Thanks for the link Sajam. One question though, how long did it take you before you were able to do the link consistently, and also how long before you were able to do the full combo?
I realise people learn at different speeds but i’m curious as to how long roughly it takes.
Sit there, grind it out in training mode.
If the hp doesn’t come out your hitting it too early; if it’s blocked then it’s too late.
It’s his ONE difficult combo if you don’t have the hands for it pick another char.
Don’t post baby shit soft questions again unless you can do it 30 times in a row without cocking it up.
I don’t recall asking you? Mind your own business.
I’m the one making England look bad? Excuse me but you’re the one saying “bruv”, what the hell are you, a chav?
Seriously though, once I sat down and practiced it it became a lot easier. I can’t tell you an exact time, but I just know it needs practice, practice, practice. There is no way around it. I tried to find some magic trick on timing or his body movements but it didn’t work for me. I just sat down, learned how to plink, and practiced the shit out of that combo.
I can pretty much guarantee that is the only way your going to get it down.
You need to do the work.
If this is your first fighting game then you need to do more work.
Asking somebody to tell you the length of a piece of string is ridiculously callow.
I’m not being capricious here.
When I tell you that someone spoon feeding you is not going to get you anywhere, of course you can turn around and tell me I’m wrong, you’re well within your rights to but I’m motherfucking right and you are expecting too much hand holding from a char specific forum.
The whole point of this thread is to aquire new knowledge, if you’re so strongly against that why bother posting in this thread to begin with? It’s not hurting you, nobody is forcing you to give up your time to answer the questions but ironically that’s exactly what you’re doing by shouting abuse.
I asked how long it took him because I wanted to get a rough estimate of how much time I’d probably be investing, I wasn’t necessarily looking for a specific time just if it was more in the category of days, weeks or months. Yet you respond as if i’ve just kicked you in the nuts.
Oh and how the hell would asking someone how long It personally took them to learn the link reduce the amount of work that is required by me? That doesn’t even begin to make sense.
I need some heavy hitters to jump in and come back to my question about St.FP as anti air. Obviously people should not be responding saying “i don’t use ST.fp as AA” Hey, obviously you aren’t the ones I am questioning.
Anyway. Besides neutral jumps, are there any setups where you can utilize st.fp? Maybe gen’s (or other chars) low to the ground/low jump arc’s? burn kick mixups? dive kick shenanigans? there has to be something!
In a related topic. If you condition people to jump on wakeup vs your throw. Does normal throw recover in time to AA them with st.fp before they can get out a neutral jump normal? Certainly fp TT doesn’t recover in time, but maybe regular throw does.
Also, can anyone chime in on their usage of normals or Falling sky as a deterrent to jumping back/neutral? I know st.fp should catch people jumping back… will Cl.HK catch them as well? back MK possibly (or do you always get the F-mk looking version from that distance?) I like the headtrip it puts them on to falling sky as they jump back. Is there a delay required to land it? or should I just be using FP falling sky (most active frames at 6) and it should be out after their jump starts up? Obviously if i whiff it I will eat dirt, so the extra recovery frames (4) between LP and FP falling sky don’t matter.
This needs to be stickied! Every Abel player needs to read the okizeme variation doc. I’ve always wondered what the frame advantage from his rolls was.
What’s the frame (dis)advantage for falling sky, backdash MK roll as it is not mentioned in the doc. I usually use s.HP after that but I always feel Abel is actually at negative frames and the only reason it hits is because the roll crosses up. Need to learn Japanese to read their wiki and thanks for translating the info!
I use falling sky all the time, once I realize that they’re jumping and expecting my tt’s, toss a lp falling sky for some shenanigans.
I love to tt on wakeup (bad habit, but works once or twice), then once they read it and jump it the first time, I switch it to lp falling sky and they jump right into the hitbox.
But that’s if you’re getting jumped (neutral or back) out of TT’s.
