<?xml version="1.0"?>
<rss version="2.0"><channel><title>ABA Matchups Latest Topics</title><link>https://www.forums.dustloop.com/forums/forum/53-aba-matchups/</link><description>ABA Matchups Latest Topics</description><language>en</language><item><title>A.B.A vs. Justice</title><link>https://www.forums.dustloop.com/forums/topic/6690-aba-vs-justice/</link><description><![CDATA[
<p><em>"I like girls... But now, it's about Justice!"</em></p><p>
</p><p>
My roommate Eshi mains Justice, so I've been getting a good bit of experience with the matchup.  Figured I'd get the ball rolling on its thread.</p><p>
</p><p>
</p><p>
<span style="text-decoration:underline;">Overview</span></p><p>
</p><p>
The first thing you should know is that the matchup sucks.  Justice is a very simple character, but her tools have anti-ABA written all over them.  The matchup tends to go like this: either she keeps you out all day or she keeps you out until you get in, at which point you must go full ham and crush her.  You NEED to capitalize on opportunities like this--if she's allowed to push you back out, any damage you dealt can be negated pretty easily by Justice, either by cranking up your guard gauge (which JU is surprisingly good at) and capitalizing, or by simply nickel-and-dining your tension, then health away via missiles.  To make things worse, nearly any hit she connects can be confirmed into Michael Sword, which sends you flying full screen for a knockdown.  If/when this happens, you're back at square one, only now you have 1/3 less gauge.</p><p>
</p><p>
</p><p>
</p><p>
<span style="text-decoration:underline;">Things you have to watch out for</span></p><p>
</p><p>
f.S - The long multi-hit stab.  Beats all your pokes in both modes (except 5K, which it sometimes trades poorly with).  Annihilates non-FB Danzai and can easily punish either version.  Can be cancelled into Michael Sword for full screen knockdown.  Fast for its range, tough to punish.  You can Slide under it, but depending on the timing, she might be able to throw you before you recover.  Fuck this move.</p><p>
</p><p>
6P - Tall karate chop.  Two hits, both overhead, the first of which comes out in 10 frames, but will whiff crouching A.B.A.  The second hit also comes out fairly fast and has decent range, so watch out.  Cancels into Michael Blade for full screen knockdown.  Oh, and it's her upper body invincible move, so it's godly anti-air.  </p><p>
</p><p>
j.K - Poseiden trident.  Giant hitbox, fast, beats your air options clean.  Cancels into air Michael Sword for full screen knockdown.</p><p>
</p><p>
Missiles - A;LSKDJFLAJEJFGL.  When Justice hits 22+button, a missile comes out.  There are five different ones: knee level, head level, and differing high arcs.  Each has 7f startup and the button can be held upon performing the move.  The missiles will explode upon direct contact OR when the Justice releases the button.  This makes missiles incredibly hard for A.B.A. to get around since triggering them via button release essentially means the Justice can choose when and where to make their hitboxes huge, which gives her an AMAZING space control game.  It also can lead to deceitful situations where you might appear to have enough room to maneuver past it... until the Justice makes its hitbox 5x bigger.  You can Slide under the low missiles, but not their explosions, so the option is moot.  All missiles are three hits and she can have up to five on screen at once.  You can't slashback the first hit and block the rest--I tested this by SB'ing the first and immediately blocking.  You'll still get hit by the 2nd and 3rd hits, so if you're going to slashback a hit, you should SB the third only, but even that is difficult since each hit comes in rapid succession.  If you block one up close, she can have another out quickly, and if you trade with an explosion, it will likely be unfavorable.  Because of this, they're a legit poke when you're close.  Missiles have an untechable time of 60f.  If you jump and get tagged by a missile high up, you can land on other missiles on your way down, like a game of Plinko: Fuck You edition.  She can also tack on Michael Sword if there's enough time before you land.  If all that's not enough, all four missiles have an FRC just as the move goes active.  The one saving grace is that they all immediately disappear when Justice is hit... unless the explosion is coming out, in which case you'll still unfavorably trade.  I hate these and if you play A.B.A. you probably will too.</p><p>
</p><p>
Michael Sword - Sword swipe special, can be performed in air.  Big hitbox, can be used to directly control space.  More likely, you'll see this confirmed into from random hits.  Sends you flying full screen for huge untechable time and knockdown.  Even if you're high up, if you get tagged with this, you probably won't be teching.  The air version is even worse, since it's hitbox is MASSIVE (like, 2/3 of the screen) and she can perform additional air attacks even after whiffing it (probably j.K since why not?).  The air S version also has an FRC point just as the swipe is coming out.  The differences between S and HS versions are mostly negligible (S versions groundslide while HS versions wallbounces), since they both do the same thing: knock you out of the park.  </p><p>
</p><p>
Counter - Justice hangs her tail forward for a catch-counter.  The startup isn't immediate (frame 9), but it's got a fat catch window (frames 9-28).  Only catches mids/highs, so if she's abusing it, 2D &gt; Rekka loop to deter them.</p><p>
</p><p>
Lightning backflip - Foot invul on frame 1, meaning she can beat meaty 2Ks for free.  Yeah, I know, what the fuck.  Fortunately, the foot invul is only up close; if you need to tag her with a low, just do 2D since it's too long range for her to avoid.</p><p>
</p><p>
FB Dash - Justice does a quick offensive dash.  It's mostly used to get her out of the corner once she's pinned, but if your pressure is tight, she won't have the chance.  It's got a little bit of invul in the middle, but it's nothing to worry about.  If you ever see a Justice do the aerial version above you while you're in Moroha, snipe her with 2S for juicy CH damage.</p><p>
</p><p>
Michael Blade - Sword swipe super.  Invincible through frames 1-15, floats.  This is Justice's reversal.  It's good, so watch for it when she has meter on wakeup.  If she doesn't have meter on wakeup, stick to her like glue--it might be your only chance to take the round.</p><p>
</p><p>
Cyclops beam super - A beam fires from just above Justice's head and sweeps the screen.  If she does this while you're jumping in, you're either losing all your tension, taking mad chip damage, or both.  Haven't seen this as much so I otherwise can't comment.</p><p>
</p><p>
</p><p>
</p><p>
<span style="text-decoration:underline;">Match Flow</span></p><p>
</p><p>
The typical match flow goes as follows.</p><p>
</p><p>
</p><p>
<em>Opening:</em></p><p>
</p><p>
She has - f.S, missile, backdash, tk Michael Sword, counter</p><p>
You have - Slide, block, jump away</p><p>
</p><p>
Right out the gate, you're in for some shit.  The simple explanation of the meta here: Justice really has no reason to open with anything other than f.S, since it beats everything you do, is fast, and can be confirmed into Mike, giving JU a chance to open with some damage and full screen KD, giving her the perfect opportunity to start setting up missile spam.  The only thing you can do that can address f.S as a opener is Slide, which will go under it and put you in a position to throw &gt; dash &gt; Keygrab, which is beuno for ABA.  The timing on the throw seems a little iffy though--sometimes it seems like ABA can throw first, other times it seems like JU throwing ABA before Slide completes is guaranteed.  However, JU has options that will obviously blow up Slide as an opener; early release missile being the easiest one, as it's still useful if you didn't slide and can possibly be confirmed into f.S &gt; Mike for advantage.  As for your other options, DO NOT backdash, her f.S is so active it will clip your recovery &gt; Mike, and even if she doesn't confirm, f.S knocks down on low air hits.  Jumping away is less risky, but still bad if you were slow enough to get clipped by f.S, since you don't have barrier to chicken block at the start of the round.  The opening of each round is completely out of your favor--honestly it might be best to just start off blocking and take a wait-and-see approach. </p><p>
</p><p>
</p><p>
<em>Friendzoned:</em></p><p>
</p><p>
So let's say you draw the short stick and get hit with whatever &gt; Mike.  You're now waking up fullscreen, she has time to set out some missiles, and if you're in Moroha you just lost a third of your gauge.  Now what?  In either mode, BE PATIENT.  Thinking you're gonna be slick and IAD j.H that bitch a thing or two is going to lead to you getting hit with one or more missiles &gt; Michael Sword.  At the same time, you can't afford to be <em>too</em> patient.  Missiles can really wreck guard gauge surprisingly quickly and faultlessing through multiple three hit missiles will chew through your tension.  The best option is to actively try to get back in, but be smart about it.  Don't mindlessly jump or IAD, really try to pay attention to the patterns the Justice player is using with the missiles.  In which order do they typically do them?  Do they try to blow them up a little early so you'll run directly into it, or do they blow them up before you reach them as roadblocks to corral your movement?  You have to take tiny, seemingly insignificant gaps or irregularities and turn them into great gains.  You must learn to run across a tightrope here.  </p><p>
</p><p>
</p><p>
<em>Up Close and Anti-Personnel</em></p><p>
</p><p>
After closing the gap, you're essentially no better off than when you started, since even a single mistake is going to lead to Michael Sword and a complete reset of your progress.  I think Normal mode is perhaps slightly preferable, since 1. your options are equally shitty in Moroha mode, and 2. You have access to FB Slide.  Regular Slide isn't so great since you can't low-profile explosions, but FB Slide does dat work.  Use it, and you're in, period.  FB Slide &gt; Throw &gt; dash &gt; Keygrab &gt; you're golden, or FB Slide &gt; command throw Keygrab if you can.  You also might be able to start an offense, albeit a mediocre one, by getting close but slightly out of throw range--Justice's normals are fast for their range, but less useful against faster attacks up close.  In Moroha, you can try dash &gt; FD Brake to defend against missiles, but beware of f.S and tk.Michael Sword.  ABA's f.S definitely loses a lot of its normal utility here since JU's f.S destroys it, and your new 5H is nigh useless as a footsie tool in this matchup since it's just too slow.  2D is good to keep in mind since it has enough range and speed to compete, but is far from free.  Don't airdash in either mode since you'll be wide open; if you need to jump, normal/double jump is recommended, FD'ing if you get within JU's normal range.  Danzai is usually a bad idea due to f.S.  Also, in either mode, beware of Justice's throw range, since it's better than yours.  </p><p>
</p><p>
</p><p>
<em>IT'S TIME</em></p><p>
</p><p>
This is that happy place where you got in, you're in Moroha, and Justice is knocked down.  Before you get to dig in, you need to keep in mind how you transformed.  If you pack'd beforehand or were already in Moroha before scoring the KD, look at your bar and make a mental note of how much you have to play around with.  If you landed a strike Keygrab, beware of its recovery increase in +R.  You'll have time to mount an offense, but not much, and you probably won't have time for more elaborate setups (j.S fuzzy or FB Bloodball unblockable).  On the flipside, if you managed to land the command grab Keygrab, you can do pretty much whatever you want since its knockdown time was increased.  Whatever the case, once you're on top of her, ANNIHILATE.  Fuck up her guard gauge and roast that bitch.  Moroha gauge running low?  Burn 50% and a Bloodpack on a Goku Moroha frame trap to refresh your bar and become even scarier, or go for command Keygrab &gt; Keygrab.  Just watch out for Michael Blade, throw, counter, and DAA; she doesn't have much else (well, backdash, but if she gets into a habit of this, use 5H more in your pressure.  Does a great job of scooping her).  </p><p>
</p><p>
</p><p>
<em>Random wrap-up</em></p><p>
</p><p>
Odds and ends of this matchup:</p><p>
</p><p>
- Justice's hurtbox is fat and she's a middleweight.  If you land a starter, she's essentially a combo dummy.  </p><p>
- Her health is a hair below average.</p><p>
- Unfortunately, she's tied for highest guts in the game at 5 (with Anji and Baiken).  Combined with the universal health buff, this means she soaks up damage really well starting below 50%.  Taking out those last few percentages can be like pulling teeth.</p><p>
- Justice has a Potemkin-esque backdash: slow and mad invincible, but with slighty more recovery on the end.  Plan accordingly and murder her.</p><p>
- Her ground and air throw ranges are quite large.</p><p>
</p><p>
</p><p>
If I think of anything else later, I'll post up.</p>
]]></description><guid isPermaLink="false">6690</guid><pubDate>Fri, 23 Aug 2013 05:43:31 +0000</pubDate></item><item><title>A.B.A. vs. Robo Ky</title><link>https://www.forums.dustloop.com/forums/topic/5114-aba-vs-robo-ky/</link><description><![CDATA[
<p>There wasn't a thread on this matchup, so I figured I'd make one.</p><p>
</p><p>
I'm in the process of learning ABA, and the local Robo has been kicking my ass.  Information on the matchup seems scarce on DL (even his matchup thread against ABA is almost barren), and good match vids are hard to come by (I've only found one match between Dogura vs. Fumo in a 23v23).  </p><p>
</p><p>
I'm having trouble getting into Moroha, anti-airing his hammers, keeping him in the corner, and dealing with his pressure/mixup in general (bazooka oki, 5k, well spaced slide, command grab, dust, and fire 5P).</p><p>
</p><p>
Any advice or strats are welcome.</p>
]]></description><guid isPermaLink="false">5114</guid><pubDate>Wed, 27 Jun 2012 07:07:14 +0000</pubDate></item><item><title>A.B.A vs. Millia</title><link>https://www.forums.dustloop.com/forums/topic/542-aba-vs-millia/</link><description><![CDATA[
<p>A.B.A vs. Millia</p><p>
Japanese ranking: 5.5-4.5 A.B.A</p><p>
</p><p>
Murder her once, block her mixups, and murder her again. More contribution needed.</p><p>
</p><p>
</p><p>
<a href="" rel="external nofollow">http://www.youtube.com/watch?v=gzIkrZriKG0</a></p><p>
<a href="" rel="external nofollow">http://www.youtube.com/watch?v=GX2MNENa_vo</a></p><p>
</p><p>
<a href="" rel="external nofollow">http://www.youtube.com/watch?v=GgqKEiduF3c</a></p>
]]></description><guid isPermaLink="false">542</guid><pubDate>Sun, 30 Mar 2008 09:04:21 +0000</pubDate></item><item><title>A.B.A vs. May</title><link>https://www.forums.dustloop.com/forums/topic/541-aba-vs-may/</link><description><![CDATA[
<p>A.B.A vs. May
Japanese ranking: 6-4 A.B.A

