It’s also worth nothing that close st.hp can be used as an AA, but that’s not something I’m proficient enough with to explain. EX Falling Sky also is a notable anti-air. Sometimes, it’s worth considering even a focus attack. Neutral jumping will work on some characters, but there’s just a plethora of answers that you can have there.
And, I’d like to thank everyone for the support I’ve been getting. It’s helped a lot with this thread, and it’s helped me personally. This is my last week of summer courses; I should have some time then to work more on this.
Is there a thread or can someone list what Abel’s mix-ups are? I really don’t know what i should be using on a knock-down. Seems like everytime i try a roll mix-up I mess up something as i get hit hard and then i’m afraid to try any mix-ups at all. I’m usually at a lose on what I can/should do.
i noticed you kept using AA cr.hp (1st hit only) — actually its the 2nd hit of the cr.hp that juggles, 1st hit of cr.hp will just air reset the opponent.
neutral jump lk can also hit behind him a little so this can also be used if someone dashed under you (or summin like cody’s wakeup ex zonk)
as for wheel kicks, its punishable but if you can somehow make it that only the tip of the kick was blocked (proper distance), only a few moves can punish it
regarding rolls, maybe need to include that youre vulnerable on the last frame of the roll (except EX)
heartless - you mentioned comboing into it from 1st hit cr.hp. first, you can combo into it plenty of ways (even of a 2 hits cr.hp you can cancel immediately into it)… i guess its the way you wrote "-If you really want to combo into this, you can cancel the first hit of cr.hp into Heartless. " like its the only(and best) option.
soulless - you said its not immune to hits, incorrect. refer frame data
breathless - not just armor breaking moves, multiple hitting moves > breathless too.
c.hp xx lk roll xx heartless works on every character, I believe.
Dunno about AA c.hp (second hit), but I know for a fact this one does if c.hp knocks em up from the ground.
Skip the roll if in the corner.
So, that comes the question. Should there be a section for combos into Super? I’m almost worried that if I add it, it’s almost like saying Heartless is worth holding out on, rather than using FADCs and certain EXes.
In other news, final is today. I can work on this more. : D
Thanks for the critiques, guys.
I think once you get a good understanding of Abel, you’ll know how to combo into super on your own. It shouldn’t be stressed as one of your main options.
If jabs and DPs and throws auto-correct for sides, what are we hoping they do on a wakeup ambiguous roll? Block? Or is the idea to immediately do an EX TT as they wake up if we think they’re going to hit a button?
I just find that every time I ambiguous roll on a wakeup, I’m getting hit out of whatever I try to do. Maybe I’m getting there too slowly, but after TT I’ll immediately dash, then LK/MK roll, so unless that’s not a safe setup (because it’s too slow), I don’t think I’m doing it too slow. <shrug>
Maybe if you said “Don’t hold out for these” :smokin:. But a combo into a super is still an option, and it’s an option that will find it’s moments. It just shouldn’t be the first option.
Well, I would think that you’re hoping for them to guess wrong, but you also want to use their tendencies against them.
I just picked up Abel not too long ago so I’m working out his intricacies. Hopefully the more experienced Abel players can correct me if I’m wrong.
As far as what you want them to do on an ambiguous roll, it depends.
TT > dash > lk roll gives you 8 frames. If it’s timed right: lk roll into cr. HP should beat out the jab, throw, neutral & jump back since cr. HP has an 8 frame start up. The 2 active frames of the cr. hp should overlap the 3 frame startup of Ryu’s jab and anything else they’re trying to do. Not to mention cr. lp is just as effective and can hit confirm into either cl. hp or cl. mp. Blocking the right way stops this and reversal SRK trades.
lk roll into TT beats blocking and throws but it can lose to jabs. TT starts up in 5 frames and has 2 active frames. roll gives you 8 so if you you do frame perfect you’ll whiff. Do it one frame later the active frames should overlap the 3 frame jab, netting you the TT. Do it later you can get jabbed out. I’ve been trying to mash jab out of it in Training mode and i’ve got thrown more than I’ve stopped it… I’ve only been able to do it if I timed it right and the timing is hard for me to do. So if you have someone under pressure it’s a good chance they’ll eat the throw. Neutral jumping, jumping back & SRK beat the throw.
You might be doing the dash and roll properly, but you’re waiting too long to press a button. Abel says Excellent(?) when he rolls. If you’re doing a grab after a dash and lk roll let him say Excellent. If you’re going for a cr. lp or cr. hp don’t let him finish the last syllable.
TT > dash > mk roll puts you on the other side but it only gives you 5 frames. Frame perfect TT and cr. hp lose to jabs. cr. lp beats your opponents jab, throw and any jumps and it’s hit confirmable into cl. hp or cl. mp. If you opponent likes to back dash he’ll back dash right into your arms.
Remember that all rolls are not completely invincible. They’re able to be hit on the 1st, 2nd, 3rd, 4th, 5th, and last frame. EX has more invincibility, but you’d have to check frame data for that one. I can’t remember which particular ones they are. But, it just sounds like you’re getting jabbed out of a roll.
Hmm, yeah maybe I am waiting too long to hit a button, I dunno. Doesn?t feel like it, but is certainly possible. I just tend to go for crossup anyway, but it seems like most of the top guys go for the ambiguous roll even more than crossup, but when I try it I get hit out of my mixups, like, every time. It?s weird. I?m happy just crossing up, really, but it seems like the roll shenanigans are preferable so I want to implement them. Thanks ?
I thought the same thing at first. Trust me hit up training mode and pick somebody like Cody. Record yourself doing TT > dash > lk roll into 2 jabs. As Cody, hit throw on your wake up. If Cody throws you you did it too late if you hit Cody you’re doing it right.