For those struggling with the double step kick after EX tackle, you can do:
Ex tackel > j.HP > stepkick > cr.HP xx HP falling sky, does 1 point more of dmg than double stepkick and its a bit easier.
For those struggling with the double step kick after EX tackle, you can do:
Ex tackel > j.HP > stepkick > cr.HP xx HP falling sky, does 1 point more of dmg than double stepkick and its a bit easier.
Not sure if anyone else has noticed this bet if you finish a change of direction with a kick it ground bounces and you can go into an ex shoulder. Depending on wether or not people know to attack or not. Landing a Fmk > HP>change of direction >f+p>f+k> ex shoulder>j.HP>fmk>fmk>HP>falling sky will net you some pretty nice dmg. Can do 2x shoulder charge for a little bonus if you think you will finish them.
The problem with the last K of Change of direction is that it is extremely unlikely the opp will fall for it, considering the P followup only causes a hardknockdown (and that he can get interrupted while doing the 2nd followups on block).
This is old news at this point, but this thread hasn’t been updated since v.2013 dropped, so here are some of Abel’s new combos if anyone new to the game or new to the character stumbles into this topic. These mainly revolve around the change to wheel kick in v.2013 to cause a ground bounce in juggles. This allows Abel to do quite good meterless damage, so he can save meter for his partner, defensive options, or YOLO shoulders (yes, it’s kind of a bad habit, but it works way too often. It’s also a viable punish for a lot of things that leave the opponent out of Cr. HP range when you have a charge).
Tag in combo: Cl.Hp xx (first hit) lk wheel kick, step kick, dash cancel, Cl.Hp xx (first hit) Hp Falling sky (damage varies depending on scaling but comboed from raw launch is 396)
Tag in combo: Cl. Hp xx (first hit) lk wheel kick, walk forward, cr.mk xx HP Falling sky (damage varies depending on scaling but comboed from raw launch is 362)
The second tag-in is not optimal but is much easier to hit online, imo. I find step kick’s juggle after the bounce finnicky and when connections aren’t optimal, I often go to the walk forward cr. mk option instead of the step kick to insure that I still get the falling sky for setups afterward. If the combo is scaled the damage difference becomes minimal.
Punish combo (no bar): Cr. HP xx (second hit) hk wheel kick, step kick, dash cancel, Cl. HP xx (first hit) HP Falling Sky (382 Damage)
Anti-Air: Cr. HP xx lk wheel kick, step kick, dash cancel, Cl. HP xx (first hit) HP falling sky (342 damage. 357 if you beat a jump-in and get counter hit.)
YOLO Shoulder hits: ex shoulder, cr. HP xx lk wheel kick, step kick, dash, cl.HP xx HP Falling Sky (396)
The ender of the YOLO combo can be substituted into any old combo into EX shoulder as the finisher.
A random shoulder with no thought whatsoever is dumb, but an EX shoulder with even an ounce of thought into it is a scary ass move. You’re always going to be safe on block, and positive in many cases. Gives Abel a free way in on block, and massive damage on hit. Not to mention that it covers the screen in like 10 frames.
But there’s a better raw EX tackle combo: j.HP, cl.HP xx LK wheel kick, dash, cl.HP xx HP falling sky (420 dmg)
If you want options post combo, use sweep after wheel kick for roll set ups. ie.: LK wheel kick, sweep xx HK roll, jump in/lk roll/mk roll
Combo vid featuring Ogre/Abel: