Abel FAQs + Hitbox Videos

inputs won’t show if you’re negative edging by mistake.

Ah, great thread :slight_smile: Def a lot better than sifting through all the threads

I forget: How do I deal with people who jump away after I do f+mk, dash, whatever? Is it s.hp? What are some slick setups to follow up with?

If you think they are going to jump after f.mk dash the best thing you could do is falling sky, albeit its pretty unsafe, i just opt for a close st.hk or st.hp xx lk roll. If you do st.hp on a blocked step kick and they jump dont do a COD followup, they can punish you with a grab or something on their reset. Optionally you can jump after them with HP, worst case scenario you loose your momentum on them and maybe they catch you in the air with a move or your trip guard, its still relatively safe id imagine, you can get less damage on a IA jump back mk which is slightly safer than jumping after them.

edit: also lk wheel kick, forgot about that, but yeah still pretty unsafe, its up to you man.

got a few questions/comments for anyone with the knowledge to answer them. I am trying to go back and relearn Abel’s f+mk, s.fp, cod, fadc etc combo. the first time i learned it when i first started playing Abel i never learned how to plink it which was ok but i couldn’t do it with any consistency. So im going to go back and learn to plink it so i can connect the combo every time. I use a stick and the way that im attempting to learn it now is to plink the s.fp and continue to hold down the mp+fp while i do the light cod because everytime i release mp+fp the negative edge makes the ex cod come out. Ive had success with this sometimes but its tough to go right to an FADC after the initial plink then holding down mp+fp then holding jab for the cod as well. Id just like to know if this is how everyone else is doing it or is the a easier way like just letting go of mp and using the negative edge for the cod. Fell free to say that I need to just suck it up and perfect it the way that im trying.

Also the parts of my game that im struggling with most are getting around fireballs, anti-air, getting crossed up and my wake up game both when i am knocked down and when i score a knockdown. I guess some of those kind of go hand in hand, but Ive been trying c.mk, s.mk, s.fp, and ex fs (all from certain distances) for anti airs but sometimes they work and sometimes they don’t. Its like the distances have to be perfect in order for them to work on certain charters because I swear Sakura’s jump in roundhouse wins against Abel’s c.mk every time no matter how well i time it, and sometimes when im getting jumped in on from very close and try to use s.fp the s.fp were Abel punches forward comes out instead of the one were he swipes in the air. Its really tough with Abel since he doesn’t have a universal anti air like other characters. As far as the getting crossed up, getting around fireballs, and wake up tactics, Im pretty much lost there. Know this is long but id really appreciate some guidance. Thanks in advance!!

think i may have solved that plinking problem, lk+fp maybe??

there are plenty of ways to plink the s.hp, use the one that youre most comfortable with and practice.

ive tested a bunch of plinking combination, but right now i mostly use hp~mp, hp cod. again like i said. practice. although back then when i had the ex cod problem, i did hp~mp, and kept holding the hp and negative edge the mp for mp cod. once, i even plinked hp with mp AND lp to increase the chances. really from readin your post, practice is your only solution. theres no more shortcut than that, you already have plinking.

as for AA, hey abel has a universal AA now, ex fs! lol

again, this takes practice and knowing the matchups. for example, nothing can beats sakura jump in roundhouse, except maybe ex fs and even that im not sure. just the same as cr.mk will get beat by ryu/ken j.hp, despite it being the perfect range to use cr.mk.

close st.hp AA is used against opp who is over your head — be it there are directly in front of you and neutral jump, or trying to cross you up. there are other moments where i catch ken’s air tatsus and such too. you really need to know your matchups to maximize your AA capability. and yeah, practice. lol

Hey guys, I’m fairly new to Abel. Been playing him for about 2 months now, and have a few questions (hope this is the right thread).

First, Wakeup game: After a TT, I almost always do 1 of 2 things.
Either dash -> mk roll (crossup) -> TT
or
dash -> jump forward crossup mk (then various other things depending if it hits or not)

I guess my question is: After a TT, is there a guaranteed setup to land cr. FP (meaty) if they mash throw on wakeup? I’ve tested all sorts of cr. FP setups after a reset, and I know exactly what to use if they try to jump away / mash throw after reset.
But it seems much more difficult to catch jump-aways / throw-mashers on wakeup (specifically after a TT).

The way I test this in training is by picking a common opponent (like Ken), and assigning throw to 1 button. Then I put that 1 button on turbo. Then record Ken by holding down that button, so he’s doing nonstop throws (with no gaps in between each throw).

Then I’ll stand just outside his throw range, and light TT him. After the TT I do an immediate dash -> mk roll -> cr. HP.
The cr. HP only hits about 1 out of every 10 attempts. It seems that the cr. HP is only successful if I do dash->mk roll as fast as humanly possible. If I’m even 1 frame late I get thrown.

