Seems to be the problem at least cause I was gettin 2x qfc
How do you guys deal with people spamming jump back on wake up or after a step kick? Aside from the obvious–catching them with meaty c.lp/lk.
I tend to do late crouch tech OS Ex Falling sky on my opponents wake up when I feel like they’ll reversal. If they jump back though, some of the characters can get caught with the ex FS, but not all.
Do you guys have any other things in mind I can work in there?
since they spam jumpback… you can just catch with s.hp,no? (esp. after a step kick)
as for on wake up, maybe its just me but unless you whiffed a TT on their wake up, if they jumped back, you should have the time to react with
ex cod? wheel kick? air to air with jump forward hp etc? cr.lp/lk OS dash into whatever? roll and keep the distance close?
i cant say much about OSes though since i only use a few of them and crouch tech os ex fs isnt one of them so i dont know how effective/useful that is… plus you asked regarding people who “spam” stuff.
Naked U1 will probably lose to guiles sweep, U1 only has upper body invincibility, lows will beat it during it’s startup. ex.cod AC U1 between the hits extends the startup, so you avoid/nullify his active frames and allow U1 to actually hit. I don’t play much with abel anymore, but i’m almost 90% positive this is true.
@hfz69, do you have the AE master guide or is it something else with AE frame data?
Anything meaty (besides TT or throw) will work against someone jumping back on wakeup or after a step kick.
Does late crouch tech OS EX FS work? What happens if they block, does cl.strong come out? Just curious.
yes, i have the AE guide. bought it on release day (2nd march), its sold out at most places now though maybe you can still order it from their official site.
it’s a ground whiff buffer O/S, ex.fs only comes out if the crouch-tech whiffs, e.g. they backdash, non ex.dp, jump. If it hits then whatever move that was used with the crouch-tech comes out.
I often run into that problem too where they jump back because I stop pressing buttons after blocked step kick, just to be safe at first. If they jump back then use s.mk you have plenty of time to react or short roll into falling sky only if you know they will jump back. I don’t understand why everything has to be an OS when reacting to something works just as well.
I feel like a big part of Abel’s game is insuring people don’t fall out of his mix-up with the use of OSes. Kind of like Akuma. These two at a high level rely on OS’s where as a lot of other top characters can get by on just a few to none.
Anyway, I was just interested in how you guys deal with it. Mostly I time the close hard punch if they’re jumping away after the step kick. The problem with this is it’s actually a one frame link if you want to keep the opponent grounded. If there’s a gap then you’ll catch the opponent in the air forcing the reset. The problem is if you cancel the hard punch into CoD on the air reset then they earn a free punish.
I was just seeing what else you guys have to combat that jump back. I tend to just move up to step kick again and reapply the pressure. I also worked an OS dash into my game that places me right in front of a player when he jumps back.
if i remember right: close standing roundhouse will tag someone jumping back and force a reset, it also will act as an overhead if they crouch block for some reason
Can someone tell me when TT is useful because i find it very hard to land. I thought that all non-EX versions of it are throw invincible but many times ive been thrown out of it or gotten grabbed with Zangief SPD/U1 which i don’t understand because i thought TT beat everything except Ibuki’s Raida and people always just mash jab when i get close to them, so i cant get them with step kick, dash, TT on block. So when is it a good idea to use TT and what is Abel’s invincibility with his TT’s?
TTs are useful when you get you’re opponent to sit there and block, comfortable throw teching or as a punish. If you’re getting thrown out of your TTs then you are whiffing them either due to range or lack thereof, they are in block/hit stun or you are attempting it slightly too early on their wake up. The regular TTs are throw invincible from the 1st frame.
Read this.
Ryan Hunter on utilizing Abel’s normal throw
Spoiler
Most people attempt throws with the assumption they will land. Reform that habit: Assume the throw will whiff, and use the whiffed throw time to react to how they evaded, and punish it if possible. By preparing yourself for the throw to whiff, you’re ready to react to a possible backdash or vertical jump. “Worst-case scenario” is that they don’t evade the throw, or they tech it, and in either case, you have ample time to “react” to that, and do whatever you need/want to do.
