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

yeah, am tryin to get into KOF

time is the problem at the moment is all…

is the srk kof forum sections good for reference?

I thought my execution was pretty good until I played KOF.

Try dreamcancel.com

http://orochinagi.com/ is the other big one. But, in reality, SRK’s wiki and SRKs boards are probably your best bet.

this is probably what i’m screwing up on. thanks a bunch

alright, so i’ve been playing street fighter for about a two months now, and abel for one month. I’m not awful, i hang around at about 1200pp and ima rank B(not that that means ****). anyways, i have a few questions for the intelligent people on this thread:

  1. technical means the little blue portal looking thing after two throws right? and reversal srk etc?

  2. I use the technique: after TT dash to lk. roll to face the opponent, mk. roll to cross up. when i do this though, i either cr.fp, TT, sweep, grab, or block. it seems that everything besides block loses to srk, then they fadc and grab. TT and cr.fp also seem to lose to grab, and all but block lose to mash jab. if i use ex TT it wins vs jabs. Is my timing just awful or is this normal, and what should i do on wake up?

  3. how to deal with fireball zoning without Ultra 1. with guile, if i roll through sonic boom i eat a st.fp, or a combo… what should i do against this zoning?

  4. what can i do vs wake up metsu chip K.O? can you immediately ex roll or ultra 1?

  5. will anyone reply now x tekken is out?

  1. “technical” in sf4 means two things, when you tech throws or when you do a quick wake up after a soft knockdown

  2. walk forward, block, walk forward, get close.

  3. yes you can ex roll or U1, but good players will never do wake up metsu chip, EVER

  4. i replied, but i skipped (2) because im tired lol sorry its super late here already someone else can help with that, the answer is already in this thread i think or the abel complete guide thread…

For #2. This is a great mixup but you’re just doing it too slow. Could be online lag. The easiest way to get the dash into roll to come out fast enough is to buffer dash during the recovery of the Tornado Throw then buffer roll during the dash. The game should make the moves come out on the first possible frame after recovery then. You can test it out in training mode by recording Abel doing this mixup then on playback you try to wake up with jabs or throws or jumps. Your opponent should never be able to throw you or jab you out of this because you’re at at least 5 frames of frame advantage. If they do then just roll your eyes knowing that you did the correct move and they did something incredibly stupid but lag saved them.

Autocorrected reversal DP beats any attack you do on their wakeup but obviously blocking or rolling baiting the DP with another mixup. Before you roll at them check their super meter to see if they have 2 bars. If they do, try to make that DP whiff.

Check this pdf for all the frame advantage on the roll mixups. It was made like 2 years ago but most if not all of the data is still correct. https://docs.google.com/fileview?id=0B7S1JTWz7Q_CYzkwNWUxYzktNmY0YS00MzhhLTk5N2MtOGIzMzgzOWYzMjA1&hl=en&authkey=CPnAyIwG

As for what to do on wakeup. Well, Abel’s best option is really to block. I think Abel’s a great character to learn SF with because he teaches you how to block everything really well. Other than that you just need to pay attention to how your opponent is attacking you. If you’re sure they’re safe jumping you can EX TT them(Or Armor Cancel TT/EX roll, but that’s advanced stuff). If they do a poorly timed crossup you may be able to close standing fierce them. Backdash/Focus Backdash isn’t a bad idea sometimes because you’ll probably just get air reset out of it. Just don’t EX roll when they’re standing at around sweep range because they’re probably baiting it and are waiting to throw you.

thanks guys, appreciate it. my gameplays improving after looking up frame data etc, thanks. i realized half my problems were me just not blocking correctly. it seems that if i go under 1000pp then i lose to srk spam, but the respectable people of over 1000 don’t really do that so i can guess and win usually…
‘Street fighting is all about analysis, prediction and reaction. That’s it.’-Abel

Alrighty. New Abel player here and I’ve got a couple of questions.

  1. Are you required to be able to hitconfirm a dash after tw.MK, if you’re going to play on a semi-serious level?
    I’ve tried hitconfirming, but it seems impossible to me. As soon as I try to react to the hit I’ll press forward again, but I’ll be too slow and the dash won’t come out. Is it humanly possible to react quickly enough? Or are you supposed to condition your opponent about whether or not you’re going to dash in?

  2. What is a general timing for landing U1? I usually wait to do the ultra until I see the opponent’s body is completely horizontal. Which has worked for me up until now, but I can’t say I’ve used it on more than a couple of characters. Could this be considered a rule of thumb?

Edit: I also read the following:

But I wasn’t sure if this was referring to dashing after tw.MK or trying to combo tw.MK into BNB.

Ah shit fucked up that post sorry.

(Thanks iPod :/)

No problem. As long as you don’t forget to post when you get home! =D

Edit: I just re-read your quote and I see that you actually answered my questions!

Yes, it could work as an option-select from a distance I suppose. But when your opponent is already in range, you don’t have that luxury.

Considering the BNB into U1 (in the corner), do you mean that you should do: cr.FP, CoD, U1?

  1. I don’t think there is enough time to confirm a dash. It’s either you do or you don’t.

  2. Majority of the cast is the same. Some of them are more floaty. A post is a shitty way to convey the timing. Just training mode the timing for Ryu as a gauge for the majority, Sim for floaty. The juggle is not crazy character specific.

  1. OK. Glad to hear that, because I had the feeling that I would never be able to confirm it.

  2. I can hit Ryu with U1 consistently, so I guess that means I have the timing down for most of the cast. Can’t say I’ve tried it on Sim, so I’ll give that a shot next. Thanks for the advice.

Yeh but if its blocked and you dash it doesn’t really matter and i cant see this in your original post but when i quoted then it says “Considering the BNB into U1 (in the corner), do you mean that you should do: cr.FP, CoD, U1” and what most Abels will do in the corner to get ultra after crhp is crhp, then CoD FADC the first hit then ultra, it uses two meter so idk prob only useful if you know going to finish off

Oh, that’s what you meant! It’s situational, but definitely worth knowing. Is there a good way of connecting U1 after his BNB (tw.MK, cs.HP xx CoD, FADC, cr.HP) in the corner (without having to spend 4 meters, haha)?

Just crhp ultra in corner does work on some characters, but other than that I don’t think so :frowning:

Prob wouldn’t recommend using 4 meters :smiley:

Here is a useful chart I found whilst skimming through the forum, courtesy of HFX.

https://docs.google.com/file/d/0B7S1JTWz7Q_CMjdmZWMwODgtMmE4Zi00N2JjLTlkYTAtZGM4YTZmMGI4ZTA5/edit?pli=1

There’s some real gold to find in these forums. Definitely worth the time searching.

Late to the party but this is exactly what I needed. Thanks for this thread.

I’m a new abel player and am looking for a tutor on the mix-up options for abel after a hard knockdown. Right now my follow up to a hard knockdown is either lk roll to end up in front or mk roll to cross up then tt throw, or crouching lk to st. HP to cod, or cr hp but my crouching hp i can only land after conditioning them to tt throw and regular throw I need some help to go beyond this. Any advice would be greatly appreciated. message me or post with advice. add me on xbl to help.

GT- Diesel2025