Now, I know the quick answer to this is: just do a lk roll and you’ll have more time to get a meaty cr. HP. But I hate landing in front of them because they can mash out DP a lot easier.

It is really strange to me how much people online mash throw against Abel. It almost seems like they all just discovered this. But it’s such a bad option for them. It’s like they could care less about the threat of TT, and just think “Oh, he’s rolling! I can throw that!”. I’m seriously getting sick of just TT’ing these people 50 times in a row. I wanna start expanding my cr. HP game, which is why I’m asking the question above.

(Again, I understand how to land meaty cr. HP during resets. I’m just talking specifically about wakeup cr. HP after a TT)

You didn’t check first post very well https://docs.google.com/fileview?id=0B7S1JTWz7Q_CYzkwNWUxYzktNmY0YS00MzhhLTk5N2MtOGIzMzgzOWYzMjA1&hl=en&authkey=CPnAyIwG

TT->mk.roll has 5 frames advantage meaning cr.HP misses the wakeup by 3 frames. You can use cr.lp/mp or standing mp/hp(even though it’s 4 frame startup it has 3 active ftames) to hit meaty and you can cancel everything except cr.lp into CoD but you can link cr.lp into close HP or MP and then go for CoD.

for cr.HP setup you have to go for

TT-> lk.roll THIS WILL NOT CROSS UP but after your opponent figures to block your crossup you can mix him up with this easily.

Thank you Omnikaze. I spent several hours last night reading through the beginner guides, and reset threads. I don’t know how I missed that PDF. I tend to skim things too much if the info starts getting redundant.

That is exactly what I was looking for though.

My next challenge is learning how to react better to “Johny Jumpers”. You know, those guys who play against Abel as if the ground has hot coals on it?

For now, I find that insant jump-back Fierce usually takes care of business. But I’d like to find some better punishes. FS is not always a guarantee cause my reactions aren’t top notch, so i do it too late. But I know these things will come with time (i.e. figuring out which neutral jump attacks trade / beat / lose to cr. FP or cr. mk).

I’m also very curious about Abel’s Focus. I read that it has the 2nd best frame advantage (because of his dash) after Chun-Li. I think it was +0 after blocked lvl 1, and +6 after blocked lvl 2?

Close standing fierce is a great anti air attack against opponents who are over your head or just in front of you (includes neutral jumps). Its hitbox is HUGE and combined with Abel being quite tall and you’ll even catch most of deep crossups with it. You can also cancel it into a roll for easy mixup starter.

Cr. fierce is great but it takes some time to get used to the timing and the distance which it’s effective.

You’re right with the focus.

Anyone have access to AE yet? I was reading that cr.fp 2nd hit doesn’t anti air juggle anymore, can anyone confirm/deny? AA Cr.xp to dash FS or ultra was really nice. No armor on U2 really blows too, if that is true.

I guess you missed the AE talk in that other thread? (i think the abel nerf thread)

A lot of posts talking about Abel in AE, by people who have played the game.

And no, cr.hp 2nd hit still works, its just got smaller hitbox now and sometimes you might miss/harder to land… but ive had no trouble with using it as AA when I need to. So thats your answer.

and U2 still has armor, only not when dashing forward.

I thought I had, but I tried to search it out and no luck. Link maybe?

http://shoryuken.com/f250/bitch-about-abel-nerfs-here-250853/

from around page 8 for when ae was released

Abel’s f+mk, s.fp, cod, fadc combo…

what frame link is the cr.hp AFTER the FADC? Seems fairly tight, like 2 maybe? Is that something Abel’s plink as well?

its a 3 framer iirc
I plink it. oftentimes I find it is the harder of the two links to hit :lol: the timing changes ever so slightly

Really learn a lot from this thread.
Just started to learn Abel, I used f+mk mainly to attack, and still confused with many basic questions.

Like if I use F+mk > HP, and my opponent tries to normal throw me. With the +1 frame advantage of f+mk, the HP will come at 3 frame, which is same as a normal throw. Assume both have a perfect timing, who will win in this case?

sorry if this was discussed before, please refer me to the right post so I can do some reading there…thanks

hey guys I actually don’t play anymore but I like to know stuff when I used to play abel I had 4 problems and I always got salty because I was never able to fix that problmes.

1- on wakeup using jab pressure opens a lot of doors to mix ups but I lost a lot against wake up stuff
2-focus lvl2 and COD fadc and went for jab pressure again I ate a lot of reversals doing that not safe?
3- using the proper blockstrings, I mean I know which one is a link but using those against people who mash Dp is hard so what you guys would recommend?

if you know your opponent loves to mash dp, bait and punish.