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Everything posted by Moroha
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For ID, I go with: Dust > ID (with dj.HS), land, 5S, 2S, 421HS +followups too, though I'll probably eventually learn something silly looking and impractical that deals less damage. ;p VVV If they're in the corner, I can either 5S, 2S, 421HS again if they're falling perfectly and continue, or just end with a 5P 5S j.D Orbs, which can then be FRC'd into IAD j.HS Keygrab. Also, if I had 50% tension at the beginning, I could RC the first 421HS into two hit orbs and continue as necessary for tons of damage and a keygrab. If they're not in the corner, I'll just relaunch after the j.HS with like dash in K 6P (1hit) 2S sj.K etc And for an alternative easier throw combo in the corner into double keystab is throw, 2H Danzai (eats bursts frequently), dash in, 5S, Keygrab, OTG Keygrab. I'll def add yours for the Intermediate/Advanced.
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Art - Vectored and arranged by me Building shit - Gwyrgyn Blood
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Throw ABA's Moroha Throw is very simple to understand. IT LAUNCHES. And she's got a ton of options off her throw. Sure, they might be prorated, but if you crank that guard gauge...who cares! Different uses for ABA's Moroha Throw 1. Keygrab + Knockdown Throw, dash in, 5K, 6P (1hit), 2S, sj.K, sj.S, sj.HS, Keygrab This is the first one you should learn off of a throw. While not being terribly fancy, it won't take you too long to learn how to super jump after the 2S, and it definitely gets the job done. Good throw damage and a keygrab from anywhere on the screen, this one's your BnB. 2. The Setup Throw, dash in deep, 5S, 2S, Butt This combo sacrifices negligible damage (unless you've cranked that guard gauge) for a powerful oki setup. My personal favorite when I don't have them pinned in the corner and don't crave a keygrab. Depending on how long you wait before that 5S, and the time between the butt recovery and your movement, you can do pretty much anything. Dash jump j.S, j.HS, or delay Orbs, dash 2H/2K/5D/6HS/unblock/bloodball/tick throw/throw, you know the drill. 3. The Dio Special Throw, dash jump j.P, j.S, j.HS, land, 5P, 5S, 2S, sj S, Keygrab (With variations based on weight of character) The flashiest known throw combo for ABA. This one is all in the timing of the dash jump, which can be tough to pull off consistently. After you get that, you'll also have to make some adjustments depending on what character you threw. But hit this, you'll get a keygrab, you'll get some nods, and you didn't even need a corner. 4. Burst Fucker Throw, 2H, Danzai, dash in, 5S, 2S, Butt When ABA throws you, you can't burst between the time the throw animation begins and the time you hit the ground. As a result, if the opponent bursts anytime in that 2H, you will fuck his burst MD style and get a combo. NOTE: This information might be horribly incorrect and will be testing it tonight! I also think that the danzai might whiff the burst sometimes. Again, will test. l o l. 5. Orb Loop (Corner) Throw, dash jump j.S, j.HS, j.D, Orbs, land, Danzai, Keygrab, OTG Keygrab This one requires a corner, but nets you the KG OTG KG reset. Again, the difficulty is in the dash jump. Alternatively regular jump j.S, j.HS, j.D, Orbs, land, 2S Keygrab, OTG Keygrab also works I think, and the regular jump -> j.S is mashable, which makes it easier albeit less damaging. 6. Butt Loop (Corner with Tension Options) Throw, dash in, 5S, 2S, Butt.. a. 5S, 2S, Butt, 5P, 5S, 2S, sj.S, Keygrab b. 5S, 2S, Butt, 5P, 5S, 2S, sj.D, Orbs, FRC, AD j.HS, Keygrab c. RC, Orbs, land, 2S, sj.S, sj.HS, Keygrab This one doesn't net you an OTG Keygrab, and I think nets you as much, maybe slightly more damage than the Orb Loop, but is more for having built a better guard gauge and if you've got some pocketed tension. It also gives you the opportunity for some tech traps with 5P. I'll look up some specifics later. And there you have it for ABA's Moroha throw options. I'll add a cranked Guard Gauge throw combo or two in the near future.
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V. Intermediate / Advanced Combos All of ABAs attacks will generally lead into big damage combos. 5P, 2P, 5K, 2K, j.S, j.HS; all string into 5S. If close to your opponent, string 5S string into 2HS. If far away-ish, string 5S into Rekkas. 2HS Hits twice, can be cancelled after the first hit into Rekkas for alternative combos. Followups: Tensionless, Corner: 2HS, IAD j.S, j.HS, Orbs, land, 2S, Keygrab, OTG Keygrab (Works against most of the cast) Tensionless, Corner: 2HS, IAD j.S, j.HS, Orbs, dash jump S, j.HS, j.D, Orbs (Keygrab, OTG Keygrab?) 25% Tension: 2HS, IAD j.S, j.HS, Orbs, FRC, land, dash 5P, 5S, 2S, sj.K, j.S, Keygrab 50% Tension, Corner: 2HS, dash in, 5S, 2S, Butt, RC, Orbs (2hit), land, dash in, 5S, 2S, sj.K, j.S, Keygrab Rekkas: Three piece combo. The second hit staggers, so feel free to roman cancel that and follow up as you would with a 5HS counterhit (read: With ANYTHING). The third hit groundslides, and when you FRC the last hit you can net huge damage. 25% Tension, Corner: 2HS (1hit), Rekkas FRC, dash 6H, dash jump j.S, j.HS, j.D, Orbs, dash jump j.S, j.HS, j.D, Orbs 50% Tension: Rekkas (2hit) RC second hit, dash in, 5S (2hit) 2HS (2hit) Keygrab (If in corner, OTG Keygrab) 5D (Dust): ABA swings for the fences, and on hit, does anywhere from serious to lethal damage depending on your opponent's guard gauge and how much tension you have. The 50% tension Impossible Dust combo is especially fun to do on people with cranked guard gauges. Hilarity ensues as ABA absolutely dominates their lifebar. Tensionless: 5D (homing jump), jump again, j.HS, land, 5S, 2S, Butt, 5P, 5S, 2S, j.D, Orbs. (1:00 into http://www.youtube.com/watch?v=Yu7QxpisaDU) 50% Tension: 5D (homing jump), jump again, j.HS, land, 5S, 2S, Butt RC, Orbs (2hit), 5S, 2S, sj.K, j.S, Keygrab In addition, other moves give you big damage on counter hit. 2S Will float on CH. Followup: Dash, 5P, 5S, 2S, sj.K, j.S, j.HS, Keygrab. 5HS Massive stagger on CH. Followups: Whatever your heart desires. Dash in, 5S, etc Funny combos: Just some funny combos I came up with.. Combo into Bloodball! (Aka, what a waste of 100% Tension;) EX Danzai, RC, 236D, dash in w/e http://www.youtube.com/watch?v=64fKMKh4xwI Cranked Guard Gauge: Throw, 5S CH, Unblockable CH, dash jump j.HS CH, anything out of groundslide My Faust variation is here; http://www.youtube.com/watch?v=ngovMrxDW5U
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I should be spending some time on the 101 this week/weekend; I've been watching the full season of Heroes while balancing college classes at the same time. And Hintalove, I'll go into both of ABA's main loops as well as the different advantages of her combos in section V.
