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

All of this is pretty accurate. While Abel isn’t the king of AA, the buffs to Falling Sky (Both regular and EX, which is now a very effective tool for the cost of meter), and the always present ability to roll after almost every normal has make him a big threat to jump in on.

Once people start crossing you up on wakeup and not (From close distance) st.fp becomes a little unreliable but that’s the only situation where I think he has no great AA answer.

I think it’s much more safe to dash once, hit with a cr.lp, cr.fp, etc and then start your mixup from there. Plus it can mess with the player with the ridiculous amount of time you sit there waiting to start the mixup. Sometimes giving the player too much time to think is a dangerous thing in your favor too. :smiley:

Hmmm, I am new to this, so please bear with me. In the guide you stated:

“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. Therefore, this attack can be blocked both high and low.”

But you have to block the punch finish high or you get tossed. I learned the hard way sadly…

Hmmm, I am new to this, so please bear with me. In the guide you stated:

“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. Therefore, this attack can be blocked both high and low.”

But you have to block the punch finish high or you get tossed. I learned the hard way sadly…

Not at all. The reason you roll rather than dash is to make the opponent guess which side you’re going to end up on and force them to into a difficult situation where the advantage is yours completely. A cr.mk > medium roll is truly ambiguous and you recover in time to cr.lp and beat out everything except for reversals. If you can lead that cr. lp into a knockdown through a combo or tick throw, you control the match entirely since all hard knockdowns could potentially lead into more damage and knockdowns for abel. If you just dash, your opponent can easily react to what you’re doing.

When performing CoD:

First Hit: High or Low

2nd :p:: High (acts as an overhead)
2nd :k:: Low

3rd :p:: High or Low (not a grapple)
3rd :k:: Low (not a grapple)

I hope that elaborates a bit.

except thats not true.

Finish middle has to be blocked High.

Check your data first before posting yo, thats basic stuff.

Fantastic thread, i’m linking it in the FAQ thread.

Really? Fixing, then.

The only move that I do not have hit-box damage for is CoD. Well, I don’t have wheel kick, either. Wish I did; hit-box of it intrigues me.

You should mention that c.hp, lk roll, mp falling sky is what you should use on characters where HP falling sky will whiff

I’m making a list right now of that, actually. Here’s the list:

c.hp, lk roll, mp/fp fs list

Spoiler

Abel: :hp:
Adon: :hp:
Akuma: :mp:
Balrog: :hp: (mk roll also worked, lol.)
Blanka: :hp:
C. Viper: :hp:
Cammy: :mp:
Chun Li: :hp:
Cody: :hp:
Dan: :hp:
Dee Jay: :hp:
Dhalsim: :mp:
Dudley: :hp:
E. Honda: :hp:
El Fuerte: :mp:
Fei Long: :mp:
Gen: :hp:
Gouken: :hp:
Guile: :hp:
Guy: :mp:
Hakan: :hp:
Ibuki: :mp:
Juri: :hp:
Ken: :hp:
M. Bison: :hp:
Makato: :mp:
Rose: :mp:
Rufus: :hp:
Ryu: :hp:
Sagat: :hp:
Sakura: :mp:
Seth: :hp:
T. Hawk: :hp:
Vega: :hp:
Zangief: :hp:

There may be an error on there (I went relatively quickly, simply because this shit is dull as hell), so if anyone knows I’m wrong on one, just throw it out there.

… but it isn’t

You should be using cr.hp xx hp falling sky - there’s no reason to sacrifice 20 damage unless you’re using unsafe cr.hp’s that need to be hit confirmed in the first place

I agree. But, I think it’s worth having a list simply because it’s worth knowing who cr.hp, lk roll, fierce FS doesn’t work on.

Updates made.

I thought mp falling sky was only 10 dmg less than hp but, either way sometimes you need the meter more than the extra 10/20 damage.

Updated some neutral jumps. But, I have finals to study for.

I have no idea what to say about his neutral jumps. Lol.

Your posts need a lot of fixing, the facts part is decent but when you start adding your own opinions… thats another story… maybe ill pm you when im free on which parts you should remove/correct… and what to add…

If you always cancel straight into falling sky, it makes it alot more obvious when you go for a roll to a mixup/reset

Woops - yeah, the damage differential is only 10 - you’re right.

But yeah, I still don’t think the 20 meter is worth it. HP falling sky also does 200 stun as opposed to 150 - that makes all the difference when playing a low stun/stamina character like Dhalsim

Please do. I’ve only been playing Abel for about two or so months. Any help in this just helps me learn Abel.

I have a question what do you do as an abel player when your opponent is breathing down your neck and crossing you up left and right? Just so you all know I feel my abel is still pretty scrubby. That being said I understand abel has AA’s like crouching fierce punch or crouching forward. But those do not when the opponent is hovering over and being really aggressive. I can block cross-ups and tech throws for the most part but not for lets say 10 or 15 seconds straight. Since abel does not have a get me out of jail card for free A.K.A. SHORYUKEN. Then what are his options other than rolling to keep opponents from jumping is on you for free? Thanks for the responses guys

p.s. this was originally posted in the “The Abel F.A.Q: NOW WITH FRAME DATA”

Abel’s defense is blocking for about 10 seconds sometimes depending on the character of course. for instance if you are fighting a very good seth that knows his mixup options it is smart to often just block until you can see a opening to either 1) backdash, 2) EX CoD, or EX roll, 3) crouch tech/standing tech depending on the situation. Patience is your friend when stuck with lots of cross ups learn the match ups and find holes in the players game. If they leave there feet you can ex roll out for free, or roll depending how high in the air they are normal roll. Often the case with abel though is your best defense is a smart offense. By smart I mean find your range so if you see him throw out a limb you can punish or if he jumps you can AA. C.mk is better if they jump farther away, c.HP is better in a shorter arc.

Practice the AA range and timing C.hp has to be out for a while to get the most out of that AA and c.mk can be canced into roll to start your offense immediately with a mix up. Use your standing lk to poke at them and set up step kick or a AA situation. neutral jumps are best handled by close standing fierce punch which can also be roll canceled into more mix ups. Be patient learn your AA ranges and learn to read the opponent to get out scar free with Abel.