May has a difficult time getting in on ABA, as ABA simply outranges and outspeeds her in Moroha. Danzai is hilariously bad for May, as it eats her non-FB Dolphins, OHK Command Throw, FB Overhead and both versions of her Dust for your own comboage. 2S deals with airborne Mays well, and 6P covers ABA's front better for horizontal dolphins (combo into 2S -&gt; sj -&gt; anything). Danzai is punishable for KD, so use it on reaction, not as an offensive tool. Try not to go to the air too much, or you will get airthrown for sure. Be VERY careful about 3K, and respect it at all times. If May throws it out, it's either your knockdown or her death (-29 on block. That is an eternity in this game. Do whatever the fuck you want, 6H, 2H, 2K - just not f.S!) f.S, 5HS, and 2S are all essential. Also, the only reversal May has is her super; Restive Rolling has zero invincibility. As such, May has to choose between spending tension on FB dolphins for pressure/damage (something that she really needs against ABA due to her great range/priority and Danzai), or saving that meter for a Dead Angle / Reversal, which is totally awesome.</p>
]]></description><guid isPermaLink="false">541</guid><pubDate>Sun, 30 Mar 2008 09:02:14 +0000</pubDate></item><item><title>A.B.A vs. Johnny</title><link>https://www.forums.dustloop.com/forums/topic/539-aba-vs-johnny/</link><description><![CDATA[
<p>A.B.A vs. Johnny
Japanese ranking: 6-4 A.B.A

