Ahh thats what i meant haha. Mp also works but does less damage.
Ahh, for anyone else trying to do this, you need to tag cancel the s.hp early in order for the second hit of abels st.hp to juggle.
Also, i agree with almost always going for step kick dash st.hp launcher, does way more damage, and even if you miss the step kick st.hp link, you can hit confirm off of the st.hp cause its two hits.
Also after a tt, an lk roll puts you at the perfect distance to throw them if they tech or dont tech. Once they stop teching you can go for hk roll into whatever
Speaking of which, cr.lk, (st.lk + st.mk) option selects backdashes on the opponents wakeup into combo
That doesn’t always work, so no.
Looking for something like, say I anti air my opponent with c.HP, what’s the best combo I can do to tag in my partner?
As for his new combo, after c.HP, why not use H Wheel Kick?
Well,
CHP, wheel, fMK, sHP+tag
Have you tried this combo?
Why?
I’m confused? Do you mean launch or tag?
The combo you posted doesn’t work.
Unless there’s a trick to it I don’t understand. You’re reaching your max juggle limit at that point causing tag hit to whiff.
Do I do delay HP into tag?
I’m not really sure what’s going wrong. I’ll look when I get a chance.
But another option is cHP, roll, fMK~dash, sHP.
As per my post above, make sure you tag cancel the st.hp as early as possible to make sure both hits connect (so st.hp then hit mp+mk right away) it works i just tried it
Oh no, wait…
I was talking about linking HP + HK tag.
Not the MP+MK version.
Could Abel combo his rekkas from cr.LP in the previous version? I’m PRETTY sure he couldn’t. Stealth buff?
Also holy shit, cr.HP xx HK wheel kick, stepkick > st.HP xx HP falling sky does like 382 meterless.
I thought that might be it, I usually call that launch.
In that case, cHP, wheel, launch will probably work.
No, he could not hit-confirm any combos off lights in previous games, which is what makes him that much scarier in this. People were scared of tick TT in SF4 which would cost a lot of holding up/mashing back dack during abel’s light attack block strings, you would often get hits when they were not holding block to escape, but the most you could get was a few more lights for minimal damage. His combo into rekka isn’t much damage in comparison to most other combos in the game, but it adds up fast when they keep trying to escape.
EDIT: I should clarify he did technically have some tight hit confirms, which was basically cr.lp, cl.mp xx rekka in SF4. However, aside from being tough to hitconfirm off essentially 1-2 attacks, it was also very inconsistent. You could also not do it after one cr.lp was blocked, so afterwards the potential light attack followups weren’t scary as they couldn’t combo enabling people to jump/backdash/whatever
Abel’s main links are I’m SFxT are cLP>cMP and clk>cMP.
Though really you going to just go into launch most times anyways.
no no I meant, in the previous SFxT. Because I do remember doing cr.LP > cr.MP xx rekkas, but I don’t remember being able to do just cr.LP xx rekka and get a combo. I can’t emphasize how good this is, because it means we can now do what Fei does in AE, cr.LP OS rekka in footsie range.
But every character in this game can do that with boost.
I never thought of that, but i dont think it would be super useful cause lp rekka is easily punishable on block in this game unlike fei in ae
you could just do a boost combo and be safer (further away)
it’s not supposed to get blocked. Just as a punish if they throw something that makes them inside your range.
If you’re going to buffer stuff in footsie range, just start with s.lk into boost combo… st.lk is one of the best pokes in the game easily.
This character is so fun, he has the scariest pressure in the game hands down. I’ll try to stick with him and Jin for the long run
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