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It's up, thanks for the sticky Furix
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(ABA Strategy Con't.) C. Putting It All Together So now that you've got the idea on how to play ABA in Normal and Moroha mode, you've got to deal with a hard part of playing ABA that has to eventually become natural and instinctive; transforming. Normal mode management is pretty simple - GET THE FUCK IN THERE - but Moroha is a pretty gray area. Say you just landed a 2K in the corner. You combo into 5S and then the first hit of 2H. What do you do now? 1. Combo into Air Keygrab You let the 2H hit a second time which launches. Dash in, 5S, 2S, s.jK, s.jS, Keygrab, land, and bloodpack. You dealt about 1/5-1/4 damage, and put yourself in a neutral/barely favorable position post-bloodpack. You refreshed your knockdowns. You also spent no tension. 2. Combo into Double Keygrab After the first hit of 2H, you go right into your Rekkas and the groundslide. FRC the last hit, then run up 2D, Danzai, and before they hit the ground, run up and hit them with 5S xx Keygrab. Then they'll land, and you can Keygrab again, this time OTG. You dealt about 1/5 damage, put yourself in a slightly favorable position, and refreshed your knockdowns. You spent 25% tension. 3. Combo for tensionless damage You let the 2H hit a second time which launches. Dash in, 5S, 2S, Butt, 5S, 2S, Butt, 5P, 5S, j.D. You dealt about 1/3 damage, but they can tech away. No tension spent. If you stopped before the 5P however, you might get a knockdown depending on the untechable time of the last Butt. Your knockdowns are the same. 4. Combo for damage, 25% tension After the first hit of 2H, you go right into your Rekkas and the groundslide. Run up to the body in the corner and 6H (1hit), which launches. Go into the serious loop, j.S, j.HS, j.D, Orbs, land. Dash jump, j.S, j.HS, j.D, Orbs, land. Depending on a bunch of factors, including timing, distance, and character weight, you might be able to even do a Keygrab -> OTG Keygrab at the end of that; if not, they can tech away. You dealt about 1/3 to 1/2 damage, but they can tech away. 25% tension spent. Your knockdowns are the same. 5. Combo for damage and Air Keygrab, 50% tension You let the 2H hit a second time which launches. Dash in, 5S, 2S, Butt, RC, Orbs. If you time it right, you can get both Orbs to hit, which is :D for you and D: for him. Land, 5S, 2S, sj.K, sj.S, Keygrab, land, and bloodpack. You dealt about 1/3 damage, and put yourself in a neutral/barely favorable position post-bloodpack. You refreshed your knockdowns and spent 50% tension. All five of those options are viable - and these five are definitely not the only options. Some of them get you damage, a keygrab/double keygrab, or good positioning. Some get you more than one at the price of tension. To be a strong and smart ABA player, you NEED to be aware of ALL options available to you should you land a hit, and instantly make the best call for her at that point in the fight on the spot. So the question I just asked, what do you do now, isn't one we can really answer; it's all situational. Look at the factors that impact this decision. If you and your opponent have full HP, and you've got three full knockdowns to go, you'll go for options 3 or 4, whereas if it's late in the fight, got one knockdown to go on your current bar and have just one bloodpack left, Option 2 looks pretty good. With ABA, It's up to you to know what decisions you can and should make. Note: Should your bar be pixels away from running out, it's better to not even risk continuing the combo; in the case mentioned above, string into 2H and just combo straight into the keygrab. Note 2: Those rough damage figures are probably off, I'll update them with accurate damage numbers soon.
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IV. ABA Strategy Suffice it to say, ABA would be the best character in Guilty Gear provided she didn't have her two vital weaknesses - and if she isn't, she probably should be. As such, learning how to play Moroha mode - the mode you should and (hopefully) will be spending the bulk of your time is easy to learn. You've got incredible normals that convert to generally EASY combos that can be lethal. Normal mode takes getting used to, and might turn off potential ABA players, but every rose has its thorn. This is a summary of ABA's match progression. A. Normal Mode Every fight begins with you in Normal Mode - which means you start every fight at a disadvantage. The sooner you transform into Moroha, the sooner you are, as I stated before, the better character - at an advantage. It's up to you to maximize your time spent with the advantage, to make the most of it, and at the same time, to keep ABA safe. Now, this doesn't mean you should start off every fight with an empty Bloodpack. While a viable opening, if your opponent plans for you to do that, you're going to be missing a chunk of life, two knockdowns away from game over, and dealing with their oki which potentially means knockdown #2. Hence, it's important to know all your options when a match begins. This itself is essential to playing ABA. These are your primary options at the beginning of a match: Bloodpack (63214P) - You get this, you're good to go. Keygrab (63214H) - Throw this out if you think they'll throw out a poke that this move will beat out. You get this, you're even better off than a Bloodpack. However, if this gets jumped, you might be in trouble. Note: Tiger Knee Keygrab (632147H) has better recovery than the ground version.) Slide (236P) - Slides under upper body pokes. Follow it up with a Keygrab or throw. Loses to opponents standing there expecting it and/or low pokes. 2H - Gives your opponent lots of active frames to deal with. If you hit with it (or sometimes even CH trade with it) you get to transform. 