Johnny requires a bit of patience to fight against. Don't be tempted to spam Danzai against him  (or anyone, for that matter) during his pressure. Sure, you might armor through the coin, but you won't armor through the 6HS that's about to cut your face. Save your Danzais for high anti-air (Use 6P for lower stuff like IADs). 

Johnny's hop around air game is big LOLs for ABA. It's a guessing game between him doing an actual normal or using the cheesestick. If you try to 6P the normal, you'll combo him, but if you try to 6P the cheesestick, you'll get caught. Danzai doesn't give a shit what he does, it just wins. It's like telling Johnny to pick one of two doors. He picks door #1 and there's an ABA behind it who punches him in the face. But Door #2 also had an ABA behind it waiting to punch him in the face too.

Johnny has a tough time in the neutral game vs ABA as well, having to deal with 5HS, 2D, 2S, 6P, and the dreaded f.S. Johnny has to believe in his 6P to get the hit vs ABA's j.HS, but it can definitely beat it cleanly. Don't feel like you really need to jump in on Johnny to get to him, because you CAN approach him from the ground. You have the range and speed to do it. 

Also, when he's pressuring you, watch for the Ensenga and Dust, it's about the only things that should catch you, and they're both very possible to react to. Don't try 2Ping him out of his funny hop forward -&gt; throw setups, just take your free Danzai combo. Johnny is the most annoying person in the cast to combo for you. 6HS -&gt; j.S, j.HS, j.D &lt;- doesn't seem to work very well at all, and 2HS -&gt; IAD j.S, j.HS, Orbs &lt;- seems to whiff a lot. After Rekkas FRC I tend to just go 2K 6P (2hit) 2S sj Air Combo, or 2K 5S 2S Butt, 5S 2S Butt, 5P 5S 2S j.D Orbs.</p>
]]></description><guid isPermaLink="false">539</guid><pubDate>Thu, 27 Mar 2008 08:53:09 +0000</pubDate></item><item><title>A.B.A vs. Eddie</title><link>https://www.forums.dustloop.com/forums/topic/535-aba-vs-eddie/</link><description><![CDATA[
<p>A.B.A vs. Eddie
Japanese ranking: 4-6 Eddie

This match will really test you as a player. Let's start with the good news. Trapping Eddie in your pressure game is the beginning of the end for him, because he really doesn't have anything phenomenal to get out. He can fly away, go underground, or attempt one of his shitty supers, but you can deal with all of them. ABA can f.S little Eddie with the first hit, and catch big Eddie with the second. She can FB Danzai / FB Slide through the unbrock oki Eddie throws at you. Eddie is also extremely easy to apply the j.S mixup on due to his height. 

Now for the bad news. Whenever you find yourself in normal mode, plan on dealing with drills of all shapes and sizes, Eddie -P K and S-, 2S, f.S, and 6H. Your normal slide is very dicey against Eddie, as he has a lot of moves that will stuff it and get you nowhere fast. Sometimes it definitely feels mandatory to burst or FB slide your way to a transform. Eddie can really do an excellent job of keeping you in normal mode, and when you ARE in Moroha mode, it still is a struggle. Eddie is fully capable of getting the IK on you. Taking to the air against Eddie is dangerous in itself, since he's got 2H, -S-, 6H, AND 6P, but if his reaction is iffy, your air normals tend to do well. 2D does an OK job of killing little Eddies. When you do reach Eddie, stay on him and always end your combos with 2x keygrab if you can. (Basic combo is 5S 2H IAD S HS Orbs land 2S Keygrab, OTG keygrab in corner, super easy and leaves you with advantage)</p>
]]></description><guid isPermaLink="false">535</guid><pubDate>Thu, 27 Mar 2008 08:40:11 +0000</pubDate></item><item><title>A.B.A vs. Potemkin</title><link>https://www.forums.dustloop.com/forums/topic/694-aba-vs-potemkin/</link><description><![CDATA[
<p>There isn't a thread for this already wth i mean potemkin is like the scrubbiest character and everyone whores him so ANYWAY LET'S DISCUSS

A.B.A. vs. Potemkin
Japanese ranking: 4-6 Potemkin

Getting into Moroha is the real bitch here, thanks to Slide Head of Doom.  For the same reason, you MUST have your reversal backdash timing down; go into training and record Pot performing meaty slide heads, 6H -&gt; slide head, etc.  And always be on the lookout for random slide heads in his various offensive strings.

