Yes, you can only land it on one exact frame.
^ ya thats what i was told. dont rely on this though its nice to know but really i will not apply this to my game.
Well, sometimes it’s worth it. Abel is all about intimidation to me. You need to make your opponent believe that he is trapped when you’re close. If you can grab a shoryu when a shoto has no ultra, it will make him think twice about doing a wakeup shoryu for the whole round, making your life simplier. It might even be worth doing it again a shotos having 2 ex’s and an ultra, because it will frighten him if you grab him and he probably won’t try it again for the match. Not something to rely on, but definately a good and useful tool.
Can any1 tell me what kara means? I think its sumthin like cr.lk, (cancel the animation) throw. Am I right?
Kara is the act of using a canceled attack animation to boost the range of your throw.
Thx m8, at least the people on the Abel forums are not ####s, unlike some of the other character threads. (cough…Gen…cough)
But I can see what busta means… its a high risk for potentially no reward. If you ask me command grabbing shoryus are a HUUGE shot in the dark.
Oh, but I do agree. I’m just saying that doing it randomly for the psychological effect can be worth it once in a while.
ya you have 1 opening and 1 frame EXACT to do it. you know how hard that is? when you can just block and punish or if you tried to ex command grab and it didnt work you will be eating srk fadc ultra from ryu. of course that would be useful but you will not be able to do it consistently at all.
Busta is correct, it’d be better to block and punish.
So Busta is the reason for the 1 frame window that the shoryuken only has one frame startup and then they’re throw invincible? If so, shouldn’t the window actually be the length of active frames for EX tornado? As in as long as their 1 frame start up of the srk happens anywhere during the active frames it should grab?
I don’t think it’s so much that they’re throw invincible after that 1 frame. The game probably just recognizes them as being off the ground at that point. Also, is the EX even invulnerable through the entirety of its active frames?
I seriously can’t do cr.fp to Ultra. That’s a problem! Can anyone help me wit this? It may be my timing.
Indeed it is a problem! :p. and yes it is the timing, just work on that i guess. After the 2nd hit of cr.hp “almost” immediately input the command, I dont really know how to say it, you’ll know the timing once you get it the first time…
edited: maybe hit/release the 3P when the opp has reached the peak and just about starting to go down…
OK about EX tornado vs wakeup shoryuken. It has 5 frames start up, active for 2, and hit invincibility for frames 1-6 according to the frame data thread.
So, as long as the opponent wakeups and and has their 1 frame srk start up during those two active frames, it should work am I right? So that would be a 2 frame window, opposed to a 1 frame window as Busta stated.
Also, has anyone had the shoryuken just go through the invincibility frames and both attacks whiff?
how do i combo from a standing hard punch into his change of direction? i’ve tried starting the qcf motion as the first hit of The standing HP ends and the second hit starts but the cod comes out much to slow to be a combo.
I think it has to be a close standing hard punch. The timing isn’t very strict at all you have plenty of time to do the fireball motion, I don’t know what to say get in the training room.
close standing(either from crossup j.mk or f.mk dash), press hp (hold) immediately do qcf motion then release hp.
that should work, i think.
Hi I have a question
Abel’s final hit ie the throw, on his Change of Direction I realized has armour breaking properties. Sometimes after the opponent has blocked too much the throw breaks their armour and they get thrown.
My question is, is there anyway to know when the armour is gona break or how many hits it takes?
In games like blazblue or like even soul calibur iv you know when the armour is about to break but is there a way to determine that in sf4?
its not because the opponent is blocking too much, its because they are trying to do something but the final high of CoD breaks armor. there is no such thing as this in sf4.
i personally found it easier to do it later rather than almost immediately.
this video is actually excellent for seeing/hearing the timing involved.
[media=youtube]QoKaCsYyHLM#t=3m03s[/media]
The first time he did it too fast and it whiffs, second time he does it noticeably later and gets the combo down. Just keep practicing the timing and eventually it’ll be second nature.