Movelist
Impact
Command Normals
Special Moves
Super Moves
Close Normals
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
6 | Mid | 2 | Chain, Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
4 | 5 | 5 | +1 | 0 |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
8 | Mid | 4 | Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
5 | 3 | 17 | +1 | -7 |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
16 (6+10) | Mid | 8 (2+6) | Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
7 | 2+(11)+2 | 23 | -6 | -12 |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
30 (6+6+18) | Mid | 14 (2+2+10) | Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
5 | 2+(13)+1+(1)+4 | 36 | -21 | -27 |
Standing Normals
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
8 | Mid | 2 | Chain, Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
9 | 5 | 17 | -6/-3 | -9 |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
10 | Mid | 5 | - | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
10 | 3 | 25 | -12/-9 | -15 |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
18 | Mid | 10 | - | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
12 | 6 | 22 | -4/0 | -11 |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
20 | Mid | 12 | - | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
8 | 4 | 25 | -5/-1 | -12 |
Crouching Normals
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
6 | Mid | 2 | Chain, Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
4 | 5 | 5 | +1 | 0 |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
8 | Low | 4 | Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
6 | 6 | 15 | -2 | -8 |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
16 | Mid | 8 | Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
10 | 3 | 19 | -3 | -9 |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
20 | Low | 15 | - | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
11 | 4 | 28 | KD | -15 |
Jumping Normals
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
8 | High/Air | 6 | Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
3 | 16 | - | - | - |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
10 | High/Air | 8 | Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
3 | 16+2 | - | - | - |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
14 | High/Air | 12 | Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
7 | 4 | - | - | - |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
14 | High/Air | 12 | Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
14 | 3 | - | - | - |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
16 | High/Air | 12 | Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
6 | 16 | - | - | - |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
16 | High/Air | 12 | Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
13 | 19 | - | - | - |
Command Normals
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
14 | High/Air | 4 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
19 | 20 | 17 | -21/-18 | -24 | |
Abubo chest dives into the air. Punishable on hit. Avoid if possible. |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
26 (8+8+10) | Mid | 10 (2+2+6) | Special | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
11 | 2+2+(15)+4 | 33 | KD | -20 | |
Abubo slams his arms up and down onto the ground. 3 hits, Launches opponents into the air and slams them back onto the ground. After the 3rd hit, they bounce off the ground and can hit walls. Try to cancel before the 3rd hit near a wall. |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
16 (8+8) | Low | 8 (4+4) | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
23 | 2+6 | 40 | -27 | -33 | |
Abubo slides his arm across the ground to smack your toes. Hits low, but its unsafe on block and hit. CANNOT be cancelled. Its range at round start is tempting, but begging to get sniped by a tag-in. |
Throws
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
20 | - | 0 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
1 | 1 | - | KD | - | |
Does not work on Abubo himself at all for some reason, but has the same effect as his command throw in how it throws fullscreen. |
System
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
16 | Mid | 0 | Command, Special | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
6 (1-11 invuln) | 6 | 21 | KD | -10 |
Damage | Guard | Stun | Cancel | |
---|---|---|---|---|
10 | Mid | 10 | - | |
Startup | Active | Recovery | Adv. Hit | Adv. Guard |
13 (1-18 invuln) | 4 | 21 | KD | -8 |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
5+5×5 | Mid | 0 | Hit: Command, Special | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
14 | 4 | 31 | KD | -18 | |
Good at mid-long range — anything closer and it's too slow or it can be ducked. The only super Abubo can use after First Impact is Duplex, but he can always use tag-in after Ground Impact and let his teammate use the meter. |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
30 | Mid | 0 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
4 | 60 | 29 | KD | -13 | |
Your partner must be alive and able to tag in. | |||||
Damage | Guard | Stun | Cancel | ||
27 | - | 0 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
- | - | - | KD | - | |
Follow up with another 236BC for more damage. Costs an extra bar. Abubo is too cool to have a special Duplex, so he doesn't have one. |
Special Moves
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
20 | Mid | 8 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
27+[180]+7 (1-6 invuln, 7-27 [207] guard) | 4 | 25 | KD | -12 | |
Abubo feigns and punches you out of the air. Can be held for a tic of armor which triggers on medium/high moves. Not bad for catching tag-ins, guard cancels etc. if read. Launches the opponent far away on hit. | |||||
Damage | Guard | Stun | Cancel | ||
20 | Low | 8 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
27+[180]+11 (7-27 [207] guard) | 12 | 19 | KD | -14 | |
Abubo feigns and punches your toes. Can be held for a tic of armor which triggers on medium/low moves. Less reliable for catching tag-ins, which are mostly angled high. Causes a wall splat on hit, which can deprive you of a wall combo. |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
14 | Mid | 8 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
9 | 32 | 13 | KD | -38 | |
Abubo beats his chest like the gorilla he is. Hitbox is focused on Abubo's head. This is his go-to anti-air, but it may trade in some cases. | |||||
Damage | Guard | Stun | Cancel | ||
14, 14 | Mid, Ground | 8, 6 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
5 | 32+(14)+2 | 27 | KD | -58 | |
Same as the light version, but Abubo slams his arms on the ground causing the earth to quake. Crouching, jumping, dodging or rolling nullifies the quake. |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
0×n, 20 | Mid | 0×n, 4 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
18 | [4+(8)]×3+4 | 30 | KD | -17 | |
This version deals less damage than the heavy so don't use it. | |||||
Damage | Guard | Stun | Cancel | ||
0×n, 26 (3+3+20) | Mid | 0×n, 4×3 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
18 | [4+(8)]×3+4 | 30 | KD | -17 | |
Abubo pushes you to the wall. This move goes fullscreen. The further the distance from the wall/corner, the more hits it deals. Extra hits deal 0 damage, but add to damage scaling. Same as the light version but has two additional hits at the end of the push. |
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
20 (5×4) | - | 0 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
1 | 1 | - | KD | - | |
Hell yeah! A command grab with no whiff animation which can be cancelled into. When input as 63214CD, you get an OS which catches anyone who jumps out with his beefy ass First Impact, but take care not to autopilot it as it loses to backdash. The first two hits ignore scaling. |
Super Moves
Damage | Guard | Stun | Cancel | ||
---|---|---|---|---|---|
40 (10+10+20) | - | 0 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
1 | 1 | 30 | KD | - | |
Command grab with a whiff animation… which only comes out if the opponent were in a ground-throwable state the frame before. Abubo slams them into the ground, then launches them off the ground. The light version launches further than the heavy, which makes it better for wall hits but worse for okizeme. | |||||
Damage | Guard | Stun | Cancel | ||
65 (5×5+10+30) | - | 0 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
1 | 1 | 30 | KD | - | |
The strongest super in the game, save for Pupa's fully-charged Queixada which is a meme. Leaves the opponent midscreen. For either version, all hits ignore scaling. |