For neutral jumps (and often jumps over you), your throw whiff will recover in time for you to cl.HP to anti-air them on the way down. The advantage of this, is that anti-airing with cl.HP generates Abel his most ambiguous mixups possible. Anti-airing someone high above with cl.HP xx LK Roll leaves you right under where they’re doing to land, and you can completely control to which side of you they will land on by walking slightly back towards where you were (or not), and/or crouching.
Here’s another reason why this habit is important: It strengthens your TT game. I’m sure anyone that plays Abel has had their TTs neutral jumped and punished. Most people don’t backdash them, they neutral jump them, and if you play against someone that neutral jumps a lot during your pressure, TTs can feel like they aren’t worth the risk.
This is the importance of normal throws for Abel, which a lot of Abel players overlook, which is ridiculous because normal throws are even stronger for Abel then most characters because people don’t try to tech against Abel, since TTs are throw invincible! Even if they start teching your normals throws, they’re setting themselves up to be TTed.
Once you realize someone is neutral jumping your TT setups, simply start doing your same setups, but use a normal throw instead. If they neutral jump, they get punished now. A smart player will recognize this, and start jumping back instead. Unless you have Breathless, you can’t really punish this, but it doesn’t matter, because the bottom line is once they start jumping back instead of up, attempting TTs has almost zero risk.
If you want to see a perfect example of this, check this out: http://www.option-select.com/watch/?v=236
It’s a vanilla match video, but that doesn’t matter, the concept obviously still applies.
At 0:04, I do a standard tick into TT. He neutral jumps it. I mentally note this.
At 0:17, I land a CH t.MK which I actually wanted to be blocked. I was thinking about how I was going to set him up for the neutral jump, and wasn’t thinking about the stepkick possibly hitting. After the step kick I delayed my followup slightly, looking for him to neutral jump. He doesn’t, so I tried short short -> TT, thinking he was actually going to block now, especially after getting hit with the CH t.MK. He neutral jumps again. Now I know for sure he’s going to hold up every time.
At 0:24, I purposely do a roll mixup that’s not that hard to block and tick into a normal throw. He neutral jumps and I punish with a cl.HP into a completely ambiguous mixup, which he eats.
At 0:31, I do the same tick again to see if I can get another free anti-air cl.HP, but he’s learned not to neutral jump and he jumps back this time. (Note: I should have reacted to the jump back with a dash forward to stay on top of him, but I took a stupid risk and jumped toward him which was terrible)
The rest of the match is just whatever, but it’s a pretty good watch .
I get thrown out of them from point blank range, and is it still possible to throw Zangief out of his ultra because i cant do it, while in training mode i keep trying to do it but if i start before the ultra flash i get grabbed, if i try after the flash i get grabbed. When should i do it? (if its still possible)
Then it’s most likely due to hit/block stun, you are doing the TT too soon or too late. Gief’s u1 starts up in 1 frame, you cannot do anything after the ultra flash. You have to complete the inputs just before the flash. If you are timing it right all his grabs, including super, u1 will lose to TT. Best to go to training mode record Abel doing step kick -> TT. If the TT animation starts but whiffs, too soon, if you get grabbed before anything even happens too late. Seems like you just need to familiarize yourself to hit/block stun duration.
I was in training mode and recorded Zangief just jumping and when he hit the ground he would do U1, But i would start TT before the flash at point blank range. During the flash it showed Abel’s arm bent back about to move forward and throw, he was in the middle of the TT motion but it would still grab me out of it. I understand block and hit stun but this was just a straight throw
Your timing is off. Thats all.
How? And what is the timing?
If during the flash of U1 you see any of the TT animation then you did it too soon, Abel should look as if he’s doing nothing during the flash.
This should help
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Thanks Alot! That does REALLY help.