I keep fighting all these Ryus and Kens online and I’m trying to come up with an understanding of what works against them. I also tried fighting the computer Ken on hardest to see what I could learn there. I don’t feel comfortable poking yet, I don’t know what I’m doing and it feels like I always get DP’d, so I basically wait in crouching block for them to Fierce DP, then c. HP into whatever (been using U1 in these matches for the first time for this reason).
I feel totally exposed because I haven’t mastered any anti-air moves really. They jump in with impunity.
When I jump in on any character (obv only in certain circumstances versus the shotos, like when they throw fireballs and my spacing makes it feel “safe”), I am using m.kick, which I think is pretty standard. Is it possible to combo off of this?
to be honest COD is a very unsafe move if blocked, any part of it is prone to a reversal if blocked, and since theres a lot of mashers out there it seems still, you can bet that they ll be mashing that srk/SPD to knock you out of it. the second hit of COD hits as an overhead, but to rely on them blocking low is a bad idea in general, if you guess wrong youlleat a reversal most times.
on wakeup a TT can be easily avoided by a jump or a backdash, and in the instance of a neutral jump, the recovery of TT is long enough for them to punish you BIG with whatever they choose really.
to be honest most times i just block on wakeup (or ex roll vs meaty jumpins)
if you must use the TT on wakeup more often than not it should be the EX version. EX TT is hit invincible on startup so it can throw people out of meaty attempts on your wakeup. while the regular version is throw invincible, but not too many people are gonna be standing close enoughh to abel to attempt a throw on his wakeup.
How the hell do you deal with neutral jump whores? I feel like the answer should be obvious as he has breathless, falling sky, crouch fierce (though my first reaction to a jump is NOT to crouch lol)… but in actuality I get raped by people who’s offense consists of in my face neutral jumps. I could jump back fierce but not in the corner… I guess I could jump forward fierce? Falling sky I’m just conditioned into thinking is useless, c.hp is slow… breathless is cool but otherwise especially if cornered I have a ton of issues with jumpy players. Perhaps it’s a personal issue rather than character issue because I get beat up on by people who jump erratically anyway…
I have the same problem too. It seems like c. hp or c.mk would be perfect, but the window to not trade/get stuffed feels super small. I’ve resorted to just blocking and rolling out. Until my execution improves, I guess that’s my option
Oooh close fierce. I forgot about that… and roll. I have yet to learn how to unpredictably roll. Almost all my roll attempts get thrown. :lol: Close fierce hits pretty high up though, duh… Way faster than crouch fierce. I’ll hafta try that.
Had a question since i just picked up abel, and I’ve noticed how DIFFICULT a cr.hp is to land in a fight without COD fadc xx cr.hp . I’ve consistently gotten a cr.hp on a late cross-up mk, and with certain characters have gotten j.mk to cr.hp without any difficulty. I think it’s character hitbox specific (j.mk to cr.hp worked consistently on fei long last night) wanted to know if someone had already made a chart about who this would work on.
the jumping fierces give enough hit stun to always link a cr.hp, but the mk is much more versatile.
I’ve got another one. What’s a way to figure out how many startup/recovery frames roll has? The frame data I’ve seen just has a number for the entire animation.
Recently, I’ve been eating a lot of projectiles because I’m rolling late… kind of like hitting your forehead on the car when you’re getting in ^^;
great thread, im new to abel and read the FAQ
i have a few questions
wheel kick, i tend to do it a lot, since it is overhead and hits ppl who jumps away or neutral jumps
Is this move safe? or punishable? i read its like -10 on block…yet i dont get punished…can this be done in such a way that it is safe? or distance?
His ambiguous roll setup from TT and air TT, i’ve been practicing these lately, is this essentially a guessing game?
1st guess behind or in front of opp
2nd guess TT, air TT, hp into CoD, or c.hp
opponent can escape TT, and c.hp by jumping
opponent can espcapet air TT and hp into CoD by blocking
is there a way to make this “vortex” safer or is there a way smart opponents can get outta this?
How many change of directions does it take to dizzy an OP? I hit it like 3 times in a row staring with a MK crossup on 3 or 4 different characters and they never got dizzy WTF?
yo, i seriously think you should find better opponents since everytime you mention your situations, there are almost impossible or hard to happen against decent players. id fight you if its possible to get a lagless connection but i doubt that, though im sure you can find decent players on srk.
sure your win rate is high and all, but things like (from the least fav matchup thread)
Just paints you as a below average abel player, you need to fight good opponents in order to become better. You can get offended and starts attackin me personally and all but my advice is from an abel player to another.