So, what can we do?  Well, essentially, look for keygrab combos, and do everything you can to encourage him not to slide head so you can maybe fit a bloodpack in (a good time is when he's high in the air).  Your slide seems to be mostly ineffective, sadly, though the force break is nice.  j.H is pretty cool, just make sure you get the hell out of there if it's blocked!  And look for anti-airs and make sure you convert ALL of them into a keygrab.

Another important note with Normal mode here: Blocked 5H into bloodpack gives him a guaranteed slide head combo!  However, if you instead cancel the 5H into a bloodball, it will hit him before it comes out.  Let your opponent know this, and you might be able to score an extra bloodpack every now and again.

Once you're in Moroha, things get much better obviously.  Once you get in, rushing him down isn't so hard since he lacks a true DP, though Pot Buster does restrict you in a couple ways.  For instance, rekkas up close are not an option since he can grab you after the first one; they're still fine from a distance, though.  2H is obviously great on offense, particularly with its throw invincibility, but be careful with followups - even if not instant blocked, 5P is your only ground normal that's safe from buster.  Thus, you'll want to work in your air game to prevent him from getting too reversal-happy, and throw him once he's scared.  Always be conscious of the backdash as well, and look to punish with 5S or 5H; the latter actually has 1 more active frame, but the former nets you better combos via the 2H gatling.

Once you get him in the corner, his weight will allow you to convert just about any ground hit into a double keygrab.  This will mainly be accomplished through 2H combos; it is especially important to learn the 2x orb loop into double keygrab, but experiment with all possible combos!  You never know when you'll need to cut things short...

One thing to note for midscreen combos: Thanks to his size, you can get super jump install combos into keygrab -&gt; bloodpack.  Not as hugely important as the double keygrab, but still worth learning!

On defense, you're in for a rough time since all of his options can knock you down.  Backdash seems like the safest guess when in doubt, as it dodges buster/slide head and requires good reaction for him to punish with a knockdown, but I'm not really sure.  Danzai is worth remembering since it has the super armor and beats throws, but it carries its own risks - on block, you're getting knocked down one way or another!  This is just one of those situations that requires you to know the opponent's specific tendencies more than anything else, and you must avoid it at all costs.


That's about all I can come up with for now.  I'm sure some things in here are actually terribly wrong, so please correct me and add anything else important!

Thanks,
Josh.</p>
]]></description><guid isPermaLink="false">694</guid><pubDate>Wed, 04 Jun 2008 18:31:02 +0000</pubDate></item><item><title>A.B.A vs. Baiken</title><link>https://www.forums.dustloop.com/forums/topic/531-aba-vs-baiken/</link><description><![CDATA[
<p>A.B.A vs. Baiken
Japanese ranking: 4-6 Baiken

Needs contribution.</p>
]]></description><guid isPermaLink="false">531</guid><pubDate>Thu, 27 Mar 2008 08:12:17 +0000</pubDate></item><item><title>A.B.A vs. Faust</title><link>https://www.forums.dustloop.com/forums/topic/536-aba-vs-faust/</link><description><![CDATA[
<p>A.B.A vs. Faust
Japanese ranking: 4-6 Faust

I don't think this match is really 4-6, I'll add more later. Contributions wanted</p>
]]></description><guid isPermaLink="false">536</guid><pubDate>Thu, 27 Mar 2008 08:41:24 +0000</pubDate></item><item><title>A.B.A vs Dizzy</title><link>https://www.forums.dustloop.com/forums/topic/534-aba-vs-dizzy/</link><description><![CDATA[
<p>A.B.A vs. Dizzy
Japanese ranking: 5.5-4.5 A.B.A

After playing this match a good amount, I personally believe it to be even. All sorts of terrible, terrible things can happen to both ABA and Dizzy in this match. It's heavily momentum based, as one landed hit can mean the world for either player. While I used to thoroughly loathe this match, I've definitely grown to like it more.

First, the bad news. You're inevitably going to have to deal with Dizzy oki, which is definitely not something to take lightly. She can cross you up, and also bring multiple overheads in a string with her two air dashes or throw you, and all the while projectiles are keeping Dizzy safe.  Use 5P/2P to clear away fish if you have a hole to do so (f.S, which you will also be using, hits twice, so you can use hit one to kill a fish and potentially hit two to hit Dizzy). ABA's 6P is perfect for dealing with Dizzy's airdash shenanigans. Dizzy also doesn't have the strongest of anti-air games, as her 6P is rather bad. This limits her anti airs to 2S (Which I think clashes/trades at best with your j.HS?) airthrow, a mad early needle, and the Firewall super. Again, not the best of anti-airs, so your air to ground risk isn't bad at all. 

The basic flow of this fight tends to be, when Dizzy gets a knockdown, you need to make sure that regardless of whatever mode you're in, you need to block strong / react well, and find your way back to the neutral game. When ABA gets a knockdown, it's the exact same deal for Dizzy, only for her, getting hit once can really mean the end. Your wakeup options are also considerably better than Dizzy's; make sure once Dizzy hits 50% tension, you respect her two supers. This fight is dirty and, for sure, heartbreaking for one player. Either it's mahvel baybee for you all round long, or it's just a fucking crime scene for Dizzy.</p>
]]></description><guid isPermaLink="false">534</guid><pubDate>Thu, 27 Mar 2008 08:28:24 +0000</pubDate></item><item><title>A.B.A vs. Anji</title><link>https://www.forums.dustloop.com/forums/topic/529-aba-vs-anji/</link><description><![CDATA[
<p>A.B.A vs. Anji
Japanese ranking: 6-4 A.B.A

This match is very strong for ABA. She doesn't really have too much to worry about in the way of Anji's offense. He's not totally helpless, however. Anji's 6S is a solid normal against the whole cast, ABA included. You also have to watch out for his j.D, as it will KD on CH. In addition, his Fujin can beat your 5S oki 2HS (though 5S can similarly beat Fujin). Unbrock should be used very sparingly as it can be reaction guard pointed. 

Anji lost the knockdownage his combos packed in Slash; this ability (Air combo into Birthday Cake) was essentially given to Baiken (j.D). (Boo.) However this also makes the match a lot easier on us.

