Abel FAQs + Hitbox Videos

His FA does feel a bit slower, dunno if its just me.

Question:

Is there a point during the Breathless start-up where a very meaty cr.HK can knock you out of the Ultra?

Twice yesterday (one vs Gief and the other vs Adon), something happened where I did a reversal Breathless on my wake-up and they threw out a really meaty sweep. The Ultra freeze happened BUT as soon as I let it go (I didn’t charge it because they were attacking so I thought I had them no matter what) the late sweep seemed to knock me out of it, as if the move had no armor at all. I don’t/can’t remember what my health was at this point, so I cannot say absolutely whether or not I had enough left to absorb the sweep for sure, but on at least one of them I thought I did.

I don’t know if I was getting knocked out of it is due to a few frames of the move, right at the very beginning, where you don’t have armor, or if the late sweep was deep enough that it hit my back and there is not armor all the way behind you (seems almost impossible)… Other than that, the only other thing I can think of is I just don’t remember correctly, and I didn’t have enough health left to survive the gray damage from the sweep and still get the ultra off.

Has anyone else seen this?

It happened to me two times in a long ranked session, and both times they went for the meaty sweep (cr.HK) and hit me out of the start up. When the Ultra freeze happened I could see that their foot was already on me (my hitbox) and I was almost definitely already in their active frames, but hadn’t been hit yet due to the invulnerability during my U2 start-up… However, as soon as the screen un-froze, the sweep landed immediately and knocked me out of it.

well ive mentioned before of getting thrown out of breathless by gouken ( he most proly did the throw earlier than i hit KKK, so yeah i guess U2 is vulnerable at the earliest frame?)… but thats a diff thing since its a throw.

its hard to say what exactly happened to you since you failed to provide the important detail (regarding the amount of health left)

though, you can always test this out in training mode, sure u cant test the health thing but if you can never beat wakeup U2 with a meaty sweep, then im sure its not possible and you just didnt have enough health back then.

to be honest, im 95% sure you didnt have enough health to absorb the sweep.

I believe they can knock u out of the ultra if its a counter hit, this has happened to me twice, when I release it immediatly

Yeah, they would definitely have knocked me out of it on the very 1st frame as their sweep was right on me already during the freeze. So literally as soon as the screen freeze ended their active hit frame was right on me so it was the very 1st frame of my U2 after the freeze.

I’m almost positive one of them was not when I had really low health. I’ll test it today and give an update.

Is this a secret I should even reveal to our enemies if it proves to be true???

Yes, you can be knocked out of your ultra on counter hit and that will break your armor.
That’s what happened to me when i tried to catch Gouken’s demon flip > low kick. I should’ve absorbed it.

Is there a thread to explain any changes that were made to Abel in SuperSF4, and how they help us in a match? I can’t seem to find it on the Abel page.

err im not into “keep it a secret” thing though i dont see a reason to randomly just tell your opponent, unless if i was asked for tips on how to avoid it.

i dont think its satisfying landing U2 against people who dont know how to deal with it. its like fighting a handicapped person.

from my testing you can only get counter hit against U2 by armor breaking(armor breaking moves or reversal special) or hitting more than once before U2 release. ive tried meaty as shit sweep etc and they’re absorbed just fine.

thats most probably because the demon flip was a reversal.

counter hit is not a requirement for armor break IIRC. like i mentioned above, only armor breaking moves, reversal special breaks armor, multiple hitting moves too(they dont break armor like the previous two, but you get what i mean)… and when you break armor using those moves, it will always be counter hit… the flow is armor break > counter hit. Not counter hit > armor break.

This would be nice. Maybe not a thread, but a summary in this thread’s OP or something. From what I’ve gathered, EX Falling Sky is now a really good anti-air, c.HK has better range but isn’t any better speed-wise, and f.MK is 1 frame worse on block. But yeah, a definitive list from somebody who knows for sure (not me) would be cool

f+mk hasn’t changed at all - maybe there are some slight hitbox tweaks or whatever, but besides that, it’s identical to SF4’s implementation. As for things that HAVE changed…

  • Falling Sky has had hitbox buffs to make it a better AA (read: trades less)
  • cr.hk has better range
  • Tornado throw has had a 20 point damage nerf across the board
  • Roll can no longer be FADC’d

Anything else is unconfirmable (i.e. hitbox changes, “this feels better” type opinions) and up for debate

I posted a little while back about his crouching short creating more push back, but I’m not sure anymore - Abels Rufus infinite from SF4 works on Hakan, but doesn’t work on Rufus anymore, so I think it may have just been a tweak to Rufus’ hit box, rather than anything changed on Abels side

Edit: Also, roll isn’t FADCable anymore, which is a good thing. I’d sometimes get roll instead of a CoD because of negative edge, and FADCing roll is the biggest waste of meter in the game lol

regarding f.mk, the enterbrain guide says its ±0 on block. so i guess it depends on how quick you cancel the kick?

edit: It’s even frames on block WITHOUT the dash - if it’s dash cancelled, you’re at +1.

Pretty sure that was debunked on here a while ago - also, only the 1st active frame is cancelable, so there’s only one timing for it.

Note: It’s even frames on block WITHOUT the dash - if it’s dash cancelled, you’re at +1.

So, I was in training mode today, working on resets, combos and links as warm up, and I found that when doing the cr.mp xx cod xx c.hp xx (etc) i found that if i used light punch cod, my timing for the combo was more consistent than if i used mp, anyone else noticed this? Or is it just me?

It’s just what you’re used to - all versions of CoD give the same frame advantage on hit.

it can also be because cr.mp xx lp cod is “easier” than cr.mp xx mp cod since mp starts slower and if you somehow messed up the timing the mp cod can get blocked, i think he meant that. i usually combo anything mp into lp cod if i plinked the mp, though for punishes ill usually use the same strength

Is there any other way to stop backdashing other than OS sweep ?
dashing after the opponent isn’t good unless it’s chun.

Can characters jab you out a blocked step kick -> TT?
I was wondering, sometimes I stuff the jab and sometimes I get combo’d.
Is it my timing or are my opponents timing badly?

yes they can. a blocked f.mk leaves you at 0 frame advantage(ive heard -1 for super but not sure) and TT comes out in 5 frames, so your opponent can do anything that comes out less than 5 frames to stuff the TT, they can even jump and punish your whiffed TT.

Blocked f+mk xx dash STILL leaves you at +1, but there’s definitely a window where you can be jabbed out of it with both 3 frame and 4 frame jabs.

I think the first post should add information on how,why, and when to ambiguously roll during opponent’s wakeup. I’m curious about this as I seem to mess this up.