Dash forward then roll. If you used lk roll you’ll end up in front of your opponent. If you used mk roll you’ll end on the other side of your opponent. Then, you can go for one of these options.
1- Cr.hp into whatever you want.
2- Cr.lk xx st.hp into CoD. make sure that the character against you can get hit by the hp if he’s crouching or make sure that he’s not crouching.
3- TT.
4- Block low for a moment then back throw. This is an OS against reversals. If your opponent tries to reversal you’ll block. If he tries to grab you you’ll tech. If he blocks you’ll grab him.
usually when people refer to ambiguous rolls, its more towards the one after fs/throws since you can land on either sides by using lk roll AND have frame advantage(maybe not much by backdashin but maybe by just delaying the roll a little)…
sure you can do dash roll after a TT but you wont have frame advantage aka you can get thrown easily. (not saying you shouldnt do it, just know that its a mixup that leaves you at a disadvantage)
If you dashed then mk roll after a TT you won’t have frame advantage and you’ll be thrown out of all your options except another TT. If you dashed then lk roll you will have frame advantage.
Even after a TT I still often mix up by doing a hk roll then doing
TT
cr.hp
3)cr.lk
4)normal throw
etc
But more often than not I just scout out how scared the opponent is and just hold down back if they jump out I’ll note that they like jumping out of mix ups, if they back dash next time I’ll hk roll lk roll and throw (which they can’t tech btw) etc its not bad but its not as good as ambiguous rolls off of FS at all.
Picked up Abel today, and been working on the BnB’s. Forward kick xx dash > s.HP business is rough, but I’m willing to learn it because Abel is easily the most badass character in the game.
I am having problems canceling c.HP into FS. I’ve watched videos where the FS comes out RIGHT after the second hit of c.HP, and I’ve done it a few times but can’t do it consistently. I know I should usually be using the roll in between them, but on some characters the roll feels tough to impossible depending on the range. Tips?
input the FS motion during the cr.hp and press P immediately(test the timing for yourself in training mode) after the 2nd hit land (remember that youre cancelling the move, dont wait for the move to recover).
I’ve been maining Adon for most of SSF4 since its release. He’s great, but I want another character to either replace him as my main or be a good secondary for his crappy match ups. I LOVE playing Abel—probably more than Adon, but I’m ass with Abel.
I’m trying to scope around here the links to the things I need to get started on with Abel. Can anyone give me a 3-5 tutorial/videos links? Like 3-5 things that if I read/watched would most likely up my game. Idk if you can reallly play Abel “flowchart,” but that’s sort of at the level where I am with him. I have beaten all his 24 trials on SSF4 so that’s a start. I’m just at a loss on what information is most necessary to know till I’m comfortable at that mediocre level before I try to step it up to landing 1 frame links, etc.
start inputting the FS when the first hit of the cr.fp hits, with good timing youll finish the input right as the second hit of cr.fp hits. this is how i started too and worked up to the roll afterward. working up to including the roll is better tho as it builds meter more and once the opp has gotten used to seeing the roll>FS you can maybe try a reset mixup dont overdo it tho.
when you do get to using the roll after the cr.fp, i usually use the medium variety of the FS, it comes out slightly quicker than the fierce version so it is a lot easier to catch people with it. i find that it whiffs most of the time with me when i use the fierce version even though ive buffered it through the roll. ive never had any problems catching people depending on the range with the medium version i think its more down to good timing than range. hope this helps
COD is mostly not worth using esp for a mixup, only times its worth it is the ex version if your close to death and need that last hit to finish them off, or to focus cancel into ultra, when blocked COD is terrible and you certainly arent going to mixup after the 1st hit connects either.
abels crossup (mk) is very good also to be honest its one of the main ways i would go into ultra 1 in vanilla as i sucked at hitting the step kick>FP combo.
you cant really mash anything either with abel as his moves have too much startup and some of them are more of a guessing game than anything (TT and EX TT for example) so youll need to get used to blocking for a while.
EX roll is good for escaping meaty jumpins but better players will spot this and go for the throw as they land and catch you, usually works at least a couple of times though if your really under a lot of pressure on wakeup.
That’s solid advice. I had been using COD a bit too much. I just started doing a lot more mix up games in my past 2 games from everything I read up on and learned last night—trying to put it to the test against 2 different Balrogs. I rolled behind him and TT him down, then went for a cross up into crouching hard,light roll, into falling sky(air grab move right?). He was having a hard time blocking cross ups in general so I sort of stuck with it on the first Balrog. Next one I got to stun him because of the TT throws, and BnB combos ending with sky. Lots of fun
So on wake up your best option is ex roll or block? Not a good idea to go for the TT? When is a good time to go for the COD? I would think if someone is just constantly doing crouching block on their wake up you may be able to surprise the with it, but you said only use the ex version so if they mash something you’ll absorb it.
Good tips. I’m up for more if anyone has them since at this point I’m just absorbing all the knowledge I can to get better.
Don’t just throw out CoD, certainly not if you can’t cancel it. Your options on wake-up are blocking, backdashing and ex.rolling mostly. You can try to go for ex.tornado but you’ll feel stupid when they neutral jump or grab. Just block most of the time, there’s no option select for that :P.
Just practice st.hp xx CoD until you can do it consistently and quickly, then tack a f+mk in front of it. Plinking the HP won’t make the CoD any easier, but it will make the link off of f+mk easier
Ok I can do the F+MK to S.Hp to CoD for the most part. Not ready to use it in real battle but I’m getting better at it. Anyways my question is when do you use it? Like to punish or do you kind of stick it out there as a poke and if it hits then go for it.
Step kick isn’t quite fast enough to be a really good whiff punisher in footsies, although players like Combofiend seem to make it work that way; if you’ve got a good eye for ranges, then don’t be afraid to try to hit whiffed pokes with it. Even on block, it moves you from footsie range to point blank, which is almost never a bad thing. It’s also his max-damage punish for dumb stuff in a lot of situations, especially if you have meter. Yes, you can also hitconfirm it pretty effectively with practice.
So I guess the answer is yes to both questions? You should both punish with it and use it in footsies as best you can.
Forgive my ignorance, but how do you cancel the s. HP to do the CoD? This is one of the trials I’m hung up on. I tried FADC it (lol…I hope that’s not how you’re supposed to do it because if it is, I’m screwed).
I have more questions but before I go any further, is this the correct place for noob Abel questions?