5H - If this connects with their body, buffer in a Bloodpack and rush that shit down. 236S - First hit of the rekkas has good reach, but not the greatest priority in the world. On hit, complete your rekkas and Bloodpack. Backdash - Lets your opponent act first so you can react to them. Jump/Superjump forward/backward/up: Similar to backdash. Creep forward: If they expect you to throw out a Keygrab and try jumping towards you, creeping forward and jumping according to their height for the airthrow can work as well. The challenge in Normal mode is deciding how to transform. Sure, the other guy might give you the time to bloodpack - but he might just be suckering you in to a free combo and knockdown for him. You don't usually want this, but desperate times can call for desparate measures, and if shit's just not going your way, you might just need to bite the bullet. It's also your job in normal mode to poke back and poke smart. As a beginner, it's imperative to learn some normal combos into Keygrab, such as 2H (2hit) j.P j.S Keygrab, and 2K 2D Keygrab (2K 2D Slide Keygrab works on many characters too, and can slide under bursts. ) The more normals -> Keygrab shit you know, the more likely you are to convert your hits into Moroha. Later, it's good to know a real dust combo, or some more damaging ground combos like Rekka FRC or throw wallbounce combos just so when you find yourself in the uncommon position of finishing off someone near dead in normal mode, you can. B. Moroha Mode Congratulations, you made it. You've got three knockdowns to work with. Make the most of them. I believe I once heard that in Isuka, Turtle ABAs were hell to deal with. As such, the time gauge was added for /. That doesn't mean you can't turtle with her, but that gauge can certainly try one's patience. I'm not here to tell you to play super agressive or very patient and cautious - that's for you to work out. However, there are certain transform decisions that you WILL have to make when playing ABA, and I'm going to briefly go over some of them later. First, I'd like to discuss your knockdowns and oki strategy. For the most part, ABA's combos generally end in one of these ways. 1. Combo into Butt (Knockdown) 2. Combo into Airborne Keygrab or Airthrow (Knockdown) 3. Air Combo into j.D or Orbs (Opponent Techs) 4. Ground Keygrab or OTG Keygrab (Knockdown) 5. Combo into Mistimed Butt (Opponent Techs) 6. 2D (Strong Knockdown) 7. Standing P (Opponent Techs) I find in my play, the first three occur the most. With different weights, you'll have to adjust the timing of your butt loops to get the knockdown (Try doing corner throw, dash in 5S, 2S, Butt, 5S, 2S, Butt on Ky, then Baiken, for instance.) It's important that you always do, though. Unlike some characters in this game, ABA doesn't have to choose between damage or knockdown/keygrab; she can generally get both. Different knockdowns serve different purposes, however. Whenever you combo into an Air Keygrab out of Moroha, when you land, you're probably going to want to get the fuck back into Moroha while you can. Again, stressing the Normal mode = disadvantage, Moroha = advantage path. This knockdown gives you the freedom to bloodpack, but not to pursue with your oki. Comboing into a butt, ground keygrab, or 2D knockdown, however, is a different story. Generally speaking, if they just finished eating a 2D or butt knockdown, they just lost a third or more of their life. It also leaves you in good shape to take whatever life you left them with. Here are some options; 1. 2H: Unthrowable from frames 13-18, you GET this for oki. If you've got a reversal happy opponent, you can FRC block and punish, or if the 2H is late, you can buffer in a Danzai or EX Danzai through whatever reversal they had planned. If they block, good. Continue into rekkas, jumps, block, or reset. If they try to throw you or whatever and this hits, continue into IAD S, HS, Orbs, and if that takes them to the corner you can finish with short dash 5S, 2S, Butt, 5P and tech games. 2. Run up 2K: Low string starter. You NEED to learn how to time your dash and 2K so that this is pretty unthrowable and sticks them to the ground at the same time. 3. Running jump j.S: I believe the Moroha post has more on this one. I think a 2D can generally set this up to be SRK safe; so does a butt KD, but timing is tough. 4. Run up Danzai: lololol. A fantastic way to really fuck up scrubs. They can't throw it, and if you time it well, they can't swing against it either. Sol needs special EX treatment on this one. 5. Run up throw: lololol too, but not as scrubtastic. NO, run up Danzai vs. run up throw is NOT a mixup! But keep these options in mind. 6. Jump /dashjump over, j.HS: j.HS is crossup sauce. Get a good feel for this move and how to crossup with it, especially since it's got some serious priority. After a CH Danzai, you can guarantee a dash jump over, air dash backward crossup or non-crossup j.H. 7. Jump /dashjump over, Orbs: When you counterhit with this one for the first time, it'll make you smile. 8. Dust/Unblockable: Good for the big damage surprise. ABA has one of the fastest dusts in the game at 22 frames in Moroha. (23 in normal; 20 in G.Moroha!) The animation isn't Jam subtle but it definitely gets the job done. 9. Run up 2P, tick throw: Just your basic tick throw, there when you want to catch a 2x Keygrab or want the kill. There are a few other decent tick throw setups, Knockdown -> deep dash in 2H, pause, 1 hit rekkas, throw being my favorite. For Moroha, beginners need to learn basic damage combos. They'll advance to learning basic oki setups and how to poke, and then learn better combos and more ways of getting their damage. And through all that, you'll figure out how to both manage ABA + modes well, as well as play better defense. It's possible you'll be Danzai spam happy at first, and then you should quickly learn the hard way why you can't. Eventually you'll get reversal Danzai / EX Slide timing down, and then the sky's the limit. Who knows, you might even learn some Goku Moroha combos for the hell of it. (It's not a useless super/mode, it's just very situational. It takes 50% tension and one bloodpack, but nobody remembers about this fucking thing and if you catch someone with it, it's a decent stagger and a free combo for the win. You've got invincibility upon activation.)
