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

Thanks, bro. Still working on it, obviously, but I try to get an update or two every week.
If you have any questions, throw 'em up so I can include 'em. If you’re wondering it, someone else probably is, too.

When he does a run back command throw on you (propeller throw?) with not-stupid spacing, you jump facing the direction he came from and he lands very slightly behind you. nj.lk can “cross up” and hit people behind Abel, so you can use it to at least force Fuerte to block or maybe punish his recovery with nj.lk, standing close fierce. there may be a way around this for Fuerte… dunno.

Neutral jumps finished. Lazy explanations. Whatever. I got the hit boxes up.

Jumping normals next. Should be easier to write about.

I have just started using Abel not too long ago and I need to know what are some crucial OS for him to learn? I am allready practicing crouch tech but I keep hearing people talk about OS sweep and what not. So what are some basic universal OS that Abel can use (if there are any universal ones). And are there any crucial OS that I need to know for certain matchups?

I want to slowly work them into my game so I just want to cover the main ones for now. Could someone help me with the inputs to if they suggest it? I understand what a OS is suppose to do but the inputs throw me off a little bit. I feel like I am slowly learning though.

Question: what’s the best way to apply ground pressure on an opponent while staying relatively safe and capable to attack/defend? Abel lacks pokes, and rolls and step kicks can be used to get inside. It’s just once I’m inside what do I do? Basically I’m struggling against characters like Cammy and Juri, who can bully me up close until I get that crucial knockdown; as well as characters like Rose and Bison who can quite happily keep me at arms length with pokes. How do you apply pressure, and force characters back?

EX CoD has one hit of hyper-armor. They’re poking? EX CoD eats a poke and punishes.

EX TT is immune to hits. If it whiffs, though, you’re up to be punished.

If you’ve used something like a f+mk to get close, it’s now up to your creativity. Blocked? TT, neutral jump, or roll. Hit? s.hp xx fierce CoD or cr.lp, cr.lp [notalink] f+mk. Tick throw. They’re crouching? OH s.hk.

Be creative.

best way to apply ground pressure

s.lk

So True

Dash up st.lk and don’t forget about st.mk, basically play footsies to get in, Do not try to force your way in with jump ins all the time, its risky if not spaced properly.

This is going to be my new home, my Abel sucks.

I am very new to Abel but interested.

Couple of simple questions :

-Should I directly hit confirm out of f+mk

-I dont how to hold my stick best when going for f+hk s.hp ,
I am so use to p-linking c.hp with Ryu that its kind of unnatural to me to do a standing fierce punch.
Do you let go the stick hit s.hp quicky xx into COD
I find easy to link s.hp if I hold my stick forward , problem is when I want to xx into COD I am doing a sky fall.

-When my f+hk is blocked is TT the most natural option

-Something about all the mix up involving a marseille roll. What if you play an opponent who simply push grab anything
he see you roll. Should most of the roll thing be when I get a knockdown.
Because I was reading all those great mix up involving rolling than rolling back cross up. If perceptive opponent always
push grab on a second roll where are the mix up.

thx for your answers

Yes you should be able to confirm that the F MK lands and go for the St hp and on block you should just crouch tech(to bait reversal), throw (prob best option), TT (if you notice your throws teching alot after the blocked F MK).

Ok on the holding your stick thing really is down to you finding the way you like to do it best. I reset the stick after the dash, plink the st hp and go from there. The cancel is very slow from the st hp, you have plenty of time.

I kind of answered this already however i will elaborate. Most decent players will be trying to throw you out of a blocked step kick so TT is a great option. Problem is a decent player will know you want to TT and a single neutral jump/backdash to make you whiff that TT leaves you open for a full BnB. In the same situation if you used normal throw they will struggle to punish you (its not impossible some chars can do it but its far safer).

Personally i always go for normal throw on the first blocked step kick to test the water, if you get a tech i would suggest trying a TT next time. On the other hand if they n jump or back dash not only will you be pretty safe but you then know they are scared of TT so you can try option selecting a cr short with sweep to catch the backdash. If they are neutral jumping or jumping back/forwards after your blocked step kick try going for st hp anyway to tag them jumping out.

It comes down to you reading them but your go to safest option on a blocked step kick is normal throw.

You should not be rolling in randomly to attempt to close space.
Just learn to be patient dash in/walk forwards to get you into your step kick/st lk range.

Now thats said lets talk about mix ups. Take this as an example, if you land a TT then dash forwards and lk roll soon as you leave that roll start a cr hp done right they will be UNABLE to throw you as you are hitting them early enough to beat the throw.

The setup with the double roll you talked about is for baiting reversals it loses to throws and thats just a risk you have to take. If you see them being a bit throw happy dont go for those sorts of setups go for meaty ones that beat throws (like the one i mentioned above).

Ill just walk you through a example so you can understand where each mix up finds its place in a game.

