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DEF: 5 | DEF: 5 | ||
{{ProConTable | |||
|width=100 | |||
|pros= | |||
*'''BIG Damage''': Abobo deals an incredible amount of damage. He can realistically stun opponents in a single combo, and his command grabs let him open up blocking opponents for massive reward. <br> <br> | |||
*'''BIG Health''': Abobo has very high health, letting him make more mistakes than most others.<br> <br> | |||
*'''Unique Pursuit''': Abobo's 632XX is the only non-standard Pursuit attack in the entire game. Not only is it stronger, this attack is also much faster than every other Pursuit. This means he gets a consistent 50% extra damage tacked on to any stun he scores, so long as he has meter. <br> <br> | |||
|cons= | |||
*'''BIG Body''': Abobo has a massive hurtbox that makes him unable to duck attacks other characters can and leaves him highly susceptible to instant overheads. <br> <br> | |||
*'''Mixup Fraud''': Abobo has only two lows in his entire kit, and both are very slow. His overhead game is quite strong, but the opponent has very little reason to block low against him.<br> <br> | |||
*'''No Reversals''': Abobo does not have a single attack with frame 1 invincibility. If he's knocked down, it's very possible the entire round may slip away from him right then and there. <br> <br> | |||
}} | |||
<br> | |||
<center>'''Move List Showcase''' <br> | <center>'''Move List Showcase''' <br> | ||
<youtube>yTtqMNlWmzg</youtube></center> | <youtube>yTtqMNlWmzg</youtube></center> | ||
= | =Normal Attacks= | ||
==Standing Normals== | |||
{{MoveData | {{MoveData | ||
|name = | |name = | ||
Line 32: | Line 43: | ||
{{AttackData-DDNG | {{AttackData-DDNG | ||
|input=5A | |input=5A | ||
|damage= | |damage=1900 | ||
|startup=3 | |startup=3 | ||
|active= | |active= | ||
Line 145: | Line 156: | ||
|onhit=+4 | |onhit=+4 | ||
|onblock=+6 | |onblock=+6 | ||
|description= | |description=Decent button all around, but the risk of getting Far C instead makes this somewhat risky to go for. | ||
}} | }} | ||
}} | }} | ||
Line 181: | Line 192: | ||
|input=5D | |input=5D | ||
|damage=7600 | |damage=7600 | ||
|startup= | |startup=14 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 188: | Line 199: | ||
|onhit=+9 | |onhit=+9 | ||
|onblock=+9 | |onblock=+9 | ||
|description=High damage, | |description=High damage, plus on block and hit, special cancellable overhead. Essentially all you could want in a close ground button. | ||
}} | }} | ||
}} | }} | ||
<br> | <br> | ||
==Crouching Normals== | |||
{{MoveData | {{MoveData | ||
|name = | |name = | ||
Line 272: | Line 283: | ||
|guard=L | |guard=L | ||
|cancel=No | |cancel=No | ||
|onhit=KD | |onhit=KD | ||
|onblock=-3 | |onblock=-3 | ||
|description=One of only two lows in Abobo's kit. Hits about round start distance, though very slow. Does not cancel. | |description=One of only two lows in Abobo's kit. Hits about round start distance, though very slow. Does not cancel. | ||
Line 278: | Line 289: | ||
}} | }} | ||
<br> | <br> | ||
==Aerial Normals== | |||
== | |||
{{MoveData | {{MoveData | ||
|name = | |name = | ||
|subtitle= | |subtitle= | ||
|input = | |input =J. A | ||
|image = | |image =aboboJa.png | ||
|caption = | |caption = | ||
|data = | |data = | ||
{{AttackData-DDNG | {{AttackData-DDNG | ||
|input= | |input=7/8/9A | ||
|damage= | |damage=1900 | ||
|startup= | |startup=6 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|guard= | |guard=H | ||
|cancel= | |cancel=No | ||
|onhit= | |onhit=Variable | ||
|onblock= | |onblock=Variable | ||
|description= | |description= | ||
}} | }} | ||
}} | }} | ||
<br> | <br> | ||
{{MoveData | {{MoveData | ||
|name = | |name = | ||
|subtitle= | |subtitle= | ||
|input = | |input =J. B | ||
|image = | |image =aboboJb.png | ||
|caption = | |caption = | ||
|data = | |data = | ||
{{AttackData-DDNG | {{AttackData-DDNG | ||
|input= | |input=7/8/9B | ||
|damage= | |damage=3800 | ||
|startup= | |startup=10 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|guard= | |guard=H | ||
|cancel= | |cancel=No | ||
|onhit= | |onhit=Variable | ||
|onblock= | |onblock=Variable | ||