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III. Moroha Mode At last, the reason to play ABA. Let's begin. Normals: 5P. Same as Normal 5P, but you'll probably find yourself using it more here. Just like the normal version, she has upper body invincibility from frames 2-4. This is pertinent info. 2P. Same as Normal 2P. Gives you +2 Frames on block, can set up tick throw. 6P. Two hits, solid anti air that leads into your combos. 2K. Your main combo low. Dash in 2K for oki. You will hit with this move, and you will get prorated but solid damage. 2S. Tougher to time anti-air, but great ground-to-air priority. On counterhit, they're in for a world of hurt. f.S. Ah, the dreaded ABA Far Slash. Her best normal, move, what have you. Simply put, from its max range, f.S beats just about EVERY normal in the game, and some specials too. And when it DOES beat out a move, you get BIG combo. It'll make your opponent shit bricks. As such, make sure to input an empty 236 when you throw this (And 5H, for that matter) out and hit confirm that shit. When it hits, follow it up with the rekkas and profit. Just finished up a frametrap? f.S. In a poke war a few character lengths apart? f.S. What a good move. 2H. The cornerstone of ABA's pressure. Hits twice, launches on hit, cranks up their guard gauge and gives you frame advantage on block, chains into rekkas, has an FRC point, AND is throw invuln, so a good choice for oki. Got all that? Good! Get creative with your 2H game. YOU'VE got the advantage here. 5H. Sacrifices a little of the mad f.S priority for range. 5H hangs out there for awhile, and reaches mad far. On hit, you chain into rekkas for a combo. On counterhit, it'll cause a huge stagger which practically guarantees a run up combo as well. It's also funny because ABA yanks the key up at the end of 5H, and the yank up top can also hit people. And if it counterhits, you basically get the 2S counterhit property! Good shit. Don't be surprised when someone jumps your throw attempt in the corner only to get hit with that. 6H. Two hits, both of which can be jump cancelled. You can chain this into rekkas on hit, or IAD/jump in to continue pressure on block. Huge range, but on whiff, huge recovery. Don't whiff this, and you're in good shape. 5D. Use this. You will hit your opponent's weak spot for massive damage. Enough said. 2D. Big range, low, and knocks down, so nothing to really hate on. This is a low you can use late in your strings to knock down and l o l restart your pressure from square one. j.P. Mash between this and j.K when you catch someone blocking it in the air, bring them down to the ground, and continue pressure if possible. j.K. Launches briefly on hit. j.S.Very powerful, important move. Jump at Sol as he gets up. If you meaty a j.S (The key is over his body), and he SRKs, the two moves will clash. If you block, ABA will land safely as Sol flies through the air in a dumb ball of fire. Punish him to oblivion. If he doesn't SRK, well then, you carry on with whatever pressure string you want. It's a win/win! Meaty j.S is also fantastic because you can Jump Cancel it. Mix up between meaty j.S -> land, 2K, or meaty j.S -> JC -> j.S, j.H, land, etc. j.H.The other very powerful air move. Absurd priority, absurd hitbox size, and crossups like a motherfucker. You know how a lot of 6Ps are supposed to be anti-air? Often times, j.H just doesn't give a shit about your 6P. If and when you hit with this, chain into a ground combo and murder them. Sometimes j.H will counterhit, which causes a ground slide, so make a mental note of that possibility and do the proper combo. Specials: Danzai (623H): Okay, this launching super armor (!) move does a lot of things, some of which is more obvious than others. Danzai is a two hit move that will eat one non-super hit when she swings the key up. If your opponent gets caught in either Danzai slice, they get launched for a combo. It's "safer" than a VV, but is still very punishable, so watch out and DO NOT SPAM THIS. You WILL get killed. That being said, you will absolutely stomp the clueless with this move, and will get a lot of "I hate that fucking move"s in response. Danzai can be used as anti-air. It can be the last word in a long/mid range poking battle. It will beat the obvious offensive patterns. On top of that, Danzai is completely throw invulnerable. Thanks for playing, Potemkin Buster. Better luck next time. Kashitsu (41236K - Unblockable): ABA climbs up the key and backflips through some stained glass symbol that appears. If the other player is on that symbol, standing OR ducking, they will either get staggered (stand block) or bounced. People can shake the stagger before you combo them, which is why if you've got 50% tension to Roman Cancel this, YOU DO IT. That way, you get your big combo on hit or stagger. Have fun! ^Note: If they bounce and you don't have the tension to RC it, you can either reset your pressure game or do an OTG 6H. JC the second hit; for instance, if they tech one way, you can IAD towards them to continue pressure from the air. Short ranged, and mediocre execution time, but you CAN hit with this move. Engorgement / Butt (421H) ABA flies through the air buttfirst pointing the key's head towards her target. It jump installs, so if you RC it, you've got a free jump in there. Though generally used in her butt loop combos, it can be used empty and catch people for combos in the corner. Konzetsu / Orbs (41236S in the air) ABA grabs two keys out of thin air and two huge orbs form around them. Both can hit. As such, it's your goal to get both of them to hit in corner combos. This is a real funny move that gives you advantage. It can also be FRCd. If you're really low to the ground, the recovery is low enough that you can combo into the orbs, land, and continue your combo. Also, this move has the habit of lingering around even if ABA gets hit.. hooray projectiles. Rekkas (236S, 46S, 63214S). The first hit takes you forward. The second hit will stagger. The third hit will ground slide and you will FRC it into a combo. The Rekkas have huge range and are quick, and will give you combos when you hit. However, you are not safe if you follow through with an uncancelled third part of the string. Be wary of SRKs/backdashes/etc. and plan around them accordingly. Remember, you control how many hits of the rekkas you want to do, and you can FRC the final hit and reset pressure if you wish. Now crank up that guard gauge. Bloodpack (63214P) and Keygrab (63214H) Transformers. You're constantly going to be looking for ways to combo into your keygrab, so most of the time, if the opportunity presents itself, do it, land, bloodpack, and refresh your Moroha bar. If you Bloodpack, you will regain 1.2x of the damage you've dealt yourself; if you Keygrab, you'll only regain 80%, but you'll be saving yourself a bloodpack for your troubles. 623D (FORCE BREAK Danzai) Essentially the same thing as Regular Danzai, except this one eats EVERY non super hit on the way up - not just one. Yes, I know what you're thinking - it DOES beat Sol's VV. (Though if you're too close, he sometimes won't get launched. ;p) This move is ludicrous and has been known to make ABA's opponents sob softly to themselves. 236D (FORCE BREAK Bloodball) Why NOT give ABA a Moroha mode projectile. String into this or try to time it meaty. On block, this forces a mixup, or better yet, sets up your Unblockable. On hit, you get a free combo - or if you're real quick, guarantees your dust! BIG lols. Staple Combos: 1. 236S, 46S, 63214S FRC, dash in, 2K, 5S, 2S, sj.K, sj.S, Keygrab. Easy combo into transform. 2. 5S, 6H (1hit), 236S, 46S, 63214S FRC, dash in, 2K, 5S, 2S, Butt, P, j.D. Works in the corner. 3. Throw (Midscreen). 2H (1hit), Danzai, dash in, S, 2S, Butt. Knocks down and can eat bursts. Note: If they're in the corner, after the dash in, S, you can keygrab to go into normal mode, then combo into an OTG keygrab for a free, COMPLETE transform. More on these setups later. 4. 2K, 5S, 2H (2hit), IAD S, HS, Orbs, land. P, S, 2S, j.D. Works in the corner. Good string from a low hit. 5. 6P (Anti Air, 2hit), 2S, sj.K, j.S, j.HS, Keygrab. Basic anti-air combo. 6. In corner: Dash jump, low to ground j.S, JC j.S, falling j.H, land, 5S, 236S, 46S, 63214S. Good overhead shenanigans. 7. Throw (In Corner). Dash in, 5S, 2S, Butt. 5S, 2S, Butt. 5P, 5S, 2S, j.D, Orbs. 8. 5S, 2H (1hit), 236S, 46S, 63214S FRC, dash in, 6H, dash jump, j.S, j.H, j.D, Orbs, land. Dash jump, j.S, j.H, j.D, Orbs, land. (Works on most characters). Will you look at that damage? 9. In Corner: 5S, 2H (2hit), dash in, 5S, 2S, Butt, RC, Orbs (2HIT), land. 5S, 2S, sj.K, j.S, j.HS, j.D, Orbs. 10. 2S Counterhit, or Throw, or Danzai/FB Danzai. (Midscreen) Dash in, 5K, 6P (1 or 2hit), 2S, sj.K, sj.S, sj.HS, Keygrab. 11. Throw (In Corner). j.S, j.HS, j.D, Orbs. Land. Keygrab, OTG Keygrab. Note 1: Any combos that lead to rekka groundslide can often times be FRCd early in the combo into dash in -> 2D xx Danzai, dash in S Keygrab xx OTG Keygrab for the Complete Transform. This is extremely useful, as you're sacrificing a little damage for a good chunk of longevity. Note 2: You'll have to vary some air combos depending on the character's weight and your proximity to them when the combo starts.
