i have been playing abel x guile for awhile and i really like how the synergy on both characters work
so far i have just been using fortitude gems for both of them
does anyone know any good gem setup for abel?
I think Abel is pretty good in this game, shame that his EX shoulder tackle doesnt have armor.
Juri + Abel works really well. Her Fujahin leaves a good time mid combo for able to switch and do a c.HP into air throw or shoulder tackle and comboing between the two seems very…seamless lol.
I have been trying Abel + Asuka (with Abel on point). The main problem with this team is trying to get in against zoners, but both have really good mixups (Mostly Asuka). I have Abel start because Asuka can not do well without meter. Any advice on this team?
When playing as Asuka she can get a decent no-meter combo off of her chain.
CL.MP > ST.LP > ST.MK > CR.MP chain is -3 on block so it’s technically safe against most of the cast, you can cancel it into a counter as well if you think they are mashing but if you hit it you can cancel into SRK>HK, JF. HK > ST.HK xx HCB.K > CR.HK for the hard knockdown and decent damage. Dont be afraid to use Asuka’s ex command grab, it’s one of her few decent options.
Finally found something to utilise Abels charge counter-hit setup! Basically do launcher, or tag cancel into Abel, then cr.mk > charge, and assuming they’re holding downback, this gives you time to set up the overhead or go low for that double mindgame!
I used to use Abel as point on my team, but dropped him because he just seemed a bit odd to play. I was never too sure what kind of pressure to start with him or how to make him threatening.
I’ve switched up to Lei on point now, with King as back up. King is super scary with all the meter Lei builds, but is terrible with good ways to get Lei back in. So I’m back to experimenting a bit with Abel again. With meter it seems like he can be a completely scary sunovabitch. He has a crazy fast EX tackle that leads to 400 damage, is completely safe, and leaves you at + frames at a bunch of ranges. That’s crazy threatening. I just have no idea how to use it ><.
I think mixing up step kick with far st.LK is pretty potent. Having such a long range normal like st.LK being 0 on block seems pretty useful, and then you have the option of being in their face at -1 with step kick. The frames definitely aren’t in your advantage, but if you can make them afraid of repeat st.LK you can catch them off guard with step kick > st.HP/EX throw.
Dunno, I’m kind of at an impasse with him. Part of me wants to just drop him because he’s so odd in the context off this game, but I feel like I might just be completely missing an effective way of playing him.
Anybody have any experience playing him a bit more offensively? Does anyone know if step kick advantage is changed with speed gems?
I play Abel/King and I’m terrible. I don’t like using meter because then I won’t have a reversal on wakeup. On knockdown, I feel like mixups are lacking because the roll tech takes away a lot of my options. I know I can chase it or prevent it from happening with Abel but I just haven’t gotten it down pact without getting DP’d or jab jab jabbed out. I know I suck at this game but it feels like these characters weren’t made for the game or atleast the game isn’t balanced for them. I want to be able to condition my opponent to be afraid to do things but A.) jabbers gonna jab B.) I get grabbed C.) Clock runs down D.) I suck
It’s funny because a lot of Abel’s frame data actually seems to be the same. Cl.HP is still 0/-4 which is pretty safe in this game considering not many characters have 3 frame normals and it pushes back super far. The only downside is it can be alpha countered but that’s what makes it strong for tag cancels. Cr.HP is completely safe now at -1. That seems nuts given that it launches, I wonder what the purpose of that was. It might be better for chains.
I have a tough time with jabbers and people pressing buttons too. It seems like he might exclusively apply pressure at st.LK/step kick range, and then only go for up close pressure when he either has a solid advantage or has the meter to spare for EX tornado/tag cancels.
Rolls can be tough, but Abel has his own roll to mess them up. I’m still working on set ups that can really make reversing rolls worth it, because of right now I’m just resetting the opponent to a SF4 knockdown >.<.
