Abel Beginner Thread: "It takes more than brute strength..."

There’s no way of knowing it preempively unless you’re used to the timing. Go into training mode and practice against different characters. Hell go into ranked games with a mindset to try to fish those hits out when it gets too easy in training.

As for knowing if you can dash, the animations for both reset and launcher are really long enough to recognize them and commit to the dash if it’s the launcher. Learning to do a roll cancel might be your best bet though as it sets up a mixup if you’ve reset them and gives you enough time if you’ve launched them to input FS.

Is anyone still checking this? I don’t figure this question warrants a new thread.
I’ve been having trouble with the step kick for pretty much always. I can get the step kick, I can get the follow up s.hp, but I can’t get the CoD with any reliability. I can only get the s.hp if I go completely neutral after the dash, but then I don’t have time to get out the CoD. I can’t buffer it, or else of course the s.hp either fails or becomes a c.hp. I’ve tried holding back and then doing hcf for the CoD, but that isn’t really helping either. So either I do a 3-hit combo that goes nowhere, a late CoD that does nothing, or a c.hp. When you do f.mk and get ready for the follow-up s.hp, where do you have to your direction? And do you always follow up with hp CoD, mp CoD? Still seems like I’m missing something.

fierce xx cod… down on your stick right after the fierce… it’s fast, nothing to do but practice.

I use light cod… why, because I plink fierce so that uses my ringer and middle… light just feels smoother for me :slight_smile:

I negative edge the CoD. I’m doing the qcf at the very end of the dash right before I press the fierce. I actually used to use the qcf to time the link but now it’s all rhythm and muscle memory. It’s best, from personal experience, to breakdown the combos into sections. Seeing how you got the link down just practice canceling the cl fp into CoD on it’s own until you’re comfortable with it then put it all together.

Practice ad nauseam.

Double perfected a good seth at my local arcade…

Feels good man :slight_smile:

A few questions about step kick dash canceled. Frame data lists it as 0 on guard and +3 on hit (presumably non-dash canceled). I am guessing that advantage is dependent on spacing, because abel always seems to have an advantage after it; he often beats 3frame moves, plus he can link st.fp, which isn’t possible even with +4 (it’s a 4 frame move). Can someone clarify this for me? How does his frame advantage work here after a dash cancel, and what are some common ways to space a step kick so that the frame advantage is maximized? (Is spacing even needed or can you do it point blank range and still get maximum frame advantage?) I’ve got a few follow up questions coming after I verify this.

^ you can only dash cancel step kick on the first active frame - this means that you skip the recovery frames AND one active frame - meaning instead of being +3 without the dash cancel, you’re at +4.

Thanks. So, just to be clear, abel can only end up with a maximum (and I suppose minimum, since you must cancel on the first frame) of +4 frames after a step kick dash canceled (on hit)? So it is spacing independent?

Spot on - you can only ever be +4 (hit), +1 (block) and +8 (counter hit) after a dash cancelled step kick

why is abel +8 on counter hit?

Because he is :confused: - there really is no system wide explanation for it - it’s an exception to the broad rule that any medium/heavy strength attack will grant +3 extra frames on counter hit - Abel is given +4.

The assumption is that the devs buffed counter hit step kick to be +8 so can combo into cr.hp, without having to make cr.hp a 7 frame normal.

Hi all,
A beginner tutorial to abel roll mixup

What do people do against Ryu? This matchup has been total bullshit for me since vanilla, and the matchup thread seems to be gone. Abel’s wakeup here is terrible, and it’s not like you aren’t going to get knocked down, because dp mashing is just as prevalent and forgiving as ever.

matchup threads aint gone, there are now 2 or 3 matchup threads.

and you can find you info there… i really wonder how hard did you really look for info man… in the hav breathless thread theres a part for ryu, and i think in the so called new complete guide, there are stuff about ryu there too…

not tryin to blow you off or anything, but check out the stickied threads and the threads placed higher/on page 1…

They’re both the same info, and it’s how to beat Abel as Ryu. I suppose Abel players are supposed to somehow read this backwards and then decipher it with their computer monitor upside down in order to figure out how it applies to them, but it’s not very intuitive.

Knowing the M/U from the other character’s POV is very beneficial and a necessity as well. You’re playing half blind if you only know the M/U from your character’s perspective. Which is why there’s the “change of direction” sections for each character in the “Breathless M/U Theory” thread.

But that’s not a substitute for Abel’s own information.

I guess really all you can do now is wait for someone who has the time and feel like writing such information the way you requested it.

While waiting maybe you can do some research/testing on your own.

From This Feels Different… OLD Abel Match Theory Thread.

Some visual references and a trip down memory lane for some haha
[media=youtube]W5GYHbVsrvE[/media]
[media=youtube]LCLFbUfYeco[/media]
[media=youtube]1mnq3JinVxA[/media]

I’d just like to clarify a few things here, though I’m not learning Abel, my friend is. I’ve been helping him train, and have noticed certain aspects I can’t further help him with or need clarification.

  1. Is it true that counter-throw beats every single offensive option after a blocked Step Kick except for throw and TT?

  2. When doing a c.HP when playing left/right, throw/attack with Abel’s Oki, should it stay naked on block? For that matter, if you have 2 meters, do you recommend doing a different normal into CoD into FADC in the same Oki situation? Or just stick with c.HP?

  3. I’ve seen the very powerful option after a f+MK to back throw and specifically look for a s.HP AA, which is fantastic for when you don’t have a read on your opponent or you’ve made them fear the TT. However, what’s the best total package to do here? I’ve seen Juicebox Abel AA with EX TT here, which kind of blew me away. Is there any mix-up that will get an opponent 99% of the time? s.HP xx MK Roll, c.LK, c.LK, TT?

  4. Aside from s.LK, f+MK, LK WK, and possibly c.HK to beat those pesky pokes that beat the other three pokes I mentioned, what else is there to Abel’s mid-range game? c.MP buffered MP CoD?

  5. What’s the safest option when you very highly suspect an opponent will reversal if you do a roll set-up after TT/FS? I feel like adding another roll will get thrown a lot (at least online), and backdash doesn’t seem to have the range necessary to escape SRK if done as close as possible. Nothing fancy, just do a late crouch tech or the like?