Abel General Discussion

ew you think raven is top tier? Must have played somebody REALLY lame.

Something for you guys, hope this revives this place.

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Because I mained Noel back in BB, I was really pleased to see how Abel’s alpha counter operated. I tried using it against more choreographed specials like messiah kick, but I had no idea you could punish some of the stuff you showed in that video. I knew the alpha counter roll was fast, but I didn’t realize it was THAT fast. I also used to try it against Rolento’s rekka pressure, but couldn’t seem to pull it off. Your video showed me otherwise, thank you!

I want to revisit this post real quick. Ever since I incorporated breathless charges against grapplers, they haven’t been able to do jack **** to me. Seriously. I know it’s early xboxlive bs, but charging breathless against grappler characters like Hugo and Gief is stupidly good. I’m excited to see if this translates almost as well with good grappler users.

You gotta be fast vs Rolento’s rekkas, as in, input your cr.LK as soon as you recover in order to hit him.

3rd low bounces. Awesome attribute but too bad the 3rd low lands from never to on accident. At least we have forever and a day to confirm before the bounce.

What were they thinking when they made step kick -1 on block? Because of his slow normals, with proper timing you will ALWAYS lose to buttons. If we can’t stop people from pressing buttons via 3f invincible throws after the +1 step kick (in SF), how do we condition and set up mix-ups? No vortex AND no step kick? St.LK is great but I’m not about to play my main for ONE move. Capcom seriously shit all over Abel and what he was good at. It’s sad because now you just step kick and hope for the best even though nothing good ever comes of it on block. I guess you can whiff punish something (oh yeah and it has reduced range), but so can more than half the cast.

TMNTemps I’m with you on this one…shit just doesn’t feel right at all. Because of the lack of Soulless, an armored attack similar to focus in SF4, and the Charge input for Breathless (WHY!?) Abel is actually worse against fireball characters. He used to body them, now it feels horrendous.

But I digress. I LOVE Abel, but after hearing about the step kick being -1 on block, I can’t understand why anyone would give him the light of day anymore. I recommend King, he has the ability to condition well for high/lows with his f+MPx2 string…its really reminiscent of the fear Abel used to instill.

Step kick -1 on block does suck, but guess what else is -1 on block? Rolento’s circle. Lack of roll mixups is the biggest change for most Abel players. Most, if not all, Abel players were dependent on it in SF4.

I’ve only felt this way against Guile and Sim, but for the reason that they can roll out of your mixup. The things you just listed (focus attack/soulless) were just additional tools against shotos to second guess their fireballs. Shotos + Sagat are still doable, especially against shotos since their oki is not as effective with the roll mechanic.

If they didn’t make Breathless a charge move in this game, you know how cheap it would be? I think it’s already one of the best Supers in the game. Easily.

Abel is still a solid character. I think people are starting to liken the idea of “use a character who’s easier to use and does more damage,” and perhaps the game lends itself to that idea. Hopefully it doesn’t and there’s more depth to the game, though.

Abel wouldn’t even have the opportunity to do his roll mix-ups half the time if step kick didn’t give him the opportunity to catch jumps, OS bckdashes, or TT. Patriot circle isn’t comparable to step kick because it’s uses are entirely different; it was never meant to do what step kick does (sorry, used to do). He doesn’t rely on it to start offense, it just HAPPENS to be safe. He also has better normals to fall back on, and doesn’t have to look to his -1 Patriot circle to do anything. Abel on the other hand should be using step kick all the time, and once they took it away it put into question his effectiveness and Capcom’s logic.

Breathless doesn’t do nearly as much damage as it used to, and it’s a charge input…you can’t use that for mid-range projectiles. Even AAing jump-ins is tough because holding back for the charge is so telegraphed…it’s like jumping on a down-back’ing’ Honda in SF4. It’s GREAT if you can get it out, but the charge takes away the majority of its viability. So in terms of practicality at least, I’d say it’s pretty shit.

