Be conservative with chasing them. Dashing after is ok but don’t try to dash 4 times in a row or something crazy. I would just slowly follow them and let them corner themselves. Once they run out of real-estate stop at about midscreen or so and wait and see what they do. They’ll probably be retarded and just jump in at you or do the random bullshit neutral jumping in the corner. Anyway you can usually just do something like j.hp at that point to go Air to Air on them or do a wheel kick or some shit to punish the neutral jump. Wait for the jump in with a cr.fp and combo into ultra 1 if they jump at you.
Basically just be patient and follow them but don’t be reckless. Let them corner themselves. They can only run so far.
All rolls have 1 frame of recovery. EX roll is hit invincible from the very first frame, all other versions of the roll gain hit invincibility from frame 5 onwards - this means you can be hit out of a normal roll, but you can’t be hit out of an EX roll, which is the reason why you’d want to use EX over normal roll. Besides these, each roll goes a different distance, with HK and EX roll travelling the same distance
Hey guys, I’m thinking I want to pick up a alt, just so I don’t get to bored of using the same guy over and over. But I’m thinking I would want my alt to be a good counter pick to the matches that Abel has problems with, but I don’t even know what the problem matches for Able are
So what are Abel’s problem matches and even more so, could I get a list of good Characters that could be good VS Abel’s bad matches?
New Abel player here. I’ve read alot about strategies and mix-ups, but I seem to consistently get my ass kicked by a certain type of character: Fast, jumpy characters who cross up alot (Chun, Cammy in particular). I find myself going for any kind of counter during cross-ups, and getting stuck in the animation ( like a crouching Fierce when they’re crossing up that comes out on the wrong side :xeye: ), thus getting my ass kicked.
Close st fierce tags a lot of crossup attempts, but like all of Abel’s AA’s, it has to be timed and spaced correctly. The goal is to hit them with the first hit of st hp as they crossup. Too late and it will whiff, too early and they won’t be close enough to get the 2-hit animation and you’ll still out regular hp instead.
This may sound lame, but sometimes your best option is to block. Just be patient, block your opponent’s crossup and whatever comes next(be ready to tech a throw as well), and find a good moment to backdash/ex roll out to reset.
IMO, crossups can be avoided by roll (make sure you do it before they go over you, so you don’t roll into a throw). Auto-correct super/ex TT/breathless. It may help you block cross-ups, by focus absorb and dash in the opposite direction once you confirm where the cross-up is coming, just beware of characters who have moves that can catch you dashing (i.e. Abel’s TT’s and super, hakan’s dive grab, probably all of ibuki’s grab (not ultra) etc).
Also jump-back early quick normal can beat out some jump-in attempts (i.e. early jump back lk).
*if anyone’s in the dark about auto-correct, you do the motion in the normal direction and you press the buttons after the op crosses over you. practice with lk roll through opponent into super buffer the motion in the same direction as where you rolled from.
I’m having trouble consistently pulling off the following combo, Jumping FP–>Cr.MK xx Strong Change Direction.
I have a trick where I put in a half circle instead of the quater circle for change direction the entire time mashing strong punch (this only works consistently when I don’t jump in with Jumping FP first), however the extra quater circle motion I use to do this trick makes it useless against an opponent because it takes far too long to input for a close range move (I usually end up eating an attack instead).
And when used in a jumping fp combo it’s fail the majority of the time.
I really want to main Abel (switching from Dudley) but i’m finding him really difficult to learn because his b&b’s mostly involve special cancels.
Firstly, this probably belongs in the Newbie Dojo thread - it’s not really related to Abel at all - it just sounds like you haven’t grasped the input system yet.
Practice cr.mk xx mp CoD without the jump in: d+mk, df, f+mp. That’s it. Easy as.
Once you’ve got that locked, add a jump in to the beginning
Here: sit in training mode with Input Display ON. Watch your inputs. Try to do the motion, but consciously try to use as LITTLE motion as possible. Don’t ride the gate, concentrate on doing a smooth movement.
Also, keep in mind that you should not be pausing after cr. mk lands, do the combo in one motion. If you wait it will not combo. Lastly, watch your inputs and keep in mind that you can register a motion with a minimum of movement on the stick. You dont have to make big sweeping motions, keep them smooth and minimal.
Yeah, that’s probably my biggest problem, I find it really hard not to ride the gate and when I do it ends up causing me problems, such as getting the stick caught on an edge and even making the motions unnecessarily long.
spent all night trying to get it down, I can do it consistently in training mode time and time again. But the second I try and use it online I always mess up, it’s so frustrating I came close to throwing my joystick through my tv lol. I was fighting for a good 2 hours atleast and managed to combo maybe 4 times in total against an online opponent.
It’s really making me start to hate the game even though I don’t want to hate it, I feel my blood beginning to boil everytime it fails to execute.
I think it’s the fact that I don’t know whether i’m going to connect with the attack or not that makes me mess up so terribly against opponents. I really don’t understand I can do the special cancel combo about 30 times in a row in training mode…