So you got your first knockdown with a TT, you dash in lk roll and the cr hp lands preventing him from throwing. Now if his throw just got beasted by that setup the next time you try a mix up he will most likely want to try his uppercut. So lets say for example you land another TT and dash in lk roll then lk roll again, he whiffs the uppercut which would of beaten TT and you get a free punish.

Its all about getting into the opponents head and deciding whats best. If you want some further examples of roll setups then just drop me a pm and ill break some down for you.

Bunsav did a good job answering these, but I’ll throw in my input as well. Replies will be in bold.

TY looper you touched on some stuff i missed.

Thx for your advice, its refreshing to see a complete answer.

I briefly look at the Okizeme varation on wake up, very interesting. I had a couple of questions about it.

After TT dash lk roll…

option 1: You go for a meaty TT, It can get beat by neutral jump or reversal ( how fast the reversal has to be to beat it)

option 2 When you go for a c.lp, is the goal to delayed it a few frames after the roll to get it meaty. With 8 frames advantage, 5 frames startup on the c.lp and 2 active frame it seem it would whiff is done instantly after roll.

If you c.lp hit, is the combos of choice s.hp xx strong Cod. Do you try to hit confirm on the c.lp , I see its +6 on hit so it look reasonable or a prefered option would be to go c.lp , s.hp than decide on hit to COD and on block to Roll.

What Option select are useful vs backdashers in relation to a meaty c.lp

option 3 meaty C.hp. So is the idea to cancel into roll on block and do a combo if you see it hit.

After a block F+mk , when you want to option select vs backdasher, Do you go c.lk + c.lp xx c.lp + c.hk . and finish with a blockstring on block. Also when you realise youre c.lk xx c.lp have hit confirmed do you have a better combos option then finishing with normals.

After a block F+mk , as i understand an opponent mashing 3 frames jab should beat you out of TT but will get beat by a regular
throw. What do you do against opponent who mash OS c.lp + c.lk and have 3 frames c.lk.

After a block F+mk , if you throw the opponent has option of backdash but neutral jump get beat.

I appreciate all your inputs, It really is helping me

You’re noticing that everything beats something else. A lot of Abel is based off the yomi game. If you notice they enjoy backdashing, you know (now) how to beat the backdash. You can’t do the same shit over and over; that’s why it’s called a mix-up.

Answers in bold, again.

Get some inputs from hfz, HAV, Juicebox (if he still likes to post), or other residential Abels. I’m not very good.

Thx for your help , still need some clarifications

Good to know, when you go for a meaty one on wake up is HP TT the best one ?
Wiki Frame datas from Shoryuken mention Ex TT has 1-6 frames throw invincibility,
as I understand this is simply a mistake and its hit invincibility

So when The meaty c.hp is blocked you have to cancel into a roll right ? Otherwise your -6 on block

With the meaty c.lp , s.hp If your hit confirming within the 2 moves you have to cancel s.hp into a roll again on block ?

c.lp + c.lk xx c.lp + c.hk

Maybe your not familiar with the option select but the annotation above signify the c.lp will chain together
since chain take priority over the strongest attack ( in this case c.hk)

If opponent back dash c.hk come since the c.lp are not getting cancel into each other.

My question was is this the best OS vs backdasher and what combos should you do if c.lp xx c.lp happen to hit

Again thx for your asnwers , I am geting a crash course on Abel :slight_smile:

Tried to help.

I have two questions.

  1. c.hp xx jab roll, super. Is this worth the damage?

  2. Abels links… I’m used to Dudley jump ins which consist of j.hk, c.lp, c.lp, shk etc etc. Obviously you can’t do j.mk, c.lp, c.lp, s.mp cause it ends up being a fs.mp… So… should I being doing j.mk, c.lp, s.mp? or j.mk, c.lp, s.mp? or should I just do j.mk, c.lp, c.lp, s.hp xx fierce CoD etc.

I’m just trying to wrap my mind around it. Cause it seems my old habits from Dudley are hurting my Abel play a bit. Because Dudley doesn’t have differences in close and far standing moves.

c.HP xxx super (roll doesnt really matter, cept style) can be worth it. Its a lot of damage. I like it, but those 2 possible FADC’s can also be worth even more damage, so i like to leave it up to how the match is going. And obviously do it if its for the final round/win.

Jumpin mk, s.fp is a good combo, faster than c.jab and c.mp and more damage + it goes into F.CoD. But that whiffs on standing so i usually go to either c.mp or c.jab link s.mp if they are crouching.

Abel is a unique character outside of his cross over mk he doesnt have anything to jump in so try not to jump while using him.
I guess that the only advice I have a question for all Abel players. After the F-Mk S.HP combo is nice but I notice that if you f-mk then go into cr.lk then tornado throw it add more mix ups I want to know whats some of yalls favorite way to make your Abel play unique