Anji's Fujin game is diminished greatly by the threat of Danzai. Danzai can beat the K, S, HS and Force Break followups, the latter three can all be easily done on reaction. This is awesome. Don't forget: air throw his hops on reaction, and if you decide not to danzai the FB Fujin followup, do remember, IT'S AN OVERHEAD</p>
]]></description><guid isPermaLink="false">529</guid><pubDate>Thu, 27 Mar 2008 08:03:08 +0000</pubDate></item><item><title>A.B.A vs Testament</title><link>https://www.forums.dustloop.com/forums/topic/871-aba-vs-testament/</link><description><![CDATA[
<p>A.B.A vs. Testament
Japanese ranking: 4.5-5.5 Testament

This fight is largely about blocking well and keeping your cool. Patience is very important against Testament, or you will get eaten alive by his nets, trees, souls, 6K, f.S, 2H, 6H, and EXEs. To beat Testament you have to dismantle him, step by step. 

Step A: Match Start

If you start with a Bloodpack, he can start with a combo into Badlands knockdown + Oki. If he Fwd EXEs, you tech away.

If you start with a 5K, you should recover before a Fwd or Badlands hits you (I -think-), recover to respond to a jump or backdash, and can catch him if he dashes in.

If you start with an IAD j.H, you will crush his Fwd EXE into KG Combo, but lose to Badlands / dj.S, or what have you.

If you start with a backdash you create some space for yourself, but watch him carefully. Dry packing against Testament is generally ill advised, since he's more than likely able to knock you down into oki regardless of where you are. 5H xx Bloodpack is AOK! Get him to block that 5H and go to step B.

Step B: Moroha Mode

Now we're playing a game. You're going to have to deal with a lot of stuff.

Normals: 6K cancelled into his specials, f.S/j.S which both have sick range and sick recovery, 6H which has huge range, but is eh on block and terribad for him on whiff. 2H, the slide where he disappears, has slight invincibility and will combo into knockdown, but it can absolutely be baited and comboed for 40%+ and/or danzaied. His 5H ain't bad either, so if you're in its range don't forget to shake. Also, it's important that you try your damndest to REACT TO, not guess, against his 6P. 

Specials: Fwd EXE is public enemy number one. It comes out the second frame possible, which means if there's an attack box over him, he will be getting comboed, but if not, that damn dinosaur is coming out whether you like it or not. This means if you throw out an attack and he Fwds, you are getting CHed and knocked down. This also means if he FRCless Fwds, your IAD or jump rapes and scrapes him. Fwd is also +Frames, so be very careful when you choose to swing or move, and watch for throws. Back EXE is NOT +Frames unless cancelled. Disable nets when you can, preferably with low recovery moves like 5P/5K/j.P, or at range with 5H and 2S. Watch out for trees and souls, punish badlands with IB 5K or f.S, and yes, Gravedigger does have invincibility, and yes, FD it if you're in the air (I think, better to be safe than sorry :X)

Also, Nightmare Circle (LOLSUP SKULL super) is +frames on block. 

Testament's mixup is very basic, but he can smoke and mirrors (obscure his sprite with net and trees) his way to easy combo xx knockdowns if you're guessing. He can really vary where the mixup comes, too. f.S 6P / f.S 2K; 2P 2P 2K; 2K 6P; and so on. Instant blocking the hit before a Fwd like 2D gives you the exit window you need to GTFO. Vs this guy, he has strength on the ground, which will tempt you to go to the air. THIS IS VERY IMPORTANT TO UNDERSTAND. He has the tools to influence your movement decisions, and if you fall prey to that, you're going to get air to aired, anti aired, air thrown, and what have you. Don't play "my j.H crushes your airthrow" games (though that situation will surely arise.) Don't be predictable. And when you finally do crack this tough bastard, believe you me, it's rewarding.

