User:PrivateTarkus/sandbox

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

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


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.