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II. Normal Mode When in Normal mode, ABA isn't completely helpless. You'll need to know how to get enough breathing room to bloodpack, combo into a command throw, or in extreme cases, finish off your opponent as Normal ABA. Normals: 5P. 3 Frames, can take care of frame traps, mashable, anti air. 2P. 5 Frames, can beat out some command throw attempts. Mashable. 5K. Decent priority for Normal mode, chain into Rekkas or 2D for an OTG Keygrab. 2K. Chain into 2D for an OTG Keygrab. f.S. Hits low, which can catch some off guard. 5H. One your most important Normal normals; if you connect with this move on hit or block, Bloodpack. Period. 2H. Another important normal, just because it stays out there so fucking long. On hit, j.P j.S Keygrab (63214H). Also, I believe if the first hit counterhits but you get hit, it'll knock the other guy down, giving you a free OTG keygrab. j.S. Good hitbox, good priority for Normal mode. j.H. The dive. Not great priority, but on block puts you up close to continue pressure. Just don't get thrown. ;p Specials: 236H (Bloodball). Fantastic move. ABA cuts her wrist on the key and a ball of mercury blood flies free. (It's okay, she's not human! ;p) It takes a little bit of time to come out, but once it's out, IT'S OUT. And ABA recovers real fucking quick, too. If you think you've got room to Bloodpack but aren't sure, throw a bloodball and go for it - it can be a real pain in the ass for your opponent to get around. Also, after a keygrab OUT of Moroha in the corner, when you land, throw a bloodball as they get up and mix them up. Don't be afraid to go / Ky sometimes in the corner, just don't abuse it. 236P (Slide/Evasion). ABA ducks low and slides forward. Upper body invincible. You'll like it at first, then the more you play, the more damage you'll find you take when you use it. It's still a good tool to have, and should be used on certain occasions. Note: Slide will also duck under bursts. 236K (Erasure). ABA hops on and off her key with a slicing kick. Overhead. Staggers the opponent on CH. Can also be FRC'd into Keygrab combos. Feet and throw invincible from frames 6-27. Rekkas (236S,46S,63214S). Not nearly as good as their big brother in Moroha mode, but can be FRC'd into a Keygrab from close range. Combo into this from a 5K or 5S. Also of note, the last hit can be substituted for a 41236K for an overhead; might catch some off guard. Bloodpack (63214P) and Keygrab (63214H) Transformers. 236D (FORCE BREAK: Slide/Evasion) Full body invuln..goes right through everything, including supers. Slides FAR. Catch people off guard with FB Slide for a throw, combo, or escape -> bloodpack. Staple Combos: 1. 2K, 2D, OTG Keygrab. Gets you into Moroha easy. 2. 2H, j.P, j.S, Keygrab. Also gets you into Moroha easy. 3. f.S, c.S, 236S, 46S, 63214S, FRC, forward dash, 5H, Keygrab. Gets you into Moroha. 4. Throw in corner, Keygrab. Same deal. 5. 5D, j.S, j.S, Keygrab. I don't like doing big Dust combos in Normal mode, unless they're close to dead. I won't be getting significant damage to ABA, but I WILL be giving them significant burst meter. Save the big combos for Moroha mode. Note: Some characters don't even need to be in the corner for you to keygrab them; if you're quick, you can dash after the throw and get in a keygrab. Normal mode midscreen throw, dash in keystab works on: May Johnny Eddie Millia Testament Dizzy* Baiken Anji* Venom Slayer Bridget Faust (Dash not needed) Zappa* I-no* *very tight, have to input command very fast Thanks Axel!