Special Section for Awesome People:
In Normal Mode, if Testament does blocked 2D xx Frcless Fwd EXE, you can slashback the Fwd xx IAD j.H land 5P 5K 2D Keygrab. Guaranteed. Not that ABA players are likely going to be Slashback masters, but hey, this is actually a pretty good SB to learn.</p>
]]></description><guid isPermaLink="false">871</guid><pubDate>Tue, 21 Oct 2008 14:22:35 +0000</pubDate></item><item><title>A.B.A. vs. Zappa</title><link>https://www.forums.dustloop.com/forums/topic/821-aba-vs-zappa/</link><description><![CDATA[
<p>I didn't see one of these yet, and since it's my most frequent matchup, I felt obligated to share some of what I know. The only reason I haven't already made a thread like this is because I've been worried any matchup info I have is just player specific and not character specific, but I suppose anything's better than nothing, right? If anybody finds errors with this, please speak up.</p><p>
</p><p>
Since Zappa changes so drastically with each summon, I'll just split this up into summon-specific matchups.</p><p>
</p><p>
<strong>A.B.A. vs. Naked Zappa (no summon)</strong></p><p>
<strong>What to watch out for:</strong></p><p>
-his 6P hits low, goes under a lot of shit, and gives a KD on CH.</p><p>
-his 5K and 5D have lower invincibility. His 5D also has throw invincibility and can be special canceled.</p><p>
-his naked f.S hits mid in the air, and the puddle it makes on the ground hits low and causes quick stagger.</p><p>
-his summon is invincible for the first 9 frames, but is very punishable on block. KD on hit.</p><p>
-his 5HS and 6HS both hit high.</p><p>
-his j.HS hits behind him.</p><p>
-his throw and airthrow both KD.</p><p>
-his super is completely invincible until the recovery.</p><p>
<strong>How to fight him:</strong></p><p>
While you're in normal mode, you're both at kind of an equal footing. Try to get into moroha as soon as possible, but only try for it if it's safe (across the screen or off of a 5HS). Normal mode 6HS works as an okay AA if timed right. It's not as quick coming out as 2S or 2HS, but it can combo safely into bloodpack and if you score a CH they're almost already dizzied, though he tends not to go in the air much since his air normals aren't too great. When in moroha mode, always beware of the summon or 6P, as they can beat you out clean if you're getting predictable. Do not underestimate Zappa just because he doesn't have a summon out.</p><p>
</p><p>
<strong>A.B.A. vs. Triplets</strong></p><p>
<strong>What to watch out for:</strong></p><p>
-his P ghost toss goes straight up, then comes straight down on you no matter where you are on the screen. It hits mid though, so don't get tricked into blocking high and eating a 6P.</p><p>
-2HS/j.HS KD's on hit, and it's very easy for zappa to crossover with j.HS.</p><p>
-if you get haunted, the banana peel hits low and KD's.</p><p>
-his 6HS hits high, and hits 3 times. he can make unblockable setups with this and the banana peel.</p><p>
<strong>How to fight him:</strong></p><p>
At some point, you're going to get caught under heavy pressure by the triplets. If one is haunting you, it's going to get even heavier. You'll have to try to work your way in to Zappa while blocking everything that gets thrown out at you. 1 hit will get rid of the triplets, including any that are haunting you. Nothing zappa has in this state does too great of damage (excluding 6HS), but his ability to get hits in is very high, and as a result means he can knock you out of moroha very quickly. Play cautiously, and be selectively-aggressive. Once you get your pressure going on him, there's really nothing he can do to shrug you off except a DAA. If you get a hit in while a golf ball is coming at you and try to combo, the golf ball won't dissapear. If you throw a well timed Danzai in the combo, however, you'll just go right through it. This fight is all about patience.</p><p>
</p><p>
<strong>A.B.A. vs. The Sword</strong></p><p>
<strong>What to watch out for:</strong></p><p>
-he has a decent SRK in this mode.</p><p>
-his 5HS can outpoke your f.S, and even your 5HS if timed right.</p><p>
-lots of knockdowns. CH SRK, sword slide follow up, sword swipe, sword spin, and of course throw, airthrow, CH 6P, and 2D</p><p>
-decent damage.</p><p>
-strong anti-air (2HS and SRK)</p><p>
-j.HS has good crossup potential.</p><p>
-6HS hits twice; first high, then low.</p><p>
<strong>How to fight him:</strong></p><p>
Poke cautiously. If you get the pressure going, keep it on hard until he cracks (just watch out for reversal DP's). If you get put on the defensive, just wait until you catch an opening. The swords specials all have long recovery time if they're not FRC'd. Nothing too fancy about this fight, however.</p><p>
</p><p>
<strong>A.B.A. vs. The Dog</strong></p><p>
<strong>What to watch out for:</strong></p><p>
-unblockables (the dog bite is unblockable unless it's used as a follow up attack, and it's air dive hits high, which can make for unblockable setups if mixed with a low attack).</p><p>
-if you hit the dog, whatever attack killed it will not connect with Zappa. If you kill it with the first hit of f.S, that hit will not touch Zappa, but the 2nd hit of f.S still will.</p><p>
-the dog attacks independently of Zappa, meaning if you have him in a blockstring, he can still make the dog attack while he's blocking and combo you into a KD.</p><p>
-the dog has an uppercut that comes out fast and KD's.</p><p>
-the unblockable dog bite KD's.</p><p>
<strong>How to fight him:</strong></p><p>
While FB Danzai-ing Zappa/dog combos is hilarious, try to avoid danzai. Zappa can easily let the dog get hit by the first hit, and make you his bitch afterwards. If Zappa's sitting on his dog, f.S can kill any counter attempt the dog might make, and still hit Zappa afterwards. Try to push zappa away from his dog so it can't interrupt your pressure as easily. Zappa tends to be easy to tick throw in this state, so use that to your advantage. If you get knocked down, prepare to face retarded oki. The dog can unblockable you on wakeup multiple times if you aren't able to get it off of you. In this case, one of the safest things to do is probably a wakeup EX danzai. you'll probably get punished by a summon/KD afterwards, but it's better than getting KD'd by the bite again and having to wakeup into another one. Besides, there's always the chance it could connect. If you have the tension, RCing the first hit is your best bet, and if you have a burst, that's the time to use it. Just don't get burst baited and stuck in the loop again. This summon is possibly the hardest part about fighting Zappa.</p><p>
</p><p>
<strong>A.B.A. vs. Raoh</strong></p><p>
<strong>What to watch out for:</strong></p><p>
-highest damage combos in the game. period.</p><p>
-a high damage SRK with fully invincible startup.</p><p>
-edguy KD's, darkness anthem KD's, and 6HS groundslides.</p><p>
-DA and raoh's super do 2x chip damage.</p><p>
<strong>How to fight him:</strong></p><p>
For the love of god poke safely. Raoh isn't as bad as you'd think, but if you go rushing in making stupid mistakes you will be killed, end of story. Danzai is good for beating out most of what he throws at you, but don't abuse it by any means. Also, only try to Danzai him out of moves if you have the health to cover it. Example scenario, if you run in and bait an edguy with a FB Danzai, and Zappa RC's, edguys, RC's, and edguys again, yes your danzai will connect, but you just lost 1/3 of your life. Fortunately, edguy has long recovery, so on block you can easily punish it. If you're feeling risky, you can try airdashing in and FDing a baited edguy, landing and punishing. Raoh has no overheads except for 5D and any air attacks, so block low until you see one of those. Watch out for tick throw attempts too, as one of those will take off a large chunk of your life, and once a Zappa realizes they won't be breaking through your defense, they're bound to try for one. Raoh dissapears after about 15 seconds, so if you can defend or keep the pressure going for that long, he'll be reverted back to naked Zappa. This fight is similar to potemkin, just with different areas of caution, and more at risk if you fuck up.</p><p>
</p><p>
Well, that's all I have on this matchup for now. Long story short, you can decimate him with a couple good combos, but he has dozens of options to knock you down. I hope I didn't leave anything out. If anybody has anything to add or correct me on, please do. <img src="https://www.forums.dustloop.com/uploads/emoticons/default_keke.gif" alt=":keke:"></p>
]]></description><guid isPermaLink="false">821</guid><pubDate>Thu, 09 Oct 2008 14:06:01 +0000</pubDate></item><item><title>A.B.A vs. Chipp</title><link>https://www.forums.dustloop.com/forums/topic/533-aba-vs-chipp/</link><description><![CDATA[
<p>A.B.A vs. Chipp</p><p>
Japanese ranking: 5.5-4.5 A.B.A</p><p>
</p><p>
Basically, avoid 2D, Gamma Blade, and dealing with Chipp mixups to the best of your ability. If you hit Chipp, you <strong>really</strong> hit Chipp.</p><p>
</p><p>
Contribution needed</p>
]]></description><guid isPermaLink="false">533</guid><pubDate>Thu, 27 Mar 2008 08:14:58 +0000</pubDate></item><item><title>A.B.A vs. Bridget</title><link>https://www.forums.dustloop.com/forums/topic/532-aba-vs-bridget/</link><description><![CDATA[
<p>A.B.A vs. Bridget
Japanese ranking: 5.5-4.5 A.B.A

Hit her 1.5 times. :x Moar to come later</p>
]]></description><guid isPermaLink="false">532</guid><pubDate>Thu, 27 Mar 2008 08:13:30 +0000</pubDate></item><item><title>A.B.A. vs Slayer</title><link>https://www.forums.dustloop.com/forums/topic/747-aba-vs-slayer/</link><description><![CDATA[
<p>Sorry seth I didn't mean to make a new thread but I didn't see a ABA vs slayer for some reason lol.

