Welcome to my life. Lol.
Quick question guys, how often do you implement forward MK->FPxxCoD into your game?
I can do it but not consistently yet, and would hate having to rely on something so difficult to do quite frequently.
It’s very important and useful, but it’s also not the only thing you could be doing after f.mk.
Could you recommend some more consistent, easier thinks to use after forward mk?
A combo is the only consistent thing there is. Everything else is just another option, guess or mixup. FP/LP is the only thing that combos on a non counterhit. Throws, jabs and meaty normals are your other options, but again they cannot be consistent by definition.
nothing is easy!
I don’t recall saying anything was easy.
I said easier, as in LESS difficult. Not easy all together.
On a blocked f+mk, fierce TT. =P If it’s not blocked, TT whiffs hardcore and leaves you to some pretty heavy punishment.
You can also toss in f+mk cr.lk, cr.lp. I haven’t worked with that shit enough to give you enough of an insight.
You could just sit there and hold down-back. =P
Thanks for the help, it pretty much solved my problem.
I realised it was going to take me a while to be able to perform fw+MK->FPxxCoD consistently, so I basically just wanted some insight into what I could substitute it with while i’m still learning. At the moment I can do it maybe 25% of the time, but that’s too much of a risk to take in multiplayer.
Thanks again.
there’s nothing more consistent than the combo like willy said. it also leads to some big time damage and you can combo into U1. it’s not easy, but you should learn it. if your problem is that your link is flubbing and you’re getting mashed out, everything else after f.mk is still reversal mashable all the same.
don’t force yourself. i still can’t get it whenever i want to but i’m getting it a lot more often. you’ll subconsciously develop a feel for the timing. that’s all i can help you with it really.
I meant that I could consistently pull off at my current skill level, i’m not giving up on learning it at all and I practice it regularly in training mode HOWEVER I don’t want to use it in proper matches until I am confident that i’ll be able to do the input correctly most of the time. It’s the one frame link between forward MK dash and the fierce punch that I find difficult to do consistently.
trying it in a match is the best way to test if you can really pull it off. you need to be in a pressure environment. you have to get rid of that “afraid to lose” mindset. don’t be afraid to pull it out in a match. test yourself. it’s ok to lose, it’s more important to learn while you’re losing than win without learning.
st.Fp AA…
Can we stop and talking about St.FP as anti air for a moment? Obviously for range jumps, cr.mk or st.mp are good options, and for closer jumps cr.hp or EX falling sky work. There seem to be limited uses for St.FP, but I would like to use it more. Obviously the range in which you must be for normals to be deemed “Close” is very small. Can you guys chime in on the times you find St.FP useful or against what character setups you tend to find it effective?
Also, can we quickly discuss safe jumps and good safe jump setups? I was reading on those Japenese translations about the safe jump MK after CoD. I couldn’t get it to work in training mode, but maybe I am not understanding when to use the jumping normal. Does the timing of the normal matter, or just the timing/spacing of the jump? Obviously you want the jump to be active when you land, but i couldn’t get it.
well i typically don’t use st.fp as an AA on a jump-in just because i suck at seeing the spacing and get far st.fp stuffed instead. if i see that people love neutral jumping after f.mk then st.fp smacks them on their ass. then you could cancel into roll if you want to.
I have a question and did not have time to look through the previous 11 pages of info but, what do you do as an abel player when your opponent is breathing down your neck and crossing you up left and right? Just so you all know I feel my abel is still pretty scrubby. That being said I understand abel has AA’s like crouching fierce punch or crouching forward. But those do not when the opponent is hovering over and being really aggressive. I can block cross-ups and tech throws for the most part but not for lets say 10 or 15 seconds straight. Since abel does not have a get me out of jail card for free A.K.A. SHORYUKEN. Then what are his options other than rolling to keep opponents from jumping is on you for free? Thanks for the responses guys
Like you said, block and tech is probably your best bet - this lets you identify patterns in their offense - once you see what they’re doing and you can make an educated guess as to when they’re going to jump, tag them with a st.hp xx lk roll - this immediately puts momentum in YOUR favour.
So is he in fact +1 after step kick, or 0 on block? Simple question. I’ve been getting mixed answers. Something to do with adding the dash frames or some shit. But what’s the bottom line?
+1. Non dash cancelled step kick is even frames.
Would someone be able to record some joystick hand movement inputs for me, for the following combo…
forward MK->FPxxCoD.
I’m having some trouble with the timing of the 1 frame link and I believe seeing it performed would help drastically, i’m also having trouble cancelling standing attacks so I would like to see what kind of speed other players input the command at.
Looking for any voulenteers, i’m not fussy lol as long as you can pull it off consistently. It would be of great help
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Trial 24 is good one to watch. To be honest though, seeing it is one thing, but doing it is a lot better. It seriously takes practice, practice, practice. Hopefully that video helps you get the timing down. Once you can hit this link consistently, it improves your Abel game drastically.
Edit: If you skip to about 2:10 the combo is their without an FADC.