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NOTE: This is intended to be a constant work in progress. If you find errors in here, or have anything you'd like to add or ask, go ahead and sent me a PM, or post in the ABA Discussion thread. I wrote this at like 5 in the morning, so forgive what errors there may be. Also, I'll probably re-format this to look a little nicer in the near future. Enjoy! So you're looking to pick up a Guilty Gear character. You tried Millia, liked that ground dash, but didn't like her fragility. Potemkin's damage was tight, but the guy's just too immobile. Jam was cool, but her range wasn't good enough. You want it all. You want to steamroll Dizzy in two hits, and look good while doing it. In that case...welcome to A.B.A. This thread is designed to give you a solid understanding of how to play ABA as quick as possible. She's a high risk, high reward character that puts you in the "I have no life, he's got 2/3rds health left" situation more frequently than you'd think - but you've got the tools you need to take that win at your disposal. Poon described it best in the old Slash thread; "If you play ABA, you need to revel in winning fights off a single hit, off of putting someone in the corner and cranking their guard bar to full and then landing a basic bread-and-butter combo that does 400+ damage without needing any setups or difficult variants. If this is for you, welcome to the ride." Table of contents: I. Intro to ABA II. Normal Mode III. Moroha Mode IV. ABA Strategy V. Intermediate / Advanced Combos I. Intro to ABA Pros and Cons: Pros: *Tremendous damage in Moroha Mode. *Very fast in Moroha mode. *Fantastic range in Moroha mode. *Frightening pressure game. *A plethora of viable ways to spend your tension. *Almost as much HP as Potemkin. *Small hitbox and real funny weight can make her tough to combo. *Has a giant bloody key axe. Cons: *Meh damage and very slow in Normal Mode. *Inflicts damage to herself in Moroha Mode. *Mode Management via Keygrab and limited supply of Bloodpacks. *->If ABA is knocked down three times in Moroha Mode, she can be Instant Killed. ABA is, design-wise, far more complex than the average Ryu/Ken/Shoto-Clone. ABA has two main modes of play; Normal (aka "Passive") mode and Moroha (aka "Double Edged") mode. (She also has a Goku Moroha (aka "Double Edged Hell") mode which is much less used). Every match, ABA begins in Normal mode. The key has big googley eyes and a flat, round head. Her moves deal poor damage and are generally subpar to average. She is pretty immobile in normal mode. The goal is to get her into her other main mode - Moroha mode - when you can. ABA will start off every match with three bloodpacks (in the bottom corner of your player side). You can consume a bloodpack (63214P) to transform in or out of Moroha mode. She also has access to a command grab (63214H) which can be comboed into that will also trigger a transform. In Moroha mode, ABA is a nightmare. Many of her attacks have great range, stay in play for awhile, and tend to have very high priority. All of her hits can lead to taking anywhere from 1/3rd of your opponent's health to ALL OF IT - depending on the situation. There are two drawbacks to Moroha mode. Every time you connect with an attack - hit or block - ABA will inflict herself with a small amount of damage. Should you successfully transform out of Moroha - via Bloodpack or Command Throw - you will regain a lot of the HP that you lost. Most importantly, when you enter Moroha mode, a gauge will appear below your lifebar that will slowly diminish over time. If ABA gets knocked down, she will lose 1/3rd of this bar. Should you fail to transform before your bar expires, her key will forcefully cough up the blood, and your ABA will eat whatever combo (or even Instant Kill) your opponent wants. In addition, all the health you could have regained from a Bloodpack or Command Throw transform is lost forever.
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I'm going to be at SE-R2, and probably NEC. possibly O Squared.
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:o Her Oki is pretty strong. Not like, Millia strong, but really fucking good because: A. It means you got a knockdown of some sort, which probably means they're around 50%.. B. It sets you up to murder that other 50% from their bar. Rarely use Danzai on wakeup. It's okay if it's someone you've never fought before to find out how they respond to it. You want to stick with 2H on wakeup for your unthrowable option. Your mixup moves are 2K at the beginning of a string, with 2D D or Kashitsu later in a string. You've also got a meaty j.S, which can be jump cancelled for more mixups and is greater than reversal SRKs, and as Tage*Proto said, orbs on wakeup will catch people offguard too. Time it well and don't get hit so your counterhit goes to waste. (And if you meant wakeup instead of oki..FB slide is also good on wakeup.) http://dustloop.com/forums/showthread.php?t=3296&page=2 I don't see either Combofiend or Poon, who I'm pretty sure were America's best ABAs in Slash. Hopefully I'll be going next year j.HS is sick. If you hit someone on the ground when you're too high with it, you'll get thrown. It can get airthrown sometimes. (But other times you'll run that man over). That being said, it's HUUGE and leads to one of your two/three hits you need on hit or counterhit. j.S is really good too as mentioned before. Orbs are solid both on offense for messing with timing, catching backdash etc, and on defense for covering the ground behind you if you need space and run away. j.D also isn't that bad, gives you a combo on CH, and also on normal hit if you're in the corner. use j.P and j.K if you meet someone in the air and need a close attack, they're not bad and you can alternate between them.
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Yeah, Tsubu did it at this year's SBO in his match against (I think it was) Niga's Slayer. He caught him with a CH HS on an airborne Slayer and took him for a ride.
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Anyone else try comboing off a FRC'd orb following pretty much any string into 2S on an airborne opponent (like after a throw or 2HS in corner etc) into sj.K, sj.S, sj.HS, orbs FRC? I've seen it followed up by an airdash j.HS, j.D, and then ABA hits the ground first. This gave her enough time to SJ back up for a j.K, j.S, Keygrab. It was done on Slayer. I'm having trouble getting the final SJ K/S/Kg to connect..any of you guys trying this have similar problems?
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Well, the issue would be GETTING that knockdown. You have to be careful when throwing out your pokes because you could eat a Sexy beast, Skull, etc. Testament is a tough fucker to catch, and you always have to be on constant watch for 6K/6H/FwdEXE/Random Badlands at all times, since they all can lead to knockdowns. Getting knocked down as ANY character vs Testament is bad enough, and it's only worse for ABA. And on top of all the trouble it takes getting to him, he has no problem trying to trade Fwd EXE, and he can also reversal Warrant. Regardless of the risk, it IS there as an option.
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Also, if Pot ever jumps, try to take advantage of that. Your danzai will beat anything he throws out, your 6P beats anything but the Butt, and standing P clashes with the butt, so just throw out another one after the first. :p Danzais can be a little risky, since if he's low to the ground when you start up the Danzai he can sometimes land and block it in time. Any of you guys have experience with the Eddie and Testament matchups? It would be good to get some feedback on either. EDIT: Examples of correct ABA vs. Pot: Match 2: http://www.youtube.com/watch?v=4woh-zmrGMk Most of Round 1 and Round 2: http://www.youtube.com/watch?v=YLXqwwkDzA0 Examples of INCORRECT ABA vs Pot: http://www.youtube.com/watch?v=E63F8LPeQac
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I haven't been thrown out of it yet so it's throw invuln until someone corrects that, and it goes through everything, supers included. (lol @ Zappa's Raoh) I mean the FB from his charging 'stance' which makes it overhead and gives you combos. He like, swings the fans over his head in a twirly motion and has a lot of upper body autoguard.
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EX Slide in Normal, EX Danzai in Moroha. I'm assuming backdashing the butterfly does nothing since the projectile keeps moving back, or at the very least, you've got something to do for backdashers. The FB Butterfly and Swishyslamthing Anji has both seem pretty good, but less knockdowns make this matchup seem a lot more comfortable in AC, at least for me.