Anyway, for some fucking reason this match I can't ever get a better win percentage then like, 55%.  I don't know what it is, but if I am not 100% on my spacing I lose bad.  It seems really inconsistent to.  Like, soemtimes normal mode is okay, and then soemtimes it's terrible I don't know what it is, any general tips against Slaydog?</p>
]]></description><guid isPermaLink="false">747</guid><pubDate>Tue, 08 Jul 2008 02:12:22 +0000</pubDate></item><item><title>A.B.A vs. Ky</title><link>https://www.forums.dustloop.com/forums/topic/540-aba-vs-ky/</link><description><![CDATA[
<p>A.B.A vs. Ky
Japanese ranking: 6-4 A.B.A

This matchup is in our favor because we have the mobility to deal with Ky's fireballs at max range, have the ability to play poking games with him that have higher reward for us, many ways of baiting and beating his SRK, and most importantly, the ability to crush him in two hits. Ky is far from helpless, however. Jumping in on him is a terrible idea, as his anti-air game is fairly strong against you and leads to knockdown combo. Your goal in Moroha mode is to get Ky in a blockstring; once you catch him blocking a f.S, you can start running your pressure game on him. You can punish predictable stun edges with IAD j.S, and predictable SRKs/Greed Severs with Danzai. A blocked and non-cancelled Stun Dipper (-15) gives you a guaranteed Rekkas, and I believe an IB'ed Greed Sever (-14 on regular block) gives you a f.S combo, at least up close. A blocked Ky 5D also gives ABA guaranteed Rekkas or f.S depending on how close you are (he's at -12).</p>
]]></description><guid isPermaLink="false">540</guid><pubDate>Sun, 30 Mar 2008 08:45:53 +0000</pubDate></item><item><title>A.B.A. vs Sol</title><link>https://www.forums.dustloop.com/forums/topic/764-aba-vs-sol/</link><description><![CDATA[
<p>A.B.A vs. Sol
Japanese ranking: 5.5-4.5 A.B.A

Sol has the ability to lock down ABA pretty decently up close when she is in normal mode. Gunflame stuffs your non-FB Slide, and jumping or swinging back is also a very real risk. You have to deal with that, while at the same time watching for an opportunity to anti-air and looking out for Wild Throw. Slide does go under Sol's 5S(? the swipe that Sols like throwing out at the beginning of rounds).

When in Moroha mode, you have the upper hand. Non-FRC Gunflame is a CH j.H for an attentive ABA. No failed VV is safe from Moroha ABA; her run speed enables her to punish Sol for at minimum 1/3 life (5K/5S into 2HS launcher into 2X Keygrab, or into Rekkas FRC in corner). You probably want to punish VVs with 5K, because of the quick recovery if you mistime it with his followup kick shenanigan. 

Danzai eats Sol's Riot Stomp, Wild Throw, Fafnir, Gunflame, and Bandits. EX Danzai eats Grand Viper and, the big one, Volcanic Viper. Eat a VV with EX Danzai and watch that Sol player sink back into his chair as you combo his life away. 

As with anyone vs Sol, never forget that a Sol that VVs or Grand Vipers with 50% tension is up to some RC into something, so pay close attention. (It's the same deal as Danzai RC, wink wink.)

2D can be used far away from Sol as oki to bait and beat VV. More importantly, however, is timing the low to the ground meaty j.S for oki. Off knockdowns that give you enough time to apply a dash jump, you'll want to NAIL the timing on placing a dj.S over Sol's hitbox. If you can, two things will happen.

1. Sol VVs. If you are low enough to the ground, you will land before you are hit and be able to block. The VV is blocked, Sol goes flying off into the air, and you murder him.

2. Sol does not VV. Now, the j.S lands, and Sol has to guess between land 2K, land throw, or JC j.S. 

You can see how deadly this situation is for Sol, and hence how valuable learning the timing on it is. It's extremely effective and a potential game winner. The easiest way to set it up is off of a dash in P K S H 2D knockdown. Then, dash jump as soon as you recover from the 2D - if you do, you should get that low to the ground j.S just as Sol stands up. Deadly setup is deadly. 

You WILL get hit with VVs throughout the course of a fight, but conversely you have many ways of dealing with them. When he guesses right, he gets a knockdown and 5% damage. When you guess right, we're talking potentially upwards of 30-40%. Don't play scared, respect the VV, Wild Throw and Grand Viper, and outrange / outplay him in the neutral game. Hope that helps. <img src="https://www.forums.dustloop.com/uploads/emoticons/default_smile.gif" alt=":)"></p>
]]></description><guid isPermaLink="false">764</guid><pubDate>Wed, 30 Jul 2008 18:45:07 +0000</pubDate></item><item><title>A.B.A vs. Order-Sol</title><link>https://www.forums.dustloop.com/forums/topic/719-aba-vs-order-sol/</link><description><![CDATA[
<p>A.B.A vs. Order-Sol
Japanese ranking: 6-4 A.B.A

Both of these characters focus on constant in-your face aggression, but ABA has the easier time both in setting up her offense and in escaping from the opponent's.  HOS is lacking in range, giving you mostly free reign to attack him with 5S and 5H in Moroha, and his DP is pathetic in comparison to yours.  Additionally, your combos deal more damage and give you better position than his do.

Since this matchup is relatively straightforward in Moroha, I think it will be worthwhile to spend some time discussing the Normal mode game.  To begin with, when in Normal, some HOS players may take the opportunity to charge up to level 3; make them pay with a free bloodpack!  Once they start trying to actually fight you, you can still compete and create opportunities to transform.

In particular, try to force him into the air.  5P and 6P are not very effective in this matchup, thanks to his j.H, but in Normal you can easily beat him with 2H into keygrab combo.  j.S beats his air normals as well, and it is possible to hit-confirm a keygrab from it.

The ground game isn't so bad, either, thanks in large part to your sweep (look for OTG keygrab after one, of course, but note that it will not connect if you are too far away).  5K has longer range than his "quick" normals, too, and gatlings to sweep.  And, obviously, there's the ever-reliable 5H -&gt; Bloodpack.  Don't forget about the slides or bloodball (more effective than usual thanks to his low jump), either!

Now, after any one of these options, you will be in Moroha.  What should you look out for?

The sweep, mainly, and any gatlings into it.  Because of this, you are best off at mid-range where you can bombard him with Moroha pokes and use strings from there to gain the initiative.  Something worth noting in the neutral game here is that he can often beat your IAD attacks with Gunblaze, which will usually counterhit for an untechable launch.  Yet more reason to stay on the ground!

