[COLOR=“mediumturquoise”]Abel?s Normals:
Crouching light punch: Abel extends his arm and strikes the opponent with a short, quick attack. This is a moderately useful move; it’s used commonly in starting hit-confirms and block strings. It’s decent for maintaining pressure, but having a 5 frame start-up (compared to someone’s like Ryu’s, who has a 3 frame start-up) means that several other characters can beat his c.lp.
Common links and combos utilizing c.lp:
-cr.lp, s.hp
-cr.lp, s.mp
-cr.lp, cr.lp, cr.lk, st.lk
-cr.lp, s.mp, strong CoD
-cr.lp, s.hp, fierce CoD
Crouching medium punch: Similar to c.lp’s animation, Abel pulls his elbow back then punches his opponent. This attack does more damage and has farther range than c.lp, but is 2 frames slower than c.lp. Referring back to c.lp’s weakness, Abel’s c.mp comes out relatively slow (Ryu’s is 3 frames, for example). One of the best benefits of c.mp is Abel’s ability to cancel it into a strong CoD. This enables Abel to get a knockdown and commence a mix-up game. The other main benefit of cr.mp is you can use cr.lp > cr.mp to fish for counter hits. If the cr.mp is blocked, you will still stuff everything excluding invincible reversals.
Common links and combos utilizing c.mp:
-cr.mp, strong CoD
-cr.mp, fierce CoD (when cr.mp is a counter hit)
-c.lp, c.mp xx strong CoD (when cr.mp is a counter hit)
-s.hk, c.mp xx strong CoD (when s.hk hits as an overhead or a counter hit)
Crouching hard punch: A two-hit normal that is essential to Abel’s gameplay. As Abel raises his elbow, the first part connects. This hit can be special canceled–most typically into fierce CoD–and forces the opponent to stand. Abel continues raising his elbow until it is completely vertical. Just like before, this attack can special cancel. This hit launches the opponent in the air. Because of the height of this normal, Abel can use this attack as an anti-air. If this attack connects as an anti-air, Abel can cancel into a lk roll and use FS to rack up some damage. If U1 is available when this attack lands, Abel has the potential to land it (in fact, cr.hp > U1 is Abel’s most common way to land U1). This attack is also used for resets, such as cr.hp > lk roll > cr.hp (first hit only) xx > lk (rolls in front of) or mk (rolls behind of) roll. Final thing of note: Any CoD can be FADCed into a cr.hp > FS for additional damage. As you can tell, this attack has a variety of options behind it, but the one thing that limits its uses is its range. An opponent who is slightly outside of its range can simply step in and punish Abel for a whiffed c.hp.
Common links and combos utilizing c.hp:
-cr.hp (1st hit only) xx fierce CoD
-cr.hp > fierce FS
-cr.hp xx lk roll > fierce FS
Why add a roll after cr.hp when landing a FS?
Spoiler
First off, this combo is character specific. The primary reason behind this is that using a roll adds to Abel’s EX meter. Because of how useful Abel’s EXes and FADCes are, additional meter is always welcomed. At a later update, a list of characters who this combo works on and who this combo does not work on will be added.
-cr.hp > U1
Crouching light kick: Abeldarts his foot forward for a quick strike. This attack, like c.lp, is commonly used for block strings and hit confirms. When using this attack, a player is sacrificing damage for a slightly longer range. For this reason, you often see Abel’s blockstrings leading with cr.lp, then switching to cr.lk when the former can no longer reach the opponent. It’s also worth mentioning that , like cr.lp, cr.lk can link into several standing normals. The main issue with this is the amount of time it takes to link. For example, cr.lp > s.hp is a 3-frame link, whereas cr.lk > s.hp is a 1-frame link. The reason cr.lk is harder to link is because cr.lk has one additional recovery and active frame than cr.lp. This aside, cr.lk is still a useful tool in Abel’s arsenal for one additional reason: unlike cr.lp, cr.lk must be blocked low.