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Air isn't nearly as viable an option as ground. Potemkin's 6P and/or Explodey Fist (Moreso the 6P) will dominate you. On top of that, if he backdashes a j.S or HS, you're probably going to get Bustered, too. On the ground, ABA has a lot more she can do that makes backdashing a risky endeavor for Pot. It's pretty much the same thing for Pot if he takes the the air against ABA, I believe; her 6P will beat a lot of his stuff, and a well timed Danzai pretty much beats anything he's got air-wise. It's probably unwise to go for your unblockable, that gives him inf time to buster you. A successful ABA/Pot fight for the ABA goes something like this; 1. ABA manages to pack / keygrab early. 2. ABA avoids Slide Heads, space her f.S / HS correctly, and begins a pressure string. 3. Pot's guard gauge cranks up, Pot gets lowed/thrown/dusted/outhit. He loses a good chunk of health, and the pressure game resets. Of course, if any of that goes wrong, it either means ABA remains pinned in her normal mode, or ABA's probably in knockdown danger and/or facing Pot oki. This fight's mad tough because Pot can really change the tide of the fight at any given moment.. ABA needs to play all strong rounds. You absolutely must react to slide head, you have to catch the Pot player, and you really have no room to bumble execution or 'chill' (unless your at the opposite side of the screen avoiding slide heads).
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Yeah, people seemed to like it from what I read just skimming the HoSol threads. I'll have to test some time tonight and see how it does vs ABA's crazy 5s. ABA has some of the sickest damage in the game, and she gets it off almost ANY hit. If you get hit by any ground to ground normal outside of like 2D, you're probably losing 50%ish, maybe more maybe less depending on her tension and your guard gauge. Same can go for like, 6P or CH 2S as anti airs, or j.S / j.H / CH j.H. I'd like to ask you guys what you think of ABA's poorly ranked matchups; Potemkin, Axl, Baiken, Testament, Eddie, and Faust. Baiken, Testsament, and Axl are definitely tough matches that I've had a hell of a time fighting.
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Hammerfall vs. the Danzais Danzai > Pot Buster Backdash > Predictable. (5S, maybe?) Judge Gauntlet > Carelessness And both have answers for the other's air game.. but if either lands an air hit, it's bad news. Of course, the difference maker is the 3 knockdowns, which Potemkin doesn't have too much trouble getting after a slip up. http://jbbs.livedoor.jp/bbs/read.cgi/game/34745/1172460815/ AB vs. Potemkin = 4.0 in Japan's ratings. For that matter, I went back and added the correct points for ABA's matchups in the first post, ranked 4.0 for the worst, 5.0 for even, and 6.0 for the best matchup according to that list for easy reference.
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While I can't think of what his 5S is or does (No HOS near us), I can tell you the ABAs attacks ARE mad fast and are more than safe. When she's on offense, she has solid traps, and has a variety of ways to keep the pressure legitimately via RCs/FRCs (2HS/Rekkas). HOS' new FB is definitely threatening, it's mad fast. What does the 5S do?
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So now that AC is here and the ABA forums are looking pretty dead, I figured now was a good time to compile the Match Up info that's been posted in the Slash ABA matchup thread into one clump and work from there. I'm just going to write brief notes about what I've seen has changed, add and pick apart what you will. A.B.A. vs.. Anji: 6.0 "If I had to play Anji in tourney, I'd switch to Eddie without thinking about it... A.B.A will just die so fast.. But maybe that's just my A.B.A.." -Marn Apparently Anji's Birthday Cake (Air Orb move) doesn't knockdown anymore, which is very good news for us. Strings that end in Ons are still bad news for us. Since Anji's knockdownability (??) degraded, this matchup got better for us by far. Check out what Klaige has to say on Anji's changes. - http://www.dustloop.com/forums/showthread.php?p=158422#post158422. Baiken: 4.0 "Baiken is actually pretty easy because ABA can jump cancel all sorts of shit to bait counters, and you can always use 623h in the middle of strings if you suspect a counter. Just don't spam reccas against Baiken and you should do OK, and remember how easy it is to throw baiken and how much damage and meter aba gains from this." - Poon I only played one Baiken in my area in AC, and we split, but goddamn, was that fight stupid. As Poon suggests, use smart Danzais in strings to try and catch her riding dirty. RC the Danzai if you don't. Jump Cancel like a fiend. Chipp: 5.5 "Chipp - He's too fast for her normal mode, you'd prolly have to waste a pack to go into Moroha mode to try to match his speed, and even then, he'll probably spam 2D til he dies =(!" - Marn I don't know if this matchup changed at all on the Chipp end, but FB Danzai has to count for something against Chipp, j.HS notwithstanding. Dizzy: 5.5 "Thing is, Dizzy can't really do much against A.B.A's frame traps" - Furix Dizzy has not changed much, outside of her new crossup air move, the homing bubble, and the fish staying on the field regardless if she gets hit or not. That last one is a big pain in the ass. But regardless, much like Venom, Johnny, and some other members of the cast, she doesn't have any defensive options ala SRK once you get the ABA train going. The problem is actually getting there. Getting the pack to Moroha is tough, and can definitely end up with a Dizzy knockdown and you having to deal with some stupid projectile shenanigans high/low/throw guessing game. Not fun.. until it's your turn. Eddie: 4.0 "Eddie is hard because he can start his lockdown at the very beginning of a fight and keep you from changing modes. That's scary." - Poon Yeah. But, to be fair, if ABA's got 25% tension, she can at worst take a wakeup unblockable's damage but avoid the knockdown. Reversal FB Danzai in Moroha mode will also catch the unprepared Eddie for 40% (lol), and Reversal FB Slide in normal mode just negates it entirely. FB Danzai is lols in this matchup. Holy Order Sol: 6.0 "HOS is a pretty sucky character overall, so A.B.A doesn't have a hard time stomping him either." - Furix I don't fight any Hos, so any insight into how his buffs / her buffs change this matchup would be good. Ky: 6.0 "The main problem with ky is that he can IK ABA very easily because Ky has not trouble landing 3 quick shitty knockdowns that do 16 damage each but then you change modes and he gets an IK. Ky can do risky shit to force this or he can just play normally and that is what makes this fight dangerous. Any time you are down to 1/3 meter Ky can start playing risky because any hit means a win, so you seriously have to be careful as hell." -Poon Still the case as far as I know, but his