I wish we could get a decent conversation or “something” decent going in this forum instead of people keeping stuff to themselves or players coming to bitch about how SFxT Abel is not SF4 Abel.

Let people blow off steam… Eventually they’ll get over it and hopefully giving out some tech…

my 2 cents = Yup… I’d have to agree that I think Abel is pretty ass… -1 step kick… and non throw immune command grabs? No more oki off ANY grabs… even anti air low mk xx rolls…

Tapping them after a down fierce xx roll doesn’t reset them ne more…
His Dash is way worse…
charge ultra…
Down fierce doesn’t juggle? It has to be cancled into falling sky? and the spacing on that can call for different punches?
The elbow hitbox sucks?

Close fierce anti-air sucks???

… His Alpha counter is cool though :slight_smile:

Jin is so tough with that close orb, gotta space the rolls better/can’t just jumpin from far because the hitbox is good, it slows down my get-in a lot.

feels bad man

I do have one trick I want to share.

After combo in the corner that involves Abel being tagged in (will only work after moves that launch high): cr.MP xx HP CoD, side switch, st.HP (1) xx HP FS

cr.MP xx HP CoD, opponent for some reason goes behind you, and st.HP xx HP Falling Sky throws them back in the corner. It’s the only combo he has that gives him corner pressure, because the combo itself enables him to switch sides. It’s great to implement, but can’t be done after chain combos > launcher because of the lack of height.

Try it out!

His normals are also worse, cr.MP is no longer + on block lol

cr.mp was never + on block…

cr.MP was +1. It was his only +frame move aside from cr.LP (+3), far LP (+3), and cr.LK (+1).

Source is Eventhubs, I looked it up a long ass time ago.

when i play this game now, i just play abel like everybody else on the roster. frame trap all day. that’s all this game is

abel is somewhat better off than most with his far lk, c.fp is actually a pretty good anti-air in this one. c.mk will stop shoto jump ins cold.

shoulder tackle is actually pretty good at controlling space. I just throw it out there every so often, or charge up the regular version til you get to EX. then your next hit is a free counterhit, so you get a tasty mixup whenever you can get next to someone without wasting the counter… close roundhouse overhead hits in 11 frames and floor bounces on CH. just letting EX shoulder rip isn’t a bad plan either, -2 on block if they are right next to you. advantage if they are further out. easy hit confirm into at least 300 damage.

other thing to remember is chars have extra throw invulnerability when exiting hitstun/blockstun/waking up. 4 frames iirc, so even the tightest setup on your part can still be interrupted by 3 or 4 frame normals. TT doesn’t do enough damage and the mixup after is so weak there isn’t much reason to do it. just keep frame trappin, TT occasional use if they refuse to press buttons or try and jump.

the most important thing to remember - this game is 100% pure fresh ass, not from concentrate. do not take it seriously. if you are good at SF4, continue playing SF4

It’s nice to be able to combo after a CH AA or air to air. Now instead of “Oh shit what is he gonna do when I or we land,” it’s “Aw fuck now I’m gonna eat a combo.”

Tapping them after a cr. fp roll puts them in a juggle state. Now he can do 300+ damage without meter.

I’ve still been tapping people with the close fp with the same consistency as SSFIV but this time I can slam them back down to the ground.

With the juggle system cl. short is now useful!!!

I personally dont mind bitching, but when there is nothing but that…yeah.

Im currently working on another vid, I’ll upload as soon as its finished

Let me ask you guys something. Why is it that I can’t pull out a f+mk after I block a string of hits from my opponent? the f+mk doesn’t come out after I block all their hits…is that a block trap? After they finish their moves, I want to start my f+mk and attack, but it doesn’t register…am I doing something wrong?

Maybe their strings are very tight and leave them with massive frame advantage, maybe if you could tell us which strings are they using against you, we could help you in a more efficient way.

honestly I just don’t UNDERSTAND what abel is even supposed to be about in this game, like I feel like some characters have every tool he has, and more