
<!--------------------- Tabber End --------------------------------->
*Above feet invincible 35~42F; Low profile 43~62F;
*Hitstop 7F;
*FRC timing 39~42F.
</div>
</div>
<div class="movelist-toggles">
<div id="movelist-toggle-1" class="movelist-toggle-button">[[File:GGACR_ABA_Normal_Icon.png|link=]] Normal</div>
<div id="movelist-toggle-2" class="movelist-toggle-button">[[File:GGACR_ABA_Moroha_Icon.png|link=]] Moroha</div>
<div id="movelist-toggle-3" class="movelist-toggle-button">[[File:GGACR_ABA_Goku_Moroha_Icon.png|link=]] Goku Moroha</div>
</div>
</div>
==Universal Mechanics==
<div id="movelist-1" class="movelist">


===<big>Evidence: Destruction</big> (Shouko: Inmetsu)===
<span class="input-badge">'''{{clr|1|j.632146P}}'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_ABA_ouro.png|Kind of like RTL, except awful.
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_ABA_Inmentsu-Hitbox.png
</gallery>
</tabber>
</div>
</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="j.632146P"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
Has two frames of invincible startup, and that's about the only thing this move has going for it. You can end air combos with it if it'll kill, but otherwise save your tension for better things.


*Floats opponent on hit (untechable for 34F)
<div id="movelist-2" class="movelist">
*Can hit up to a maximum of 4 times
 
</div>
</div>
<div id="movelist-3" class="movelist">
</div>
</div>


<!--------------------- Tabber End --------------------------------->
</div>
<div class="movelist-toggles">
<div id="movelist-toggle-1" class="movelist-toggle-button">[[File:GGACR_ABA_Normal_Icon.png|link=]] Normal</div>
<div id="movelist-toggle-2" class="movelist-toggle-button">[[File:GGACR_ABA_Moroha_Icon.png|link=]] Moroha</div>
<div id="movelist-toggle-3" class="movelist-toggle-button">[[File:GGACR_ABA_Goku_Moroha_Icon.png|link=]] Goku Moroha</div>
</div>
==Special Moves==
<div id="movelist-1" class="movelist">


</div>
</div>
<div id="movelist-2" class="movelist">
<div id="movelist-2" class="movelist">
===<big>Evidence: Destruction</big> (Shouko: Inmetsu)===
 
<span class="input-badge">'''{{clr|1|j.632146P}}'''</span>
</div>
<div class="attack-container">
 
<div class="attack-gallery">
<div id="movelist-3" class="movelist">
<tabber>
 
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_ABA_ouro.png|Kind of like RTL, except awful.
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_ABA_Inmentsu-Hitbox.png
</gallery>
</tabber>
</div>
</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="j.632146P[m]"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
Has two frames of invincible startup, and that's about the only thing this move has going for it. You can end air combos with it if it'll kill, but otherwise save your tension for better things.


*Floats opponent on hit (untechable for 34F)
<!--------------------- Tabber End --------------------------------->
*Can hit up to a maximum of 4 times
</div>
</div>
<div class="movelist-toggles">
<div id="movelist-toggle-1" class="movelist-toggle-button">[[File:GGACR_ABA_Normal_Icon.png|link=]] Normal</div>
<div id="movelist-toggle-2" class="movelist-toggle-button">[[File:GGACR_ABA_Moroha_Icon.png|link=]] Moroha</div>
<div id="movelist-toggle-3" class="movelist-toggle-button">[[File:GGACR_ABA_Goku_Moroha_Icon.png|link=]] Goku Moroha</div>
</div>
</div>
==Force Breaks==
<div id="movelist-1" class="movelist">
</div>
<div id="movelist-2" class="movelist">


===<big>Altercation</big> (Henshitsu)===
<span class="input-badge">'''in Moroha Mode: {{clr|3|6321463214S}}'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_ABA_henshitsu.png|"Time to send you to Hell"
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_ABA_Moroha-Altercation-Hitbox.png
</gallery>
</tabber>
</div>
</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="6321463214S"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
==== ====
"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.
<div id="movelist-3" class="movelist">
 
</div>


*Staggers opponent on ground hit (Max 32F).
<!--------------------- Tabber End --------------------------------->
*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.
</div>
</div>
<div class="movelist-toggles">
<div id="movelist-toggle-1" class="movelist-toggle-button">[[File:GGACR_ABA_Normal_Icon.png|link=]] Normal</div>
<div id="movelist-toggle-2" class="movelist-toggle-button">[[File:GGACR_ABA_Moroha_Icon.png|link=]] Moroha</div>
<div id="movelist-toggle-3" class="movelist-toggle-button">[[File:GGACR_ABA_Goku_Moroha_Icon.png|link=]] Goku Moroha</div>
</div>
==Overdrive Attacks==
<div id="movelist-1" class="movelist">
</div>
</div>
<div id="movelist-2" class="movelist">


</div>
</div>
<div id="movelist-3" class="movelist">
<div id="movelist-3" class="movelist">
===<big>Evidence: Destruction</big> (Shouko: Inmetsu)===
 
<span class="input-badge">'''{{clr|1|j.632146P}}'''</span>
</div>
 
<!--------------------- Tabber End --------------------------------->
</div>
 
==Instant Kill==
===<big>Darkness of Ignorance</big> (Muchi no Yami)===
<span class="input-badge">'''During IK Mode: {{clr|4|236236H}}'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 199: Line 143:
Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_ABA_ouro.png|Kind of like RTL, except awful.
GGAC_ABA_IK.png|Lock the Door, Throw away the Key
</gallery>
</gallery>
|-|
|-|
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_ABA_Inmentsu-Hitbox.png
</gallery>
</gallery>
</tabber>
</tabber>
Line 214: Line 157:
{{#cargo_query:tables=MoveData_GGACR
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="A.B.A" and input="j.632146P[m]"
|where=chara="A.B.A" and type="instantkill" and input="236236H"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
|}
==== ====
==== ====
Has two frames of invincible startup, and that's about the only thing this move has going for it. You can end air combos with it if it'll kill, but otherwise save your tension for better things.
Don't, actually. Nobody likes a divorce.
 