|description= | |description= | ||
}} | }} | ||
}} | }} | ||
<br> | <br> | ||
{{MoveData | {{MoveData | ||
|name = | |name = | ||
|subtitle= | |subtitle= | ||
|input = | |input =J. C | ||
|image = | |image =aboboJc.png | ||
|caption = | |caption = | ||
|data = | |data = | ||
{{AttackData-DDNG | {{AttackData-DDNG | ||
|input= | |input=7/8/9C | ||
|damage= | |damage=5700 | ||
|startup= | |startup=10 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|guard= | |guard=H | ||
|cancel= | |cancel=No | ||
|onhit= | |onhit=Variable | ||
|onblock= | |onblock=Variable | ||
|description= | |description=Very potent crossup hitbox. | ||
}} | }} | ||
}} | }} | ||
<br> | <br> | ||
{{MoveData | {{MoveData | ||
|name = | |name = | ||
|subtitle= | |subtitle= | ||
|input = | |input =J. D | ||
|image = | |image =aboboJd.png | ||
|caption = | |caption = | ||
|data = | |data = | ||
{{AttackData-DDNG | {{AttackData-DDNG | ||
|input= | |input=7/8/9D | ||
|damage= | |damage=7600 | ||
|startup= | |startup=12 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|guard= | |guard=H | ||
|cancel= | |cancel=No | ||
|onhit= | |onhit=Variable | ||
|onblock= | |onblock=Variable | ||
|description= | |description= | ||
}} | }} | ||
}} | }} | ||
<br> | <br> | ||
==Command Normals== | |||
==Command | |||
{{MoveData | {{MoveData | ||
|name = | |name = | ||
Line 412: | Line 418: | ||
}} | }} | ||
<br> | <br> | ||
{{MoveData | {{MoveData | ||
|name =Pursuit | |name =Pursuit | ||
Line 428: | Line 433: | ||
|guard=N/A | |guard=N/A | ||
|cancel=No | |cancel=No | ||
|onhit=KD | |onhit=KD | ||
|onblock=N/A | |onblock=N/A | ||
|description=Abobo's universal Pursuit attack. | |description=Abobo's universal Pursuit attack. | ||
Line 434: | Line 439: | ||
}} | }} | ||
<br> | <br> | ||
= | =Throws= | ||
{{MoveData | {{MoveData | ||
|name =Hammer | |name =Overhead Toss | ||
|subtitle= | |||
|input =4/6B | |||
|image =abobobthrow.png | |||
|caption = | |||
|data = | |||
{{AttackData-DDNG | |||
|input=4/6B | |||
|damage=8360 | |||
|startup=1 | |||
|active= | |||
|recovery= | |||
|guard=N/A | |||
|cancel=N/A | |||
|onhit=KD | |||
|onblock=N/A | |||
|description=Sideswitches, sends opponent far. | |||
}} | |||
}} | |||
<br> | |||
{{MoveData | |||
|name =Crashing Punch | |||
|subtitle= | |||
|input =4/6C | |||
|image =abobocthrow1.png | |||
|image2 =abobocthrow2.png | |||
|caption = | |||
|data = | |||
{{AttackData-DDNG | |||
|input=4/6C | |||
|damage=9120 | |||
|startup=1 | |||
|active= | |||
|recovery= | |||
|guard=N/A | |||
|cancel=N/A | |||
|onhit=KD | |||
|onblock=N/A | |||
|description=Sends opponent far. | |||
}} | |||
}} | |||
<br> | |||
{{MoveData | |||
|name =Face Slam | |||
|subtitle= | |||
|input =4/6D | |||
|image =abobodthrow1.png | |||
|image2 =abobodthrow2.png | |||
|caption = | |||
|data = | |||
{{AttackData-DDNG | |||
|input=4/6D | |||
|damage=9880 | |||
|startup=1 | |||
|active= | |||
|recovery= | |||
|guard=N/A | |||
|cancel=N/A | |||
|onhit=KD | |||
|onblock=N/A | |||
|description=Leaves opponent point blank, less frame advantage than other throws. | |||
}} | |||
}} | |||
<br> | |||
{{MoveData | |||
|name =Air Face Slam | |||
|subtitle= | |||
|input =4/6D in air | |||
|image =abobodthrow1.png | |||
|image2 =abobodthrow2.png | |||
|caption = | |||
|data = | |||
{{AttackData-DDNG | |||
|input=4/6D | |||
|damage=9880 | |||
|startup=1 | |||
|active= | |||
|recovery= | |||
|guard=N/A | |||
|cancel=N/A | |||
|onhit=KD | |||
|onblock=N/A | |||
|description=Functionally identical to ground throw. | |||
}} | |||
}} | |||
<br> | |||
=Special Moves= | |||
{{MoveData | |||
|name =Hammer Punch | |||
|subtitle= | |subtitle= | ||
|input =632X | |input =632X | ||
Line 446: | Line 540: | ||
|input=632A | |input=632A | ||
|damage=8360 | |damage=8360 | ||
|startup= | |startup=12 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|guard=H | |guard=H | ||
|cancel=Into | |cancel=Into | ||
|onhit=KD | |onhit=KD | ||
|onblock=-5 | |onblock=-5 | ||
|description= | |description= | ||
Line 459: | Line 553: | ||
|input=632B | |input=632B | ||
|damage=9120 | |damage=9120 | ||
|startup= | |startup=13 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|guard=H | |guard=H | ||