If he takes to the air, 2S is your best weapon.  Look for the counterhit and treat it like a throw as far as followups go.

Whenever he has meter, the Fafnir is another main worry of yours.  It's fast, it has great range, and it knocks down.  Move back and forth, and dash in w/ FD brake to try and bait it.  Your air game becomes more valuable if you know he's looking for this.

When rushing him down, the main thing to remember is that after blocked rekkas, he can sweep your pokes if you are too close; space yourself to be further away after them, and the sweep will whiff, allowing you to score a 5S combo!  You can also Danzai his ass if he's predictable with this.

As far as combos go, there are a couple things worth pointing out.  For one, the Dio throw combo is particularly easy to perform on him, so use it if you aren't already!  And 2H -&gt; IAD j.S-H-Orbs is extremely difficult against him; in the corner I always follow up with delayed 2S-Butt, 5S-2S-Butt instead, but when a bit outside the corner I'm not sure what to do.  Just stick with rekka combos, or learn the timing for this?

On defense, generally block low while watching for throw setups, and beware of Fafnirs at certain points in his strings.  Once he gets 50% tension, though, you'll need to switch it up a bit thanks to his 2H RC combos.  Not sure how safe Danzai is here, need to check.  I think he also has a strong fuzzy guard setup...


Overall, this appears to be one of ABA's best matchups!  The areas in which HOS differs from normal Sol mostly hurt him in this fight.

Have fun,
Josh.</p>
]]></description><guid isPermaLink="false">719</guid><pubDate>Sun, 08 Jun 2008 02:03:51 +0000</pubDate></item><item><title>A.B.A vs. Jam</title><link>https://www.forums.dustloop.com/forums/topic/538-aba-vs-jam/</link><description><![CDATA[
<p>A.B.A vs. Jam
Japanese ranking: 5.5-4.5 A.B.A

Contributions needed</p>
]]></description><guid isPermaLink="false">538</guid><pubDate>Thu, 27 Mar 2008 08:42:41 +0000</pubDate></item><item><title>A.B.A vs Venom</title><link>https://www.forums.dustloop.com/forums/topic/748-aba-vs-venom/</link><description><![CDATA[
<p>A.B.A vs. Venom
Japanese ranking: 5.5-4.5 Venom?

An interesting matchup, this fight is about patience. If at any point in the match, you are able to knock down Venom while in Moroha mode, you have everything you need to win. Until then, you have to play very patiently, as Venom is one of the few characters that can go toe to toe with your Moroha mode. He has a great set of normals, including f.S, 6P, and 6H, all of which will stop you in your tracks. He can anti air you, zone you, and then lock you down and mix you up. That being said, he has zero defensive options, outside of a Dead Angle which gets JCed over or eaten by Danzai all day long. Again, once you knock him down, you TAKE that fight.

You're invariably going to have to deal with his mixup game, but you probably know that blocking tough mixups is pretty much a prerequisite to playing ABA. You need to prevent him as best you can from getting free ball sets, so threaten him like you would Dizzy and be in range when you can to punish. Well timed f.S and HS will go a long way. You want to stay to the ground a lot in this matchup, as his 6P is just too good. Your anti-airs work reasonably well against him, however. 

PS, you can reaction Danzai doobies. You can also reversal slide beneath Dark Angels for hilarity.

If any other ABA players have noticed Danzai/EX Danzai randomly failing against Venom, btw, post up here and let me know I'm not alone in the world on this one ;p</p>
]]></description><guid isPermaLink="false">748</guid><pubDate>Tue, 08 Jul 2008 15:27:37 +0000</pubDate></item><item><title>A.B.A vs Axl</title><link>https://www.forums.dustloop.com/forums/topic/530-aba-vs-axl/</link><description><![CDATA[
<p>A.B.A vs. Axl
Japanese ranking: 4-6 Axl

This one is not in your favor. You will inevitably find yourself in Moroha mode at one side of the screen with Axl on the other. When this happens, it's going to be a struggle cracking Axl's defenses and getting him into your pressure game. If Axl 2Ps you, DO NOT try immediately jumping; if he follows it up with a Rensen, that's a knockdown. Simply sit there and watch Axl closely. If he chooses to string 2P into the unbrock, take to the air, preferrably with a dash jump at Axl, and make sure you're at least at the ready to FD. Axl is very good at attacking tension, by forcing / encouraging people to take to the air and either gaining a free combo or burning their tension. 

As such, you'll want to stay on the ground, approach Axl steadily, and choose a time to go for your strike. IAD S/HS is very risky, but can pay great rewards as it goes over 2P/3P/Rensen. Dash in 5S runs beneath his 5P (and obviously 6K/2S). While Axl can counter, it's a big risk for him as well since a whiffed counter should at LEAST be a free throw for you, and ABA throws are serious chunks of damage. Don't forget the tricks that he does have, i.e. f.S -&gt; crossup move, air bomber (HS), and the aforementioned unbrock feint. On a side note, Axl is exceptionally easy to combo and easy to land your j.S mixup on him because he's so tall.</p>
]]></description><guid isPermaLink="false">530</guid><pubDate>Thu, 27 Mar 2008 08:11:30 +0000</pubDate></item><item><title>A.B.A vs. I-No</title><link>https://www.forums.dustloop.com/forums/topic/537-aba-vs-i-no/</link><description><![CDATA[
<p>A.B.A vs. I-No
Japanese ranking: 6-4 A.B.A

Ok, I've played this one a bunch. You need to watch her carefully at all times, or you will get reset and lose. You don't want to get knocked down, since her oki is wicked sick. If you do, which will inevitably happen, don't panic and watch I-No REAL close. That being said, you can really make I-No's neutral game life a total nightmare. Your Moroha mobility deals with notes relatively well, though generally you'll be able to prevent her from playing a note, and if she does, you'll get to hit her. Your Moroha 6P, Normal 2S, and both 5Ps do the job of keeping her at bay. You will get 6Ps this fight. Danzai crushes her dives. 5H absolutely gets there for you this match, as it'll hit her on the ground or when she is dashing. Landing an ExDanzai, as with any pixie matchup, can be a tremendous momentum shift to the point of winning the round, but don't bank on it. If you can knock down I-No, she has no defensive outs unless she's sitting on half a bar of tension, so you can have your way with her. I-Nos are absolutely not afraid to reversal super since it's unpunishable, so j.S meaties are your friend.</p>
]]></description><guid isPermaLink="false">537</guid><pubDate>Thu, 27 Mar 2008 08:42:08 +0000</pubDate></item></channel></rss>
