Abel FAQs + Hitbox Videos

Abel’s s.hp whiffs on some crouching characters.

http://img403.imageshack.us/img403/3781/abelchart2.gif

That doesn’t make f+mk, s.hp an irrelevant link. Instead, you may have noticed some people like to do f+mk, cr.lp, cr.lk, or even cr.lp, cr.lp or cr.lk, f+mk. You can apply the same concept.

f+mk, cr.lp, cr.lk, f+mk, s.hp xx fierce CoD.

Now, cr.lp does not force stand. The first hit of an attack like cr.hp forces a stand, but the idea here is to try and use f+mk as a hit confirm. Someone in the video section (their avatar is Blanka, names fail me ATM) linked two sets of f+mk, cr.lp, cr.lp, cr.lk for a win. Remember that things like cr.lp, s.hp ARE links (I think that’s a 3-frame link). You just have to be creative with it.

Thanks, just what I was looking for.

you secure a standing hit by not dropping the combo, unless they’re already ducking when you hit them with f.mk. i think honda is the only one that has a goofy enough hitbox to fuck up the shit or something but otherwise if you hit the f.mk -> cl.fp correctly they shouldn’t be able to duck the cl.fp.

f.mk to cr.lk or cr.lp doesn’t combo, so doing a f.mk to cr.lp to try and get a link into cl.fp is still going to give them the opening to crouch and whiff the cl.fp.

Like I said they’re already ducking when I hit.

If you don’t use f.mk every match then you’re playing Abel wrong tbh

/

Someone explain to me f.mk cr.lk cr.lp st.mp obviously the cr.lk and cr.lp’s don’t combo off of f.mk but if they hit sometimes you can still be in range to st.mp? Its confusing but someone was talking to me about it the other day and I’ve read a little about it before. I think the f.mk has to be very meaty?

while f.mk to lk doesn’t combo, the f.mk dash brings you close enough to cr.lk, cr.lp and still be able to input a close standing medium or fierce. I was surprised too. I was talking about f.mk to st.hp in specific. There are definitely matches where you won’t have the opportunity to get a guaranteed f.mk to st.hp unless you’re just guessing and throwing it out there randomly.

lol i made/translated a detailed chart about this. check the first post

its character specific

edit: here ya go

edit2: shit just realized theres a typo in that document, its cr.lk cr.lp. not cr.lk cr.lk okay? (in brackets)

hit them while they’re not crouching then :tup:

Wats the best cod to do after f.mk > s.hp?

I hav been watching the inputs of high rank players in Asia and Europe and it’s mostly M.cod.
H.cod wud do 5 more on damage bt for me it’s the hardest 2 pull off.

I always do high cod, but medium cod is significantly easier.

Also question:
I usually connect my fw Mks by dodging my opponents attacks and then punishing them when they miss, or when they’re trying to approach me.
However i’ve noticed It’s kinda hard to do that against enemies that turtle, because they very rarely go on the offensive and focus on punishing my mistakes instead.
So should I even bother trying to connect fw mk on turtling enemies? and just spam TT instead?

f.mk is a mixup on its own and gets you in at the same time.

if you just try to spam TT you will get killed even harder.

After f.mk, s.hp, players tend to follow up with fierce CoD. You typically only go for strong CoD in a combo like cr.mp xx strong CoD.

Spamming TT gets beat by neutral jumping, backdashing, and loads of other shit. One you get predictable with that shit, you can get punished hard (fierce TT whiffed has 39 frames of recovery. Don’t think a lighter or EX version has less recovery, either; they’re 51 and 54 frames of recovery, respectively).

Getting in with Abel it something that you have to be creative with. You can try to ambiguously cross up with a j.mk, and follow that with a f+mk. You can do something as simple as cr.lp, cr.lp, f+mk. After a TT, you can dash, LK roll (in front of, larger frame advantage) or MK roll (behind of, mix up) and follow with a f+mk on wake-up. Even in a footsies game, you can hit f+mk max range and use it as a poke(mon). There’s no real sure thing to say; you have to figure out what works for you.

Heads up for those who don’t know or haven’t realized yet. DaDesiCanadian’s added Abel’s Hitbox Videos to the first post. =D

Just a quick question, I’ve been playing Abel for a loong time, but recently switched to stick and I’m good with it, until recently I’m starting to get falling sky’s instead of Cods after step kick. this problem is only after step kick on the right hand side. E.g. fmk->st.fp->fallingsky instead of cod.

I never had this problem before and I’d like to know if theres something I’ve started doing thats wrong.

Appreciate any help.

quick answer to a quick question

practice more, dont do unnecessary movements. if you want, turn input display on and see what youre doing wrong and try to avoid doing the same thing. and practice.

I’m late because I’ve been at school, but.

:qcf::df: is a shortcut for DP. So, that’d end up being FS.
Input short-cuts piss me off.

well, look at it this way, if thats your input, cod still wont come out anyway.

that last :df: is unnecessary and only you can be blamed for that lol

Right. But shit like :r::qcf:, rather than being a walk-forward-fireball, is a DP. Stuff like that pisses me off.

Granted, I can’t talk much. I miss the 2-frame link between the FADC and the cr.hp semi-regularly.

Thats not a shorcut for dp…I think you mean fw,down fw, fw

Problem resolved, thanks. I did make too many unnecessary movements…, but still input shortcuts take the piss especially with abel, at least an accidental shoryu could trade, but an accidental fallingsky just means you eat a punish combo.