A.B.A Ultimate Guide

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  • Опубліковано 12 гру 2024

КОМЕНТАРІ • 6

  • @snowflake4108
    @snowflake4108 2 місяці тому

    Definitely subbing love the quality and everything. Also a suggestion would be also showing the counterplay of her offense too

  • @luiswarm
    @luiswarm 2 місяці тому +2

    I will show this guide to a friend that's struggling learning a.b.a, ty as always.

  • @backgroundcharacter4376
    @backgroundcharacter4376 2 місяці тому +2

    Bro you character knowledge is outstanding, great video, dropping the good tech

  • @xsavagepro1792
    @xsavagepro1792  2 місяці тому +3

    Here Is All My Note, Couldn't fit it in the description. copy and paste to notepad to help follow along
    NEUTRAL
    5H
    • main space control tool, good for whiff
    punishing and pressuring.
    • has a huge disjointed hitbox, this gives you
    an advantage in the neutral
    • on hit or block gives you of substantial amount
    of meter
    • gives you an opportunities to go into jealous
    rage safely on hit or block
    5S
    • a fast button with moderate range, and
    a good whiff punishing tool
    • has deceptively fast recovery, useful for
    mind games
    • slightly advances you forward, help you close
    the gap while throwing out a hitbox
    236H
    • long range attack, propels you forward
    low recovery
    • good for closing the gap, low crushes, plus
    on block at max range
    • 236k combine with 214k can force your
    opponent to guess in neutral between
    using high/low attacks, 236k crushes
    low attacks and 214k has upper body
    invincibility giving you a similar strategy
    as ino, less effective but still good
    214K
    • is good for evading high hitbox and
    projectiles
    • can be used a replacement dash, since
    her normal dash is deficient
    2K
    • is a fast low, good for close encounters
    ANTI-AIR
    6P
    • on counter hit it gives you a hard knockdown
    + jealous rage and mix
    2s
    • on counter hit it gives you jealous rage
    + a full combo
    • it is extremely disjointed
    DEFENSE
    214S
    • Great for anti-zoning, easy way to build up rage
    • with tension it is a good way to take your turn
    with a full combo
    • good for punishing moves that are plus on
    block, easy to counter these moves since
    they usually have a lot of start-up
    Example: kai 214k
    sol 214k
    pot 214h
    leo 214h BT
    236h
    gold behemoth
    ino 214s
    PRESSURE BASE KIT
    5S
    • is the core button in your pressure system
    • is -3 on block and has the second lowest
    recovery frames on block for 5s, that is
    why this is her main stagger button
    amongst other reasons
    • follow-ups are 5h and 2h is natural frame
    traps, that can lead to counter hit and
    jealous rage + full combo
    • stagger 5s into 214s on mashers to build rage,
    full combo and jealous rage with roman cancel
    • use 214k off 5s on player who respond with
    2p and mids, take your turnback with roman
    cancel. if this option gets countered by low
    attack use 236k to crush low attacks, gather
    information on how your opponent respond
    to your offense to make best use of these
    three option
    • R.P.S 214k, 214s and 236k, only works based
    off how well you stagger 5s and forcing your
    opponent to play the guessing game
    214H
    • plus on block, good way to maintain pressure
    • you can R.P.S 214k,214s and 236k
    • dash cancel kara 214h to deal with whiffing
    • you can use 214h fast rc into jealous rage
    and is extremely plus on block
    5H
    • you can use 5h, WA to go into jealous rage
    and plus on block
    • 5h at max range you can cancel into
    jealous rage and remain safe at the same
    time
    MIX-UPS
    OTG
    • safe jump- c.s(otg), iad j.h, bait out dp, supers
    and yrc
    • moves that set-up otg: 623h, 236s.6s, 2d, throw
    • otg safe jump- c.s(otg) close, land behind
    c.s(otg) far, to land in front
    • c.s, jump forward j.s (safe jump) prc fuzzy set-up
    with j.s, 50/50 between j.s and 2k2d
    WILD ASSUALT
    • CROSS-UP WA, DELAYED J.H
    • LEFT/RIGHT MIX- WA, F-JUMP, B-AIR DASH, J.H
    • FUZZY- WA, J.S
    • 50/50- WA, J.S/2K2D | WA, 236K/2K2D
    • MIX- 2K2D, C.S(OTG), WA, J.H, BRC F-DRIFT,
    J.H, J.S, J.H
    JAILING
    • when you are forced to block an attack
    that you can normally avoid by crouching
    • the first hit locks the character animation
    current stand/crouch position and the
    second hit or the end of block stun activate
    the command to stand/crouch
    • understanding this can help you set-up
    fuzzy guard mix and 50/50 situation
    • so two things are true c.s on a crouching
    opponent is not a fuzzy set-up.
    c.s on a standing opponent is a fuzzy set-up
    FUZZY MIX
    • FUZZY-C.S J.S> 50/50 J.S, 2K2D OR J.S, 2H
    • FUZZY-C.S, J.S, FRC D-DRIFT,J.K, J S>50/50- J.S,2K
    • FUZZY-C.S, J.S, J.H, J.D, J.S, J.H, J.D
    • FUZZY C.S, JUMP, BRC F- DRIFT, J.S,J.S
    50/50- 2D/236K OFF J.S
    • C.S, J.S, J.H, J.D, FRC U-DRIFT, J.S, J.H, AIR DASH,
    BRC F-DRIFT, J.S, J.S, J.H, J.D, J.S, J.H, J.D
    MUILTI-LAYERED MIX
    236K
    • 50/50- 2D/236K>2K/236K OR 2K2D/236K
    THE SECOND HIT ON BLOCK AFTER 2K CAN BE
    HIGH OR LOW MAKING HARD TO BLOCK
    • FUZZY-236K, FRC J.K, J.S JUMP UP TO STAY IN
    FRONT ON BLOCK
    • CROSS-UP- 236K,FRC J.K, FORWARD JUMP TO
    CROSS-UP, J.H> BECOME LEFT/RIGHT MIX AFTER
    J.K DEPENDING ON IF YOU U-JUMP OR F-JUMP
    • HIGH/LOW- 236K, FRC J.K, 2K2D
    • FEINT OVERHEAD- 236K, FRC J.H
    • HIGH/LOW- 236K, FRC J.H, FUZZY SET-UP, J.S
    50/50 J.S, 2K
    214H
    • FUZZY- 214(BASE), FRC 63214P, J.S OR 2K 50/50
    • USING C.S AND 214H TO EXTEND PRESSURE ON
    OBVIOUS FUZZY SET-UP TO MAKE EVEN HARDER
    TO KNOW WHEN TO DUCK FOR YOUR OPPONENT