|cancel=Into | |cancel=Into | ||
|onhit=KD | |onhit=KD | ||
|onblock=-6 | |onblock=-6 | ||
|description= | |description= | ||
Line 472: | Line 566: | ||
|input=632C | |input=632C | ||
|damage=9880 | |damage=9880 | ||
|startup= | |startup=14 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|guard=H | |guard=H | ||
|cancel=Into | |cancel=Into | ||
|onhit=KD | |onhit=KD | ||
|onblock=-8 | |onblock=-8 | ||
|description= | |description= | ||
Line 485: | Line 579: | ||
|input=632D | |input=632D | ||
|damage=10640 | |damage=10640 | ||
|startup= | |startup=15 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|guard=H | |guard=H | ||
|cancel= | |cancel=Into | ||
|onhit=KD | |onhit=KD | ||
|onblock=-9 | |onblock=-9 | ||
|description=Abobo's single non-throw special move, and really the only one he needs. An extremely high-damage overhead that combos off of nearly all of his buttons, negates projectiles, and builds lots of meter. | |description=Abobo's single non-throw special move, and really the only one he needs. An extremely high-damage overhead that combos off of nearly all of his buttons, negates projectiles, and builds lots of meter. Higher strength increases damage and distance traveled. | ||
}} | }} | ||
}} | }} | ||
Line 512: | Line 606: | ||
|guard=N/A | |guard=N/A | ||
|cancel=Into | |cancel=Into | ||
|onhit=KD | |onhit=KD | ||
|onblock=N/A | |onblock=N/A | ||
|description= | |description= | ||
Line 538: | Line 632: | ||
|guard=N/A | |guard=N/A | ||
|cancel=Into | |cancel=Into | ||
|onhit=KD | |onhit=KD | ||
|onblock=N/A | |onblock=N/A | ||
|description= | |description= | ||
Line 551: | Line 645: | ||
|guard=N/A | |guard=N/A | ||
|cancel=Into | |cancel=Into | ||
|onhit=KD | |onhit=KD | ||
|onblock=N/A | |onblock=N/A | ||
|description=Command grab that keeps Abobo on the same side, cancellable into from buttons if close enough. Higher button strength = more ground slams, but less range. | |description=Command grab that keeps Abobo on the same side, cancellable into from buttons if close enough. Higher button strength = more ground slams, but less range. Good for confirms, due to its simple input and lack of whiff animation. | ||
}} | }} | ||
}} | }} | ||
Line 573: | Line 667: | ||
|guard=N/A | |guard=N/A | ||
|cancel=Into | |cancel=Into | ||
|onhit=KD | |onhit=KD | ||
|onblock=N/A | |onblock=N/A | ||
|description= | |description= | ||
Line 586: | Line 680: | ||
|guard=N/A | |guard=N/A | ||
|cancel=Into | |cancel=Into | ||
|onhit=KD | |onhit=KD | ||
|onblock=N/A | |onblock=N/A | ||
|description= | |description= | ||
Line 599: | Line 693: | ||
|guard=N/A | |guard=N/A | ||
|cancel=Into | |cancel=Into | ||
|onhit=KD | |onhit=KD | ||
|onblock=N/A | |onblock=N/A | ||
|description= | |description= | ||
Line 612: | Line 706: | ||
|guard=N/A | |guard=N/A | ||
|cancel=Into | |cancel=Into | ||
|onhit=KD | |onhit=KD | ||
|onblock=N/A | |onblock=N/A | ||
|description=Abobo's highest damage meterless combo ender where applicable. Swaps sides, leaves the opponent nearly fullscreen. | |description=Abobo's highest damage meterless combo ender where applicable. Swaps sides, leaves the opponent nearly fullscreen. | ||
Line 618: | Line 712: | ||
}} | }} | ||
=Super Moves= | |||
{{MoveData | {{MoveData | ||
|name = | |name =Ground Smash | ||
|subtitle= | |subtitle= | ||
|input =632XX | |input =632XX | ||
Line 630: | Line 724: | ||
|input=632XX | |input=632XX | ||
|damage=13680/14280 | |damage=13680/14280 | ||
|startup= | |startup=32 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|guard=H/L or L, L, L | |guard=H/L or L, L, L | ||
|cancel=Into | |cancel=Into | ||
|onhit=KD | |onhit=KD | ||
|onblock= | |onblock= | ||
|description=This super possesses a number of unique properties. At point blank range, it functions as an AOE sphere that hits around Abobo, but from further away it produces a fullscreen hitbox that must be blocked low and deals no chip damage. It is also the only non-standard pursuit attack in the game, dealing immense OTG damage that is impossible to mash out of. | |description=This super possesses a number of unique properties. At point blank range, it functions as an AOE sphere that hits around Abobo, but from further away it produces a fullscreen hitbox that must be blocked low and deals no chip damage. It is also the only non-standard pursuit attack in the game, dealing immense OTG damage that is impossible to mash out of. | ||