So, Just found that all rolls will leave you at advantage after a falling sky. The fun part is that you can mix up LK/HK roll. HK roll will actually put you exactly at st.LK/step kick range. Super far away from any reversal range. Although I’m starting to notice that a lot of players don’t have a reversal ready if their roll has failed, except down charges though ><.
LK roll puts you right next to them, which is okay I suppose, decent range for overhead/low. There is a nice side benefit of the lk roll in that if they decide to hold back and do a reversed roll, they take a nasty cross up j.MK if you jump back.
EDIT: no one likes talking about Abel huh :-(?
i just got the game on tuesday and I’ve been playing with akuma and abel, keeping abel on point. One of the things I’ve been having a lot of trouble with is the timing to combo anyting into EX shoulder charge. Any ideas
To be honest I never really use his ex tackle in many combos up close. I use it for a really fast damaging check at further ranges when they think they can play tootsies with me.
In my experience with charge characters though (which isn’t a lot,) it helps to make sure that you’re releasing your back charge at the right time during the normal and hitting punches at the same. Abel has a lot of input difficulties though because of the overlap between tackle, change of direction, and tornado throw. You have to be really precise
New Abel player having trouble finding a partner I like with him though. Also whats some basic roll setups I can try with Abel just to get started.
Generally I’ve found that Abel is a lot better on anchor. He’s got a few solid footsie tools, but they’re meh on block and he can’t really do that much to get in and start offense. On anchor he usually has the meter to make step kick really scary and threaten people from a distance with EX tackle.
Check a few posts up for the most useful roll set up I’ve found. Falling sky, HK roll. Crosses them up and leaves you at step kick or st.LK range.
Dang, these forums aren’t getting much love, are they? Might as well contribute something then…apologies if this has already been figured out. I posted this in the anti-roll setup thread as well.
I’ve found that, after connecting with with a Tornado Throw, or the final hit of a change of direction combo (not the low version), and do a LK Marseilles roll as soon as you can, whether or not the opponent rolls you’ll still be in step kick range and can continue pressure.
I believe this also works off an EX Falling Sky, though you need to delay the roll by quite a bit. But you are probably better off not burning the bar and figuring out a different set-up off of regular falling sky.
This is the character that I never hear or see in street fighter x tekken so I wanna know, what is abel’s general play style in this game?
I’m not an expert with the character, but he’s more of a mix-up/rushdown style of character. His rolls allow him to close the gap with an opponent and to switch sides quickly (and can also be used as an anti-roll tool), and he has his command grabs to mix up between his standard pressure, making the opponent guess whether you’re going to throw them or continue to pressure them.
That’s what I feel his playstyle is anyway; get in your opponent’s face and then pressure them to death, mix-up between command throws when you’re in their face and then use his rolls to get right back in their face once you get the hard-knockdown.
Just started to put more time into Abel/Kuma, they’re fun.
Coming from SF4 to SFxT Abel is crazy. Completely different gameplan. But, I kinda like how he’s not just about hard knockdown mix-ups…he’s more dynamic.
He’s all about the easy hitconfirms into cross rush or tag cancels. Cl.HP hitting crouchers is great. Cl.HP is its own fairly safe hit-confirm.
I’m having a hard time figuring out what his shoulder tackle’s main purpose is (other than messing up my reversal EX CoD commands). Really don’t have much time to charge it, and I’m not interesting in wasting meter on it during combos when that meter can be better served elsewhere…
But, wow, step kick into cl.HP into tag cancel with Kuma gets big damage.
Yeah, if I’m losing/bored I’ll just stay back and wait for them to wiff a normal and hit with EX shoulder. It’s also a good way to end unsafe chains if you accidentally abc too far. And you can launch after to get him out safely. If it had armor I could almost forgive the unsafe step kick
Cl.HK to launch is kinda fun sometimes.
He feels like st.lk is his best tool now.
Tag canceling to him and timing CoD so he could actually hit with that (s)low ground bounce would be great. Probably gonna work on that.
Just thought I’d post this here, since it is the Abel thread after all.
[media=youtube]KIMZri_7pxI[/media]