Common links and combos utilizing cr.lk:
-c.lk, s.fp xx fierce CoD (1-frame link between c.lk and s.fp)
-c.lk, c.lp, c.lp, s.mp
-c.lk, c.lp, c.lp, s.lp, s.mp (generally only works on wide characters like Zangief)
-c.lk. c.lp, s.mp (close) (generally only works on crouching characters)
Crouching medium kick: Leaning back onto his hand, Abel raises his foot and strikes upwards. This is an somewhat effective anti-air because it lowers Abel’s hit-box while striking upwards. However, if the opponent jumps behind the red-region on the picture provided, Abel will miss his attack and will be struck. It’s also worth mentioning that cr.mk is special cancelable. This allows an Abel to cancel cr.mk into a strong CoD or a roll (mk ending up behind of the opponent, lk ending up in front of). Canceling into a roll is not completely safe as the opponent has the opportunity to throw you at the end of your roll. So, rather than using c.mk for combos, try using c.mk as an anti-air.
Combos and links utilizing c.mk:
-cr.mk xx lk or mk roll
-cr.mk xx strong CoD
Crouching hard kick: Abel’s sweep. Abel spins around, then trips his opponent with an attack that must be blocked low. The primary issue about this sweep is how slow it is (and Abel has more efficient ways to score a knockdown, such as CoD). It is worth mentioning that c.hk can be special canceled into a roll (on hit) or CoD (on block, to hope to hit an overhead on CoD’s 2nd hit, but this is an extremely stupid idea). Overall, what you see is what you get. No real combo potential here.
Combos and links utilizing c.hk:
-cr.hk xx roll
-AA cr.hp (1st hit only; trade) > cr.hk
-cr.lp > cr.lp > cr.lk > s.lk (does not link, simply add additional pressure) c.hk (can be canceled into a hk roll on hit or block)
Neutral Jumping Light Punch: Abel extends his arm beneath him and performs a quick, aerial jab. I’m not sure what else to mention about this move, because it’s rather dull compared to his other anti-airs. Even though it is a jab, it actually is not any faster than the majority of Abel’s jumping normals. The majority of his jumps are 5 frames; there’s little benefit on performing nj.lp.
Neutral Jumping Medium Punch: Throwing his arm forward, Abel strikes directly in front of him. Just like nj.lp, this move doesn’t have any particularly interesting qualities. Just like nj.lp, nj.mp is a 5-frame start-up, but nj.mp has more active frames than nj.lp. Of course, mp bests lp for purposes of damage, as well.
Neutral Jumping Hard Punch: Tossing his palm forward, Abel punches in front of him. This is a relatively good air-to-air jumping normal; it has nice priority and does decent damage. This has less active frames than nj.mp, but does more damage and has the same start-up time. All of these benefits aside, it–as well as the rest of the nj.punches–is still outclassed by Abel’s nj.kicks.
Neutral Jumping Light Kick: With a swift kick forward, Abel attacks the air in front of him. There’s a few things to notice about this move. This is Abel’s quickest jumping normal, but it’s only 1 frame faster than the majority of hit jumping normals. This normal also as the largest hit-box, second only to j.mk. One use of this move is as an anti-crossup. This move’s hitbox extends a bit behind Abel, so this can stop some cross up shenanagins from El Fuerte and the like.
Neutral Jumping Medium Kick: Raising his leg at an upward angle and kicks his opponent. This has the fastest start-up time of any neutral jump attack (the only jumping normal of equal speed is Abel’s j.lp), and remains active for a decent amount of frames. Because this kick lowers Abel’s hitbox beneath the area in which he strikes (unlike most jumping, kicking normals) and the angle of his leg, this can act as a decent air-to-air attack. This can be a decent answer to a neutral jump or an Ultra than involves jumping (I.E, Dictator’s U2), but a more damaging alternative can usually be performed.
Neutral Jumping Hard Kick: Forcing his leg straight forward, Abel attempts to strike in front of him. This is probably one of Abel’s best air-to-air neutral jumps. It comes out relatively quick, but has less active frames than the rest of his kicks. However, it’s not as utilized at j.mk, j.hp, and j.hk.
Abel?s Specials:
- Falling Sky. :dp::p:
EX-Able?[COLOR=“royalblue”] Yes.
FADC? No.
Can be combo-ed into? Yes.
Link-able? Yes.