Line 642: | Line 736: | ||
<br> | <br> | ||
{{MoveData | {{MoveData | ||
|name = | |name =Pressure Bomb | ||
|subtitle= | |subtitle= | ||
|input =41236XX/63214XX | |input =41236XX/63214XX | ||
Line 656: | Line 750: | ||
|guard=N/A | |guard=N/A | ||
|cancel=Into | |cancel=Into | ||
|onhit=KD | |onhit=KD | ||
|onblock=N/A | |onblock=N/A | ||
|description=The strongest attack in Abobo's entire movelist. An immensely powerful command grab that leaves the opponent close to Abobo, and | |description=The strongest attack in Abobo's entire movelist. An immensely powerful command grab that leaves the opponent close to Abobo, and gives him excellent okizeme. | ||
}} | }} | ||
}} | }} |
Latest revision as of 15:09, 13 October 2024
Introduction
Birthplace - New York
Height - 7' 2"
Weight - 336 lbs
Fighting Style - Street Fighting
Interests - Body Building, Fighting
POW: 5
SPD: 1
DEF: 5
Strengths | Weaknesses |
---|---|
|
|
Normal Attacks
Standing Normals
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5A | 1900 | 3 | - | - | H/L | Yes | +7 | +11 |
Whiffs on most crouchers. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5A | 1900 | 4 | - | - | H/L | Yes | +7 | +11 |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5B | 3800 | 8 | - | - | H/L | Yes | +6 | +10 |
Whiffs on nearly all crouchers. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5B | 3800 | 8 | - | - | H/L | Yes | +5 | +10 |
Whiffs on nearly all crouchers. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5C | 5700 | 8 | - | - | H/L | No | -9 | -7 |
Just an absolutely atrocious button all around, pathetic range, negative on hit and block, and no cancellability. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5C | 5700 | 8 | - | - | H/L | Yes | +4 | +6 |
Decent button all around, but the risk of getting Far C instead makes this somewhat risky to go for. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5D | 5700 | 18 | - | - | H/L | No | +2 | +4 |
Whiffs on most crouchers. Non-cancellable and slow to start, but good range and solid damage. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5D | 7600 | 14 | - | - | H | Yes | +9 | +9 |
High damage, plus on block and hit, special cancellable overhead. Essentially all you could want in a close ground button. |
Crouching Normals
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
2a | 1900 | 3 | - | - | H/L | Yes | +7 | +11 |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
2B | 3800 | 5 | - | - | H/L | Yes | +5 | +9 |
Not a low, despite appearances. Decent range, works as a solid grounded poke. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
2C | 5700 | 6 | - | - | H/L | Yes | -6 | -4 |
Giant and quick, makes for a solid panic anti-air. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
2D | 7600 | 17 | - | - | L | No | KD | -3 |
One of only two lows in Abobo's kit. Hits about round start distance, though very slow. Does not cancel. |
Aerial Normals
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
7/8/9A | 1900 | 6 | - | - | H | No | Variable | Variable |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
7/8/9B | 3800 | 10 | - | - | H | No | Variable | Variable |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
7/8/9C | 5700 | 10 | - | - | H | No | Variable | Variable |
Very potent crossup hitbox. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
7/8/9D | 7600 | 12 | - | - | H | No | Variable | Variable |
Command Normals
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5BB | 3800 | 11 | - | 14 | H/L | Yes | +6 | +10 |
Basically a second 5B, maintains high frame advantage on block while dealing extra damage and stun. Great for combos and pressure. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
5DD | 5400 | 5 | - | - | H/L | No | +2 | +2 |
A second 5D, can be confirmed off of the first one for a little bit of extra damage. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
