Abel FAQs + Hitbox Videos

pepper it in, I usually always attempt it after hitting a cross-up really late (i.e. hit them on their lower body on the way down). It combos on some characters (see the spreadsheet on the first post). CoD xx FADC xx cr.fp is by far the safest, 100% way to land it. You can also hit cr.fp after any connected fierce jump in.

cr.lp, cr.fp could be considered a frame trap, but it still won’t combo on counterhit, but it will probably win to standing normals and normal grabs, lose to 2 frame spds and probably all dps.

*Tornado throw, dash, lk roll, cr. HP
*Air to Air lp or hp then dash under and cr. HP
*cod fadc cr. HP, lk roll, cr. lp, cr. HP
CH forward mk, cr. HP
regular throw, lk roll, lk roll which crosses up to bait a reversal then you can dash up and cr. HP or you can just do it straight away if you think they’re blocking the wrong way
j.mk, cr. HP is iffy cause it has to be deep or else nothing will link after it but it pretty much guaranteed when its CH
*AA cr. mk, lk roll/mk roll, cr. HP won’t/will cross up and catch people off guard. I don’t really recommend this one unless you know you’re gonna catch them blocking the wrong way
*AA s. HP (for neutral jumpers specifically) lk roll, cr. HP. This setup is incredibly ambigious and sometimes I can’t even tell which side I’m going to end up on. You can affect what side you end up on by either holding downback or walking forward for one step then crouching

*On these setups its a lot safer to do cr. lp, s. mp, lp cod rather than cr. HP. On smarter opponents you pretty much have to use this or you risk eating a dp or getting punished for a blocked cr. HP
Hope that helped

Hey guys, ive searched but cannot find an answer. What would you say was the best way to deal with turbo mashers? My Abel game is falling together nicely and its all thanks to great hints tips and videos on this forum but online scrubs annoy the hell outa me! Especially Ryu ones as his speed and recovery on attacks is beyond words.
Anywho I digress…Just had a great few hours gameplay winning 20 outa 25 only to lose 3 more times to a scrubby Ryu. He obviously had turbo on and jumped in with kick - if it crossed he dp if it didnt it was crouch followed by lp.lp.lp.lp.lp.lp standing punch - which broke my blocking followed by lp.lp.lp.lp.lk.lk random jump. He kept the pressure on the whole game and I couldnt get away. He obviously had skill as some of the cancels and game reading he did was very good but it was 99% turbo, 1% mad damage punish.
I managed to anti-air when he tried crossup with fp but the mad turbo mashing of jab meant every move I tried to get in with either heavily traded or left me whiffing to be punished by some very good combos he did. Is there a sure fire way to deal with it or is it a case of block it out and get the odd hit in when I can?

if you’re having trouble with his lp or lk spam then just block it out and be ready to tech. i dont believe anything in the game, especially lp spam, actually “breaks” blocking, so just do it. dont try mashing a jab or you’ll get counter-hit and that is usually worse. let the situation reset and bring it back to footsies. if you can see the spam coming then ex TT him once in a while and work the wakeup.

Forward mk > s. mp > whatever should work on that dude
If the first forward mk is a CH already, it should combo fine but if not, that leaves exactly 1 frame so he’ll get counterhit by the s.mp if he continues mashing jab. When he starts wising up and using jab uppercut then just block and c.HP > falling sky him

:confused: I was playing online about 5 minutes ago and was duking it out pretty evenly with this El Fuerte, but in the final round he noticed that I had no idea how to dodge his diving attacks on wakeup and did nothing but that for the entire round resulting in a loss for me.

What’s Abel’s best way to avoid such attacks, I can jump away from the grab but his body slam I can’t. Is it just a matter of guessing which attack he’s going to throw out next? Or is there a solid way to escape.

Guys, I don’t completely understand plinking although I have a vague understanding of it and that it’s used for 1 frame links only (as far as I know, correct me if i’m wrong?), so what I basically want to ask is is it possible to plink the 1 frame link between Abel’s forward MK dash and Fierece Punch? Or wouldn’t it work because there’s a dash inbetween the forward MK and the fierece punch?

EDIT:Oh and what would the input look like, if it does work?

It’s a guessing game. That’s Fuerte. Use ex roll to get out once in a while but not often. Gut it out, you have a ton of chances to guess right.

HAV also has a good set of matches against a fuerte here:

YouTube - XUpYourGameX’s Channel

I bet you didnt read the first post in this thread? SMH

Yeah I saw it after posting lol. But can you type the input out for me, because i’m still confused about how it would work with a dash in the combo.

true double plink <3 XD

plinking isnt just for 1 frame links, you can use it everywhere to make your combos easier in a way. some people do it some people dont. regarding the f+mk dash st.fp, you obviously dont do it during the dash, you do it after the dash.same timing if you didnt plink but now you hit 2 buttons instead of just the fierce button.

If it’s the exact same timing then how is it made easier?

You really need to read the plinking guide before asking such questions. sigh.