And no, whiffing a throw gets punished 100% of the time by a neutral jump, doesn’t recover in time at all.
So, there’s not too much of a difference. But there is one. It looks like LP shifts a bit more behind Abel’s head than MP, and HP is a bit more of a condensed hit-box. But, you can see for yourself.
Seems like there is basically no difference. I thought at least EX would have more range. Oh well, that means that HP with the 6 active frames is the way to go. I think I remember Ed Ma saying forever ago that jump startups take like 4-5 frames, so
So you have:
LP (5 startup) (2 Active)
MP (6) (4)
HP (9) (6)
I’ll have to test it out, should be easy enough to have the dummy hold up back. LP may seem best, but with such few active hit frames I have a feel MP may be better.
Hm Icewilly I did see a japanese abel once throw on wakeup, the akuma had neutral jumped, and he caught him with faling sky, after the throw. It may have been a badly timed neutral jump but it was still pretty cool. It is possible to st.fp after whiffing a throw but you have to watch the timing of their jump, then you’ll know if you can do it or not.
EX Falling Sky has some invincibility frames against attacks, IIRC. But, I’ve traded a few times with EX-FS against a jump-in.
This is irrelevant to the conversation at hand, but I do find these videos entertaining. A guy tried to figure out what Abel moves cancel which ultras at point blank:
Just thought i’d mention that I’ve become fairly consistant with the 1 frame fw.MK->FP link now. I tried plinking before and it actually made me even less consistant than I normally would be however, I discovered that this was due to me plinking incorrectly, I was leaving far too long between pressing the two buttons, instead of pressing them almost at the same time.
I haven’t tried it out in anything other than training mode yet due to having lack of spare time but here’s hoping it wasn’t just a fluke.
So I’d just like to say thanks to anyone who gave any helpful input.
I don’t know about this one. A vid was posted in the matchup thread where he f+mk to regular grab. Ryu neutral jumped and Abel countered with cl. fp. This was after Abel conditioned Ryu to neutral jump after every step kick.
Thanks, I knew his answer wasn’t correct. I was sure I had seen that Ryu video. Either way I will be doing some testing tonight on my own and will update with results.
Agenda: (for my reference) Timing of Falling sky as anti jump back after step kick
On block… LP/MP/HP falling sky will all get them jumping in any direction, and it will catch at least Ryu’s EX tatsu
On hit… LP whiffs (too fast) MP and HP both hit in any direction
On CH… LP/MP whiff (too fast) HP lands in any direction
different char specifics on wakeup normal throw into cl.fp AA
If they jump out of your throw, you have an eternity to get them with cl.HP. In fact, if you are too fast it will whiff (on ryu at least). Also, CL.HP XX LK roll sometimes puts you on either side (most of the time not cross up) MK roll puts you cross up. Both give you enough time to do a meaty jab (to prevent another jump) and link into st.mp/HP XX cod etc.
I like this option, but it doesn’t do much against back jumpers. Would be good against neutral jumps, backdashes (you won’t get punished) and wake up tech (at least it won’t hurt you)
anti jump back normals
If you aren’t brave enough, comfy enough to pull the Falling sky trump card… depending on hit/block most standing normals will hit them. FP is good, HK is good, MP probably works too. On hit you will probably go for something besides an anti jump back move, so on block is when this matters. HP sometimes comes out too fast and can whiff. HK seems like a decent option, and you are even on hit. On block its minus 4, but hopefully you will only do this when they are afraid of your grab game. Backdash will evade it though.
So there are a ton of if’s in there. But general findings are that very early, basically offensive reversal timing is the way to go for falling sky to catch people jumping back. With HP being the choice move that covers the most situations.
You can do wakeup throw, and cover most anything short of instant overhead moves with a CL.HP xx roll into 50/50, both sides giving you frame adv enough for meaty 5 frame normals before they can get off the ground again. surely with st.hp you could beat out throw/jab mashers.