Double Dragon/Abobo

From SuperCombo Wiki

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
  • 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.

  • BIG Health: Abobo has very high health, letting him make more mistakes than most others.

  • 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.

  • 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.

  • 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.

  • 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.


Move List Showcase

Normal Attacks

Standing Normals

Far 5A
Abobo5a.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
5A 1900 3 - - H/L Yes +7 +11

Whiffs on most crouchers.


Close 5A
AboboCa.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
5A 1900 4 - - H/L Yes +7 +11


Far 5B
Abobo5b.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
5B 3800 8 - - H/L Yes +6 +10

Whiffs on nearly all crouchers.


Close 5B
AboboCb.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
5B 3800 8 - - H/L Yes +5 +10

Whiffs on nearly all crouchers.


Far 5C
Abobo5c.png
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.


Close 5C
AboboCc2.png
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.


Far 5D
Abobo5d1.png
Abobo5d2.png
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.


Close 5D
AboboCd2.png
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

2A
Abobo2a.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
2a 1900 3 - - H/L Yes +7 +11


2B
Abobo2b.png
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.


2C
Abobo2c.png
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.


2D
Abobo2d.png
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

J. A
AboboJa.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
7/8/9A 1900 6 - - H No Variable Variable


J. B
AboboJb.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
7/8/9B 3800 10 - - H No Variable Variable


J. C
AboboJc.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
7/8/9C 5700 10 - - H No Variable Variable

Very potent crossup hitbox.


J. D
AboboJd.png
Input Damage Startup Active Recovery Guard Cancel On Hit On Block
7/8/9D 7600 12 - - H No Variable Variable


Command Normals

5BB
Abobo5bb.png
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.


5DD
Abobo5dd.png
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.


Pursuit
2X when opponent is stunned (KD)
Aboboprst.png
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

Overhead Toss
4/6B
Abobobthrow.png
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.


Crashing Punch
4/6C
Abobocthrow1.png
Abobocthrow2.png
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.


Face Slam
4/6D
Abobodthrow1.png
Abobodthrow2.png
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.


Air Face Slam
4/6D in air
Abobodthrow1.png
Abobodthrow2.png
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

Hammer Punch
632X
Abobo632X.png
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.


Hyper Bomb
236X
Abobo236X.png
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.


Giant Swing
41236X/63214X
Abobo41236X.png
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

Ground Smash
632XX
Abobo632XX1.png
Abobo632XX2.png
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.


Pressure Bomb
41236XX/63214XX
Abobo41236XX.png
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

Color List

Dd95colorsabobo.jpg

Game Navigation

General
Controls
HUD
System
FAQ
Characters
Abobo
Amon
Billy Lee
Burnov
Cheng-Fu
Dulton
Eddie
Jimmy Lee
Marian
Rebecca
Bosses
Duke
Shuko