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|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. | ||
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|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. | ||
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|guard=N/A | |guard=N/A | ||
|cancel=N/A | |cancel=N/A | ||
|onhit=KD | |onhit=KD | ||
|onblock=N/A | |onblock=N/A | ||
|description=Sideswitches, sends opponent far. | |description=Sideswitches, sends opponent far. | ||
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|guard=N/A | |guard=N/A | ||
|cancel=N/A | |cancel=N/A | ||
|onhit=KD | |onhit=KD | ||
|onblock=N/A | |onblock=N/A | ||
|description=Sends opponent far. | |description=Sends opponent far. | ||
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|guard=N/A | |guard=N/A | ||
|cancel=N/A | |cancel=N/A | ||
|onhit=KD | |onhit=KD | ||
|onblock=N/A | |onblock=N/A | ||
|description=Leaves opponent point blank, less frame advantage than other throws. | |description=Leaves opponent point blank, less frame advantage than other throws. | ||
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|guard=N/A | |guard=N/A | ||
|cancel=N/A | |cancel=N/A | ||
|onhit=KD | |onhit=KD | ||
|onblock=N/A | |onblock=N/A | ||
|description= | |description=Functionally identical to ground throw. | ||
}} | }} | ||
}} | }} | ||
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|guard=H | |guard=H | ||
|cancel=Into | |cancel=Into | ||
|onhit=KD | |onhit=KD | ||
|onblock=-5 | |onblock=-5 | ||
|description= | |description= | ||
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|guard=H | |guard=H | ||
|cancel=Into | |cancel=Into | ||
|onhit=KD | |onhit=KD | ||
|onblock=-6 | |onblock=-6 | ||
|description= | |description= | ||
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|guard=H | |guard=H | ||
|cancel=Into | |cancel=Into | ||
|onhit=KD | |onhit=KD | ||
|onblock=-8 | |onblock=-8 | ||
|description= | |description= | ||
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|guard=H | |guard=H | ||
|cancel=Into | |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. Higher strength increases damage and distance traveled. | |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. | ||
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|guard=N/A | |guard=N/A | ||
|cancel=Into | |cancel=Into | ||
|onhit=KD | |onhit=KD | ||
|onblock=N/A | |onblock=N/A | ||
|description= | |description= | ||
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|guard=N/A | |guard=N/A | ||
|cancel=Into | |cancel=Into | ||
|onhit=KD | |onhit=KD | ||
|onblock=N/A | |onblock=N/A | ||
|description= | |description= | ||
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|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. Good for confirms, due to its simple input and lack of whiff animation. | |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. | ||
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|guard=N/A | |guard=N/A | ||
|cancel=Into | |cancel=Into | ||
|onhit=KD | |onhit=KD | ||
|onblock=N/A | |onblock=N/A | ||
|description= | |description= | ||
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|guard=N/A | |guard=N/A | ||
|cancel=Into | |cancel=Into | ||
|onhit=KD | |onhit=KD | ||
|onblock=N/A | |onblock=N/A | ||
|description= | |description= | ||
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|guard=N/A | |guard=N/A | ||
|cancel=Into | |cancel=Into | ||
|onhit=KD | |onhit=KD | ||
|onblock=N/A | |onblock=N/A | ||
|description= | |description= | ||
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|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. | ||
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|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. | ||
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|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 gives him excellent okizeme. | |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. |
Revision as of 12:38, 4 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
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