Yeah i’ve watch alot of juicebox Abel vids and noticed alot of his game centre’s around crossups and forward+Mk combos. I did notice the standard cr.mpxxCoD appear a few times though, when would you advise I use it? It’s hard to explain but I need to have confidence that my attack will connect so that i’m calm and perform the special cancel properly.
Towards+mk is a hit-confirm into st.hp. You have ample time to detect on whether the f+mk hits since you dash forward, and if they block the st.hp it’s even on hit, so relatively safe in comparison to a block CoD. But its hard, you can also fish with frame traps, cr.lp to cr.mp xx mp.CoD (it combos if cr.lp is a counter-hit).
Someone chime in if i’m off base.
st.hp is even on hit, but on hit you want to cancel into CoD anyway, which won’t ever be blocked because the st.hp hit lol
I meant I sometimes messed up the special cancel from MPxxCoD because I am unsure as to whether or not the MP will connect with my opponent, and if my MP’s aren’t connecting I begin to become flustered and take less care in the execution of Cr.MpxxCoD.
It’s hard to explain why it happens, but it’s like when I begin to input the cr.MPxxCoD command I’ll sometimes get interrupted by an enemy attack or i’m out of reach, so I become accustomed to not connecting, so when I do finally connect it comes as a suprise and I panic.
Never worry about asking too many questions, as long as it’s in the right thread! This thread was created exactly so that people could dump all their questions.
Ok, as for your problem. The best thing to do would be to go into training mode, and set your training dummy to auto block. Then, don’t simply repetitively attack again and again, try doing a little footsie dance before you make your jump/f+mk/c.mk. This is because in a real match, you’re not simply going to be attacking an enemy from a neutral position, you’re going to be doing thigns before.
The random block is just to help you realize when your hit connects, and when it doesn’t. Practice this way, and it should make your hit confirms in real matches easier.
cr.MPxxCoD does more damage than cr.MKxxCoD, but cr.MK has a longer range than cr.MP. Might be worth considering.
i’m actually not terrible as Abel anymore, i’m not good either but i’m significantly better than before. Thanks for all the help guys!
Whoever suggested dashing in then using his forward+MK combo thanks alot, it’s really helped! I’ve started to us his LPxxCoD for the moment, i’m finding it connects alot more frequently than MPxxCoD purely because of the speed of the attack.
I’ve adopted a new way of holding the joystick that I use when I want to dash and It’s making it much easier to do compared to the 3 finger grip I use for normal play. Once again, thanks everyone!
I think i’ll try to learn some cross up combos next i’ve got a list of them but I was wondering what you guys think are the most effective ones?
I like Cr. Fp - Lk Roll - Cr. Fp - Lk roll - FP TT.
Thanks, but what’s FP TT?
c.MP is also faster than c.MK
Fierce tornado throw.
At face value it seems like cr.lp resets are more advantageous than any other air reset after a cr.hp. Because you’re in range for all of abel’s moves whether you stay put, or cross-up roll AND you recover before the op.
I know other resets do damage, a cr.hk reset cause an untechable knockdown, or a cl.HK in the corner does decent damage and keeps you in range. Any other more useful resets after a cr.hp?
cr.mk xx mk roll isn’t bad; typically ends up behind the other guy. I know that in Abel mirrors, cr.fp xx lk roll f+mk xx dash crosses up midscreen. You could do a wheel kick after a cr.hp, but whatever.
Well i’m pulling off MPxxCoD consistently in games now and beating 4k BP players with him, so that’s a start (not that BP really matters).
I’ve done the majority of Abels combo trial but I can’t seem to consistently pull off special cancels from standing attacks, any advice on this? I can do it from crouching attacks just fine because I do the crouching attack in the same motion I use for the special attack itself, but that doesn’t work with a standing attack, i’m essentially inputting standing fierce punch then racing against the clock to cancel into CoD.
I managed it twice through what was essentially me spinning my joystick around like a madman lol.
I’d also like to ask about the 1 frame input for standing fierce that follows the forwards+MK dash, I’ve heard it can be plinked to make it easier but I only have an extremely vague knowledge of what plinking is. My new goal is to learn to forward+MK dash standing fiereceXXCoD.
Once again, thanks guys your input is helping me slowly improve as a player.
Oh and if it’s not too much trouble i’d also like to ask the best way to punish jump ins, I know cr.HP stops the jump in itself but I want to know how to capitalise on any additional damage that’s possible from that situation.
for combos and stuff, usually just go training mode, turn on inputs, make sure you dont make too many unnecessary inputs and keep on practicing, and when it comes to cancelling sometimes you just gotta be quick, too slow and nothing will come out.
try to never mash when you practice, not just buttons mash but also sticks(no spinnin like a madman lol), its harder to apply in a real match especially if youre not used to the pressure etc but in the training mode, get used to land your combos/links without mashing anything.
as for plinking read the first post in this thread. There is a link to a plinking thread and im sure its more fun for you to go to that thread and read first and maybe later ask again what dont you understand about it.
punish jumpins - too many ways, depending on the jumpins, characters etc. Know your anti airs, abel has plenty of anti airs for different situations that can lead to different things… oh and dont forget not all jumpins are punishable, sometimes you jsut gotta block or backdash or get away with rolls.
Depending on whether it trades or actually hits, after the AA c.HP you can dash forward and falling sky if it hits (my personal favorite to do), or if you have u1 stocked you can get that off (risky though if you’re not aware of when to do it, but practice makes perfect).
But, in my opinion, punishing with c.HP isn’t as safe as c.MK as a reliable anti air/jump in.
I too have a problem landing the f.MK dash s.HP CoD, because of the first link, I got the timing down for CoD fadc c.HP U1 shenanigans, but I really cannot (after about 30 hours of trial mode) get down the f.MK dash s.HP combo, it’s very infuriating.
Also with AA:
After a c.MK you can hk roll to TT. I wouldn’t try this more than once in a match though. People tend to catch on quickly.
What setups to people have for cr. fp? It seems like i’ve been hit with it as a meaty before, but the only way I really get it out in a fight is fadcing out of CoD. I’m kind of new to abel
Cross up with j.mk, cr.hp, FS or U1 is a pretty common set-up.
c.mk xx mk roll, cr.hp is also possible, but it’s not something I’d use too much.