damage really got toned down. He can still do Stun Dipper RC shenanigans, do tick throw or crossup setups, etc. Potemkin: 4.0 "I believe Potemkin is a potential bad matchup for ABA. Tons of knockdown methods with Potemkin (Potbuster, Heat Extend, Hammerfall, Slide Head, even his normal throw is a knockdown now), and his 6P is rather good in stopping ABA aerial assault. ABA will also have a hard time getting in if Potemkin plays keepaway with 5HS and far S. Not to mention Potemkin can absorb the damage ABA throws at him pretty well." - axel As far as I know, ABA gets to RTSD and abuse far slash as best she can. Once Potemkin gets going though, he's a freight train. Try not to leave holes in your strings, and when there are holes, plan for a backdash -> potential Buster. If you had trouble reacting to slide head in Slash, fucking react to it now or lose. You can make ONE MISTAKE against Potemkin, and find yourself in deep shit. Robo Ky: 6.0 Robo-Ky's ground game is not as successful against ABA as it is against other characters. Be wary of his charge move that nets him meter and knocks you down. I THINK you might be able to punish his ground eye laser move with f.S, confirm/deny? His 5P gives him mad frame advantage. His dust is also really fast - faster than Ky's. Also, his SRK can only give him a knockdown on CH. Slayer: 5.5 "Between 2D, HS, 6HS, f.S, the Orbs and Danzai, ABA's got enough ways of covering the ground well against Slayer's shenanigans. It might be a good matchup for her, or at least an even one." - Me I think still she's got tools to deal with Slayer, but he's absolutely got stuff to fuck her up too. I actually don't like using f.S too much in this matchup, it gets Dandy Stepped and BunkerT. HS is fantastic. I think the big equalizer in this matchup is Danzai, honestly. It trumps pretty much everything he's got, -=including=- FB Bunker AND (YES!) BBU. Regardless, SOMEONE'S going to get messed up in SL vs AB. Testament: 4.5 "Testament is trouble because.." - Poon Because he makes it hard to get into Moroha, makes it hard for you to get to him, and if by some miracle you finally do, can Warrant or Fwd EXE to get out AND knock you down. I know I have a hell of a time against Jamie Saphri's Testament. The last thing you want to happen is get caught by ANY Testament knockdown, because that leaves you with at most two knockdowns to go and a batshit insane wakeup game to deal with. Venom: 5.0 - Even "Yes because of ABA's huge range. Venom needs time to set up his traps and pressures. ABA can knock him out of hit. Plus she has good pressure to keep him on lockdown so he can't do anything. Venom has little to no "get off me" moves. Of course he has good pressure too which could screw you over should he get you in the corner. But you have better ways to get out of them then he does." - Zoogstin If Venom knocks down ABA and starts his pressure game, you're going to have to deal with it - unless you've got an FB Danzai or Slide in the bank. Use at your own discretion, obviously. However, if you catch him, WHEN you catch him - he has to deal with your game. HE can't sit on the chance of him doing an FB Danzai that YOU have to plan around, so make the most of it. Zappa: 6.0 "Dog: Nothing to say bout this, just try to play safe Ghost: For normal if he wants to play turtle with his ghosts, try to steal a moment and use a bloodpack to change ASAP, it will be easier in Moroha.If he spams ghost from air far away, keep away from the ghosts and 2S or air HS him when hes recovering, it should net a CH and then you can punish him appropiately Sword: For normal, use the 236+P dash to go under his sword dash. In moroha, your Danzai will rape his sword for free, dare him to use the sword dash and make him eat a CH Danzai to a juggle, will cause major pain to him Raou: Eh only thing i can say is in normal your 236+P will go under his Last Edgy, but its just too risky. In moroha try to turtle a bit and hunt for openings to land your combo, but try not to die doing so." - kiske Don't know how this matchup changed.. or what this matchup is actually like in the first place for ABA. When I played Wondertonic's Zappa, I waited for him to lose some ghosts when he had them, tried to poke away the dog, and tried to stutterstep to get in when he had the sword + danzai. (Zappa does have a 2 hit move with the sword > Regular Danzai). Oh, and don't get hit by Raoh. Others: I-No: 6.0 Uh, didn't sound like anybody here expressed enjoyment in playing this one. Axl: 4.0 Axl is unsurprisingly a pain in the ass to fight. His counter knocks you down - and that's assuming you get in close enough for him to use it. Also watch out for the unblockable. Take your time, choose your advances wisely, and for the love of god, don't dash jump j.HS at him - you WILL get countered. Johnny: 5.5 I fight this one a lot, since I play GG with 4r5. Johnny might have a little more range on the whole, but ABA can certainly poke with him. If ABA gets hit, it's not necessarily OSHIT for her. If Johnny gets hit, that's a different story. Johnny can crank up the guard gauge until he gets poor. ABA doesn't need money to crank up a guard gauge, it just happens. Johnny has a small hop, ABA can dashes across the screen at Johnny as if he had a PS Tripple. (AND her shoelaces are untied :x). Johnny has an interesting air game, since you don't really want to 6P him and eat an Ensenga or Divine Blade. Too bad ABA's Danzai doesn't give a shit. Therefore, ABA > Johnny as far as I'm concerned. And don't be afraid to use 6P, it goes through that TK Ensegna jazz. Bridget: 5.5 Like Testament, only you don't see as many of them played. Another character you have to catch. I don't know this matchup. Faust: 4.0 Watch out for that horizontal scalpel strike that crosses the screen when you're changing modes, it's bad news. From my experience, it seemed to sometimes be tougher jumping in on Faust than on other characters (not even taking whatever items he's got out there into consideration). Don't really know what else to say about this fight. Other than mini Potemkin is an asshole. Jam: 5.5 ??? Shed some light on this one. May: 6.0 Whenever I connect with a Danzai on PsiPhi's and Tritone's Mays, I can expect some form of expletive or unkind remark. That being said, while May has gotten buffs, her game hasn't changed too much from what I've seen. If you see her start her dust animation, don't guess, don't even jump away, just danzai it. Either you'll danzai her low dust, or you'll danzai her overhead. You win! Watch out for the command throw, it hurts. Don't ever forget to FD charge Dolphins in the air. And catch her sneaking in her low slide attack, I think you can punish it with a 6H -> Combo. If not, just 2K -> combo works too. Millia: 5.5 A mix between Chipp's and Jam's comments, I suppose. ;p Sol: 5.5 FB DANZAI (15 Favorable Matches, 6 Bad Matches, 1 Even Match according to http://jbbs.livedoor.jp/bbs/read.cgi/game/34745/1172460815/)