2 frames faster and has less recovery - if they neutral jump, you can st.hp xx lk roll - Hunter was talking about this in the Super Match Theory thread
also beats jabs. Great against Balrog.
also conditions your opponent to throw tech. Then you TT them.
i faced an akuma that spammed far st.hk all day and killed me, i got really pissed. what is the best normal to do against his s.hk?
s.mp
Hi guys, I’m wondering how many frames is it to connect the CR.HP after L.COD > FADC > CR.HP?
What’s the best way to calculate the frames of things that aren’t in the frame data?
hey guys, this is kind of a dumb question, but i noticed that a blocked fa2 is similar to abel f.mk blocked. i seldomly see abel’s fa2 being used like with other characters since f-mk is great, but are there any uses when you’d want to use FA 2 blocked exclusively vs the f.mk? also, is there any difference in the amount of frame advantage you get?
The frame data on eventhubs tells that your at +2 after hitting the COD. Recovery on it is 25 fps, so total hitstun after the COD is 27 fps(25+2). If you FADC (fw. dash is 16 frames), you should have 11 frames of executing the cr. HP. The startup of cr. HP is 8 frames, you’ll have 3 frames of errormargin.
I’m not sure though if the COD can be FADC’ed on every active frame.
Hey guys, decided to try Abel after getting a bit bored with maining Bison/Guile. After a few weeks im getting there with him however I havent ever really played a shoto style movement char since the SF2 days on SNES. I really struggle with Abels COD/Falling Sky input. It seems I throw out Sky a lot when Im inputting CoD. I have looked at the inputs from matches where it has got wrong and it looks like CoD should come out!? Is there a more fail safe way to ensure the right move comes out? Ive been using db.followed by qcf which helps but its a bit lengthy. On another note I can fireball/uppercut on demand so Im pretty sure it isnt my inputs.
Oh and also what would you say is best to punish the jump kick followed by low fierce? Its mostly for play against the Ken/Ryus that can literally do the move then fly into either hurricane or uppercut. There were ways with Guile/Bison that made them double think doing it however Im struggling with Abel.
Many thanks
If you’re getting falling sky when you want CoD it’s probably due to one of 2 things:
1: You’re not pressing forward at the end of your motion but instead finishing at down-forward. The shoryuken shortcuts in this game identify that as a shoryuken motion, and it can be easy to not notice you’re not finishing all the way forward.
2: You’re doing something before the fireball motion that makes the srk shortcut think you’re trying to shoryuken. I had a similar problem with ryu when trying to do cr.mk xx hadoken. I would be walking forward (forward) then i would crouch to do cr.mk (down-forward) and then did a fireball motion, but it ended up as an srk, which whiffed and was brutally punished.
3: The fighting game gods hate you.
My only advice is to be sure to exaggerate the motion and don’t get lazy with it because that’s when you get punished. Or make some sort of sacrifice to the fighting game gods. Maybe that’ll work.
sorry if i posted this in the wrong place but the Q&A thread is closed but help is greatly appreciated
ok im not new to the game ive been playing since to but didnt really want to up my game till now and ive been having trouble picking between ryu and abel i mained ryu for awhile read all the forums like crazy and the same with tutorial vids but for some reason my abel has been doin better lately and idk why and i mean i like both characters i just need a suggestion thanks ahead of time
i dont know man, there are tons of suggestions in this thread (and others), good luck reading them.
I have a question. Abel seems like the last character to have trouble with grab chars (gief, hawk, kinda fuerte, also mirror match) and yet i get blasted by them. I know its not a 10-0 matchup so theres something im not doing or too much of.
I’m having a hard time doing the CoD > FADC > cr.hp consistently, which annoys the hell out of me because i can do most other fadc’s perfectly fine. Is there a preference for using the light, medium or heavy CoD, or does it not really matter?
Also, does anybody know how many frames you have for for the f.mk > s.hp link?(or if you cna plink it?) I can rarely ever get that link.
Any tips for those 2 combos greatly appreciated. Been looking at a lot of videos of Abel players and from what I’ve seen, those combos are absolutely required of you to have locked in.
For the first combo, just plink the c.HP for better chances of hitting it.
For the second combo, that’s a 1 frame link so yes you should definitely plink it.
Which buttons should i be plinking for each combo?
Not sure if anyone remembers the Alex Valle vs. Combofiend vid from Level|up a while back, but I just had a question on the use of rolls in that game. I tried implementing that after getting a knockdown, but I seem to get thrown right after it or jabbed as I finish my roll. Is it because I’m doing it too slow, or is it from recovery frames of the roll? I want to be more aggressive on knockdowns, but all I seem to do is cross up mk every time or empty jump into TT. Are there any options I can explore? Thanks.
There’s 5 frames startup and 1 frame recovery on regular rolls; it’s just a matter of adjusting your timing. I used to try to roll through fireballs late and hit my head on them very often, or roll up in close range (generally bad idea) and eat dp in that frame before I’m able to block.
For oki, don’t underestimate just dashing up and mashing crouch short (ofc don’t do this on rufus please x_x). On the second press of short press :lk::hk: together, this is the “os sweep” you might’ve read about on this forum; the sweep will only come out if your opponent backdashes on wakeup. Also don’t forget about meaty c.hp.
I really need someone to answer these questions in a complete manner because I just can’t figure it out(points at juicebox)
Someone told me that when you do a cross up roll into a crouching fierce, it can be grabbed, but if you do a fake cross up and land on the same side, the cr fierce isn’t abel to be grabbed. I’ve had way too many mixed results with this so could someone help me out?
Also, I can’t seem to link a low jab after fmk, to go for the cr lp st mp link.
roll into cr.hp, the cr.hp has to be MEATY to beat throws/jabs/whatever, its in the timing, you messed up the timing - you get thrown, jabbed etc. Since you’re not being specific, im goin to assume that this is after a falling sky and you backdash — lk roll =fake crossup, recovers faster/has frame advantage, cr.hp IS meaty, on the other hand mk roll = crossed up, slower recovery/no frame advantage, cr.hp NOT meaty enough. In short, it depends on how well you time the cr.hp to hit as meaty as possible. (of course, this still loses to reversals with invisible properties)
Of course you cant link cr.lp after a f.mk, what made you think thats possible to start with? You can only combo st.hp/lp after a normal f.mk dash, on counter hit its a different story.
Well, are there any examples of the timing in any videos, like a slow motion example? Should i be delaying it a splitsecond right when they get up?