</div>
*Floats opponent on hit (untechable for 34F)
*Can hit up to a maximum of 4 times
</div>
</div>
</div>
</div>


</div>
==Colors==
{{GGACRColors|Size=120|Character=A.B.A}}
{{clear}}
 
==External References==
==Navigation==
{{#lst:{{PAGENAME}}/Data|Links}}
{{notice|To edit frame data, edit values in [[GGACR/A.B.A/Data]].}}
{{Navbar-GGACR}}
[[Category:Guilty Gear XX Accent Core + R]]
[[Category:A.B.A]]

Revision as of 22:02, 9 October 2021

PrivateTarkus/sandbox/Data

Overview
Overview

ABA has the potential to be downright terrifying.

ABA is a pure Risk/Reward character who switches between two modes: one which might be the worst character in the game, and one which is probably the best. She starts in Normal Mode, as slow, plodding, and generally incapable. When she lands a Keygrab or consumes a bloodpack while in this mode, however, she enters Moroha mode (lit. Double-Edge Mode). Wherein, she gains a massive shift in the strength of her attacks, her overall speed, her pressure and ability to crank the guard bar, and several other bonuses which turn her from listless to livid, making her extremely frightening to deal with. ABA is generally uncommon enough a character that many players have trouble dealing with her overwhelming options.

This comes at a cost, however. In Moroha, ABA's attacks will drain her own health whenever they contact an opponent, on hit or block. She also has an active Moroha meter, which will slowly drain towards empty, and will lose about 30% every time she is knocked down and goes into a wakeup animation. When the meter empties, she exits Moroha mode in a very vulnerable stance, making her quite susceptible to eating a full combo or being Instant Killed, more than any other character. She can avoid this vulnerabilty, and regain some of her self-inflicted damage, by exiting Moroha manually by: landing another keygrab, consuming a bloodpack, or entering Goku Moroha, one of the greatest install supers ever designed which buffs her into an extremely powered up version of regular Moroha. With this many options, ABA can be fairly obtuse to learn, and despite her relatively low execution barrier, she can be crippled by inexperienced hands, but crippling under those who fully understand her risk/reward game.

File:PrivateTarkus sandbox Icon.png sandbox
Error: Table privatetarkusCharacters not found.
is a character who balances Risk/Reward to manage two modes; Normal Mode, which is slow and weak, and Moroha Mode, which has incredible offensive prowess at the cost of draining her health whenever her attacks hit an opponent.
Pros
Cons
  • Polarizing alternate mode: Moroha Mode possesses high mobility, powerful pressure and mixups, decent pokes and solid damage.
  • Versatile: Decent utility with her keygrab enabling a free mode switch, and has good meterless conversion with her metered options taking it further.
  • Very high defense rating: Able to tank plenty of hits in spite of her HP drain mechanic in Moroha Mode.
  • Clutch awakening mode/install: Goku Moroha makes her even stronger and can save her from leaving Moroha mode automatically.
  • Danzai: Access to one of the most invalidating and combo-able tools in the game.
  • Precarious roundstart: Starts in Normal Mode, which possesses bad mobility and awkward normals in terms of range.
  • Name of other mode fits to a tee: Moroha Mode can cripple her life lead if not managed properly enough.
  • Limited unique resource: Needs bloodpacks to enter Moroha mode without a combo.
  • Meter dependent: Somewhat meter-reliant for more damage/better setups, in spite of being okay without it.
  • Moroha Mode exit animation has notable lag: Very susceptible to being Instant Killed if played improperly, making her massively susceptible to planned knockdowns.

A.B.A starts every round in her Normal mode.

A.B.A can switch to her Moroha/Double-Edge Mode by either successfully hitting the opponent with Bonding (keygrab) or by using Injecting (bloodpack). While in Moroha mode, all of A.B.A's normals and specials are significantly changed for the better, but she must manage a constantly depleting unique meter, and she will inflict self damage on hit. A.B.A also has access to an improved version of this mode called Goku Moroha (Extreme Double-Edge) Mode via the use of one of her overdrives.

A.B.A starts each round with a limited resource known as Blood Packs.

Blood packs can be used as a supplement to her Moroha modes and allow her to manually enter the mode without a combo.
Error: Table privatetarkusCharacters not found.
sandbox


Guilty Bits Character Intro
GGACR ABA Normal Icon.png Normal
GGACR ABA Moroha Icon.png Moroha
GGACR ABA Goku Moroha Icon.png Goku Moroha

Normal Moves


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

Universal Mechanics

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

Special Moves

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

Force Breaks

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

Overdrive Attacks

Instant Kill

Darkness of Ignorance (Muchi no Yami)

During IK Mode: 236236H

Colors

To select your color, press the corresponding button while in the designated "color set". Color sets can be toggled through by hitting the Respect button.

  1. Only selectable on the Arcade and PC-Rollback versions of the game.
  2. Available on home ports, and are selected by pressing the Rec. Enemy button on the Slash or Reload color sets, respectively. Gold characters are powered up versions, Shadow characters have infinite tension. Both are banned from tournament play.

External References

Navigation

PrivateTarkus/sandbox/Data

To edit frame data, edit values in GGACR/A.B.A/Data.