2X | 9880 | 82 | - | - | N/A | No | KD | N/A |
Abobo's universal Pursuit attack. |
Throws
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
4/6B | 8360 | 1 | - | - | N/A | N/A | KD | N/A |
Sideswitches, sends opponent far. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
4/6C | 9120 | 1 | - | - | N/A | N/A | KD | N/A |
Sends opponent far. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
4/6D | 9880 | 1 | - | - | N/A | N/A | KD | N/A |
Leaves opponent point blank, less frame advantage than other throws. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
4/6D | 9880 | 1 | - | - | N/A | N/A | KD | N/A |
Functionally identical to ground throw. |
Special Moves
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
A | 632A | 8360 | 12 | - | - | H | Into | KD | -5 |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
B | 632B | 9120 | 13 | - | - | H | Into | KD | -6 |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
C | 632C | 9880 | 14 | - | - | H | Into | KD | -8 |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
D | 632D | 10640 | 15 | - | - | H | Into | KD | -9 |
Abobo's single non-throw special move, and really the only one he needs. An extremely high-damage overhead that combos off of nearly all of his buttons, negates projectiles, and builds lots of meter. Higher strength increases damage and distance traveled. |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
A | 236A | 7600 | 1 | - | 0 | N/A | Into | KD | N/A |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
B | 236B | 8280 | 1 | - | 0 | N/A | Into | KD (+27) | N/A |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
C | 236C | 9720 | 1 | - | 0 | N/A | Into | KD | N/A |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
D | 236D | 10500 | 1 | - | 0 | N/A | Into | KD | N/A |
Command grab that keeps Abobo on the same side, cancellable into from buttons if close enough. Higher button strength = more ground slams, but less range. Good for confirms, due to its simple input and lack of whiff animation. |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|---|
A | 41236A/63214A | 7980 | 1 | - | 0 | N/A | Into | KD | N/A |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
B | 41236B/63214B | 9120 | 1 | - | 0 | N/A | Into | KD | N/A |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
C | 41236C/63214C | 10260 | 1 | - | 0 | N/A | Into | KD | N/A |
Version | Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
D | 41236D/63214D | 11400 | 1 | - | 0 | N/A | Into | KD | N/A |
Abobo's highest damage meterless combo ender where applicable. Swaps sides, leaves the opponent nearly fullscreen. |
Super Moves
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
632XX | 13680/14280 | 32 | - | - | H/L or L, L, L | Into | KD | - |
This super possesses a number of unique properties. At point blank range, it functions as an AOE sphere that hits around Abobo, but from further away it produces a fullscreen hitbox that must be blocked low and deals no chip damage. It is also the only non-standard pursuit attack in the game, dealing immense OTG damage that is impossible to mash out of. |
Input | Damage | Startup | Active | Recovery | Guard | Cancel | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
41236XX/63124XX | 14820 | 1 | - | 0 | N/A | Into | KD | N/A |
The strongest attack in Abobo's entire movelist. An immensely powerful command grab that leaves the opponent close to Abobo, and gives him excellent okizeme. |
The Basics
cr.D and Triple Jackhammer super appear to be his only lows (cr.B does not hit low!)
Overheads: ffB, close D, and Hammer Blow special hit overhead
j.C can crossup
Triple Jackhammer super can OTG, so if an opponent becomes ground dizzied, the super will hit from fullscreen for better damage than pursuit.
Abobo can kara-cancel dashes into normal moves, for example backdash~cr.B, or forward dash~cr.A. Timing is quite strict.
Combos
Overheads:
ffB, cr.A, cr.B xx Hammer Blow
ffB, cr.A, cr.C xx Hyper Bomb
close D, cr.A xx Hammer Blow
Crossup:
j.C, close C, A, B,B xx Hammer Blow
j.C, close C, A xx C Giant Swing/Hammer Blow