Plinking = 2 consecutive inputs in 2 frames, lets say:

-1 frame (one frame early)
0 frame (link)
1 frame (one frame late)

so lets say you need to hit the button on the 0 frame, one frame earlier/later = miss the link. with plinking, if you are one frame early, you’ll still get the link because the input will be for the -1 frame and 0 frame. plinking allows you to have that one frame early error. giving you two chances to nail the link. either you plink early a frame and get the link, or you plink at the exact frame and get the link.

i think busta said its exact timing because the difference between one frame isnt really that noticable.

All can someone confirm whether the following is a combo or not or should atleast leave the opponent unable to attack.

cr.lk,cr.lk,forward.mk

^ use training mode to test stuff its really helpful and not enough ppl use it imo. and that is not a combo, does it say 3 hit combo? if you really asked that… :confused::sweat:

the question is, why would it combo?

why should it leave the opponent unable to attack?

you need to understand how things work, you wont learn much just by asking to be spoonfed everytime.

How do you guys “unstick” yourself when you get into a funk?

I find myself getting hit by things or falling into bad habits and no matter what I try its so hard to break them. Abel by definition has to play very careful and defensive, and pick his opportunities wisely. When you are getting pressured so hard in certain matchups, the patience to do this is hard enough. But when I get pressured in matchups where they should be on the back foot, it all falls apart from me. I will spare going into my rants about characters, because honestly I know how to read about the matchup, and everything has been talked about. It will be on me to go back and find that out, and I won’t task anyone else with that.

Let me just mention some of the things I do, that are very hard to shake.

  • Teching throws, specifically walk up throws. I find this incredibly hard to do online. I NEVER feel like I can safely do it. Even with option selecting the tech, I have to do it so early that I eat overheads for it. But if I wait long enough to block the overhead instead of tech, then its too late if they throw. There seems to be no way besides guessing for me to tech a walk up throw/cr.mp/overhead mixup online. Maybe this is just a guess that everyone has to make, or maybe its the nature of playing online. I don’t know, but its frustrating. I will get an akuma pressure me with safe st.rh or air fireballs to get in, then walk up and put me into that situation. Most of the time I choose to just late tech and eat the overhead damage. Seems to be the less of the evils. The same reason I can’t tech is the same reason I can’t cr.short them out of it either. Even if the move comes out, it just gets thrown. I can’t seem to win in this situation.

  • Reversal timing dashing. I know back dashing has invulnerability frames, but I’ll be damned if they ever got me out of anything but a throw. How do you properly time a reversal dash. Second dash input on the wakeup frame? Do you get the reversal window you get with specials? How many invulnerability frames are on a backdash, and at what stage of the move are they applied? Maybe its my grip or something, but its hard for me to reactively backdash out of things, first instinct is to jump back but that gets you nailed by meaties and focus attacks.

  • punishing whiffed normals. I have some ryu friends that really abuse the cr.mk xx hado. I’ve tried to dance with them and counterpoke with st.lk and it works okay. Really i’d like to add whiff punishing in there better. I tried last night with sweep xx lk Roll, but the startup seemed long and it was hard to do. At the least I should get it on block and get a roll in, but even then it was hard. It doesn’t appear that there are any moves that have the range to do that. F-MK obviously can, but again I can’t ever input that super fast. I feel like its one of the areas I could improve to make getting openings easier, but Abels tools in this category seem less than great.

  • Not getting thrown out of my mixups. Maybe its that I am setting up things poorly, maybe my timing on my dashes/rolls have gaps so I am not really utilizing all my hit/reset frames. I honestly don’t know. I tried to Dash lk/mk roll mixups into things after TT’s and I just get thrown out of any MK roll I try. Even with dash to LK roll meaties I tend to trade with jabs. I will be going into the lab and crunching the frame data and seeing really where I am on these things, but its hard to do the theoretical stuff for dashes and rolls and recovery frames after you TT them to know the actual amount of frames you have position yourself for wake up games. Even with cr.hp xx lk roll st.lp xx mk roll it seems that I can never time it meaty and get thrown out of a lot of things. In general I just get thrown a lot as Abel when I should be the one applying pressure.

Thats all for now, it became a bit of a rant, but in many cases I believe I am doing a setup that should work better (as I have seen better players doing it) but it ends up just getting jabbed or thrown.

if you’re in a funk, go back to your fundamentals. Either try out a different character to change up your mind-set. Or play with handicaps. I.e. i’m not going to jump for this entire match, or i’m just going to use normals and TT. It’s really easy to get lost on setups and not pay attention to fundamentals.

Really good fundamentals will beat most players on good days, if you ever get in a funk, go back to what you know and make sure they’re on point, then go back to more advanced strategies.

(that’s my opinion)

If you’re stuck, probably as 3nigmat1c said, go back to your fundamentals, and dont try and rush things or force them. Also, sit back and anti air the shit out of people, haha, thats what I do sometimes to lay off some steam. Fireballs are good for abel, you should practise dashing through them and using TT, may take some practise but this can work really well. Mixtures of st.lk and sweep will help you a lot, and focus dash > step kick aswell.
Also, for your reset Cr.Hp > st.lp > mk roll wont be meaty, you have to use lk roll.