Armor Breaking? No.[/color]
-Abel grabs an opponent from mid-air and throws him back to the ground. Despite common preconceptions, FS is not a reliable AA (although it has been improved in SSFIV), but EX FS is quite useful as an AA.
-When grabbed, Abel throws the opponent behind him. So, if your intentions are to keep an opponent cornered, there may be better options.
-EX-version throws an opponent in front of him. This maintains corner pressure. However, cr.hp xx EX Wheelkick does more damage while maintaining an opponent in front of Abel.
-Nearly always combos off of cr.hp > FS. However, if U1 is available, cr.hp > U1 tends to be the optimal option.
- Change of Direction. :qcf::p:
EX-Able? [COLOR=“royalblue”]Yes; first hit only.
FADC? Yes; first hit only.
Can be combo-ed into? Yes; is a combo within it?s own right.
Link-able? Yes.
Armor Breaking? No.[/color]
-Abel swings down onto an opponent?s head with his first strike. Although this appears to be an overhead, it is not. CoD Jab is the quickest. CoD EX and Strong are the extra same speed. CoD Fierce is the slowest (slower than strong CoD by one frame).
-If the second hit is a punch, Abel turns around and hit?s the opponent with the back of his fist. This attack is an overhead. If an opponent blocks low on the first hit and attempts to block low on the second, Abel will connect. If the second hit is a kick, Abel will attempt to make a sweeping-like attack. This does not knock down the opponent, is not an overhead, and is slower than doing a punch. Not recommended, but this attack must be blocked low.
-If the last hit is a punch, Abel grabs the opponent and throws them behind him. This is not actually a grab, despite the animation. Just like before, this attack is an overhead. If the last hit is a kick, Abel crouched and grabs the opponent by the heels and flips them. This is slower than finishing with a punch, but requires the opponent to block low. Of occasional use.
-EX Version causes the first hit of CoD to absorb one attack. This is useful for closing the gap on an opponent trying to play footises with Abel. However, if an opponent does an attack with two quick strikes (I.E, Bison?s scissor kicks), Abel will be struck.
-First hit is commonly FADC?d into cr.hp > FS. It can alternately be comboed into cr.hp > U1.
-Easily punished on block; extending to 2nd and 3rd hits makes this attack an even easier punish.
Abridged Version of CoD’d Blocking
[details=Spoiler]
-1st hit of CoD may be blocked high or low.
-2nd hit, :p:, must be blocked high.
-2nd hit, :k:, must be blocked low.
-3rd hit, :p:, must be blocked high.
-3rd hit, :k:, must be blocked low.[/details]
Wheel Kick. :qcb::k:
EX-Able?[COLOR=“royalblue”] Yes.
FADC? No.
Can be combo-ed into? Yes.
Link-able? No.
Armor Breaking? Yes.[/color]
-Abel?s armor breaker. Useful when you notice an opponent holding Focus Attack for longer than you?d like and you?d rather not attempt a throw.
-The distance Abel travels depends on the kick selected, lk being the shortest and quickest while hk goes further but takes longer.
-EX Wheel Kick is immune to fireballs; this is good for shotos who spam Fireballs.
-Can be combo-ed from a cr.hp. Typically, cr.hp > FS is a superior option, but cr.hp > EX Wheel Kick is Abel?s quickest, strongest punish. This probably doesn?t work on everyone, however.
-Do not spam this attack as an approach. This is quite punishable on block.
-Is an overhead; must be blocked high.
-This move can be rather safe if you hit the opponent with the very tip of the kick. However, some characters can still punish even that placement. Don’t consider this an amazingly safe move; it does have risks on block.
Roll :qcf::k:
EX-Able?[COLOR=“royalblue”] Yes.
FADC? No
Can be combo-ed into? No.
Link-able? Yes.
Armor breaking? No.[/color]
-The basis of Abel?s mix-up game. This allows Abel to roll in front, or behind, an opponent and start mind games. The distance of the roll is determined by what kick strength is selected, just like Wheel Kick.
-EX Roll is immune to attacks from the very first frame of execution, while all other rolls gain invincibility at frame 5. All rolls besides EX roll are also vunerable at Abel’s last frame. Beyond this, EX Roll and HK Roll travel the same distance.
