I’m gonna play around with resets a little bit in training mode, there are a bunch of ways that i think are pretty valid. Mixing them up leaves your opp. guessing where you will end up.
On the frame data, I understand it pretty well cause I’m a VF head. But, the frame data released for this game is a little wonky honestly. f+mk gives you +3 on hit, st.fp comes out in 4 frames but it combos, hence the wonkyness.
Right now I’m guessing f+mk, f, st.fp is your only option on normal hit, and it seems to be a 1 frame link to me (hence the difficulty). But on counterhit I can see how a bunch of other stuff should connect as it gives you more advantage.
Anyways don’t take my word for it, as I said the frame data looks a little wonkey and I could be off. Add to that the fact that I’m terrible at sf4 :(.
I was thinking perhaps you can throw in Second Low on blocked rekka. Almost all people I play against so far always crouch block the rekka string, so they eat the Second Mid and Finish Mid. At some point I’ll match-up against people who will quickly learn to block Second Mid high. At which point, I think you can use Second Low (but very rarely) to trick 'em.
I recently saw a Shiro match where he used a Second Low, thinking that his EX rekka will be blocked, and he will catch his opponent off guard with his Second Low. His Ex rekka did hit, so it isn’t exactly the situation I was describing, but demonstrated nonetheless. This can be seen couple of seconds before 9 minute mark of this video: http://gamenyarth.blog67.fc2.com/blog-entry-4926.html?id=sm6187312
I’m still not sure whether this is a viable strategy.
More than likely you’ll run into people who EX you out of it. I am also fairly sure that you can be shoryukened after they blocked the first or second hit. Blah, if only COD were a little bit safer… It’d be nice to use it as another way to approach someone, similar to Boxer’s game with the dash straights.
I was watching videos and playing around with tonight as I said I would lol. And I’m positive st.lp is better.
With cr.fp xx roll cr.fp xx roll resets. If you do this is seems the opponent has plenty time to interupt your followups. [media=youtube]nMm60VmCC-Q Here Busta gets beat by a non reversal ex upball after the reset, first round. http://www.youtube.com/watch?v=cr8cvhpJy5M[/media] In this match vs blanka Busta gets beat by non reversal elec after the reset. (im so sorry to use your vids as examples busta).
If you use st.lp xx roll to reset you will recover much much earlier and your followups after the reset will be meaty, forcing the opponent to do a proper reversal. If he doesn’t get the reversal message he’s screwed.
I feel like a douchebag using bustas vids as an example as Busta would wreck me in a match but I really think st.lp puts you in a much better situation as opposed to cr.fp.
nothing wonky about the +3, i guess the dash cancel isn’t calculated in.
the japanese mook suggests to drum from HP to LP to get another chance to link an attack after f+MK. the only problem is, if you do that, LP has to be canceled extremely fast to COD, so fast that it would probably not come out if you hit with HP in the first place.
lol i dont care that u use my vids for examples. also though take into consideration that really this mix up is REALLY good against blanka. what you do is cr.fp , mk or rh roll reset and mk or rh roll again. the only thing he will do is either up ball or electricty most likely. if he does up ball free ultra. either mix up is good, i have actually been using the st.lp lately (or the few times i have gone to the arcade lately) and it works great too.
Yes, that’s it. f+mk dash recovers 1 frame faster than normal f+mk. It becomes +4 on hit and only stand lp and stand hp have a 4 frames startup. So cr.lp won’t work without a counter hit.
But wouldn’t that give your opponent more time to see what side you’re on? Unless you can walk crossup again before he lands. It’s more ambigous with a stand hp x roll I think.
I played Third Strike extensively but I wasn’t really into SF4 until it came out on console. Sad to say but I’m getting my ass handed to me.
The moment I saw vids of Abel I knew that he would be my new Dudley :lovin:. Thanks to everyone who’s posted thus far. It’s somewhat overwhelming (since I’m really new to SF4) but hopefully it will kick my Abel game up a notch!
I’ll definitely keep my eyes peeled for this section of the forums.
Well seeing that stand hp has the same startup as lp, the timing after the roll should be the same I suppose, which means that a reversal should be needed too for the opponent(in which case stand hp would be better because you get better damage). I’ll test that today.
Edit: lp refloats better, you were right. St.hp is a bit better than cr.hp it seems.
I dont know man, i tried these roll mixups before, and even did it via Alpha 2 Ken style(c.hp over and over into rolls/axe kick), but if someone just tries to SRK, they will beat me pretty easily. It feels like if someone is just spamming SRKs, i feel i am more forced to block (which lets them do what they want) than actually go after any of the mixup opportunities because i been knocked out of them more often than i would have liked.
EX T.Throw gets beat by SRK…sadness…i was really hoping that it would grab them on startup because of hit invulnerability. Maybe its because i am still very new to the game, but SRKs feel really buff in this game.
I’m pretty sure EX command throw beats shotos jab shoryu but they just have to change the strength to land it. But it seems though that it beats all of sagat’s tiger uppercuts but the EX.
edit: its probably not reliable to ex command throw shoto’s on their wake up because if it doesnt go as planned, the results are not too good for yourself.
Are you sure about that? I don’t recall ever beating any type of shoryuken with a command grab. What kind of timing are you using? Do you have vids showcasing it? It would really make Abel even more of a shoto destroying machine if this is true, but until I see some evidence of this I’m going to play it safe.
you can combo any strength rekka into fadc cr.fp. We use lp mainly cause it’s guaranteed to combo off cr.mp. the fp version doesn’t combo all teh time (if at all), but i think the mp version combos all the time.