-All rolls are vulnerable to throws. For this reason, it?s best not to spam rolls (a smart foe will just start tapping :lp::lk:). As mentioned before, rolls are not safe on all frames; you can be jabbed out of them.
-Can be used in Abel?s reset and mix-up games. An example of this is cr.hp > lk roll > cr.hp (1st hit) xx lk (ends up in front of opponent) or mk roll (ends up behind opponent) > whatever the hell else you like to do.
Tornado Throw :hcb::p:
EX-Able? [COLOR=“royalblue”]Yes.
FADC? No.
Can be combo-ed into? No.
Link-able? Yes.
Armor breaking? Well, it?s a grab.[/color]
-Abel?s command grab. Abel grabs his opponent by their collar and swings them in a circle above his head a few times, then throws them back to the ground.
-LP, MP, and HP TT all beat throws (excluding Ibuki?s Radia). EX TT beats all attacks. So, EX TT is sort of cool to go to when you notice someone holding a FA as some poor-ass anti-wakeup bullshit.
-LP has the greatest range, MP and EX fall in the middle; HP has the worse range.
-HP and EX do the most damage, MP falls in the middle; LP does the worse damage.
-HP has the quickest recovery time, followed by MP, then LP, and EX having the worse recovery time.
-It?s a throw. Throw shit with this. I?m not sure what else you?re wanting me to say here.
Super: Heartless :qcf::qcf::p:
-Abel grabs his opponent (animation resembles a grab, but can be blocked) and runs to the other side of the screen. He then slams them against a wall and releases a small fit on their face. He finishes his super combo by grabbing the opponent, then performing a backflip–forcing the opponent to land on their head.
-Each punch has a different form of invincibility. The jab version is hit invicible, the strong version of throw invincible, and the fierce version of projectile invincible.
-Honestly, Abel has better things to do with his EX meter. The damage that Heartless provides doesn?t particularly warrant the cost of 4 bars. FADC or use an EX special instead.
-The only time using this attack is reasonable is if it confirms a kill and ends the match. Otherwise, stick to FADCes and EXes.
-If you really want to combo into this, you can cancel the first or second hit of cr.hp into Heartless. There’s a plethora of other methods to get into Heartless, but hitting Abel’s super should not be your priority.
-[media=youtube]A7fZElVasl8"][COLOR=“royalblue”]Happy Birthday![/color[/media]
Ultra 1: Soulless :qcf::qcf::3p::
-Abel pulls his hand in front of his face, then dashes towards his opponent. He then performs an upper hook. If this attack lands, Abel unleashes a flurry of attacks, then spins is opponent around a la TT, jumps up in the air, and forces the opponent back to the ground.
-This attack is immune to projectiles. As soon as a shoto releases a hado–for example–Abel can U1 to run pass the fireball (even EX, or Ryu?s U1!) and hit the shoto?s hands while they?re still extended. However, this does not make Soulless full screen. The only reason this occurs is because a shoto?s hitbox is extended forward when throwing a fireball; this puts the shoto in the range of U1.
-Although the attack is immune to projectiles, it is not immune to hits. It is also extremely punishable on block.
-This attack can easily be comboed from a cr.hp, even one used as an anti-air.
Ultra 2: Breathless :qcf::qcf::3k:, Delayable by holding :3k:, Cancelable by pressing :p:
-Abel crouches down and and shouts. You can delay Abel?s charge by keeping KKK held. If you find using Breathless is unsafe (I.E, they?re too far away to land successfully), you can press any punch button to cancel Breathless.
-Breathless is a grab. If an opponent blocks, it will connect.
-Breathless also has 1-hit of armor. So, if an opponent is spamming jabs–just like EX CoD–Abel can punish using Breathless. Also, because of this property, Breathless can be utilized as an AA (allow an opponent to jump and hit you while you keep U2 charged; release KKK once you see them land to hit them during their landing recovery frames). But, it’s worth emphasizing that is only one hit of armor. Some characters can link 2 attacks extremely quickly (such as Balrog’s cr.lp > super) and beat Breathless.
-Armor breakers (I.E, an opposing Abel?s Wheel Kick) cancel Breathless.
-Breathless can only be combo-ed into through a FA crumple or stun.[/color]