Abel General Discussion

LOL SUPER TECH!

*referrin to the j.mk TT

they can also throw you out of TT, right?

no throw invi and all lol

TT is 6f, regular throws are 7f, it still beats them if u do it before. It loses vs other cmd throws though.

I found this really annoying… Why make so many of his SPECIALS so close to useless?? Every special has been nerfed and then he got a new one which is cool… but still not great.

roll has longer recovery
tt throw we just discussed
wheel kick lasts longer, is not entirely projectile invincible and doesn’t hit the same way
CoD has to be inputted very carefully to avoid getting shoulder all the time (basically rendering ex CoD pretty crappy in comparison)
And now he gets the shoulder move which feels like everywhere is the damned hurtbox. Good side of it is you can punish long range stuff like sim teleports (makes up for messing with his other ways in)

On the other hand st.lk, cr.mp ex shoulder gives him an easy long range punish.

I maintain he’s strong

lol you said what I wanted to initially

What is was your problem with King paired with Abel? I play that team and I’m just curious. My problem with the team is that I feel both need meter to do real damaging combos but they aren’t good at building it. I really like both chars though and will make it work.

Having a problem against juri. can’t poke in, can’t jump in… can’t do much of anything from what I can tell.

I was thinking this today. If she plays solid and zones well Abel has very few real options. He can space and whiff punish her overhead. After divekicks she’s -3 so he can get pressure in. Basically I feel like with Abel it comes down to landing a knockdown and then just rushing her down. And speaking of which…

I’ve been trying to determine what Abel’s game boiled down to now since step kick isn’t as good and TT isn’t great and loses to throws. Initially I felt like that along with wake up forward roll ruined his game. That is pretty much the case. He has an entirely new game now. Mainly I try ti make opponents afraid of a tt now but I actually don’t care much about tt’s as I’ve said. Crouch light kick is +2 on block. It has a 5 frame startup. Meaning linked into itself you have a 3 frame window. EDIT It’s also rapid fire cancellableEDIT Jumps are 4 frame startups. That’s a frame trap for opponent’s trying to jump. With 1 bar you get 300+ damage. Downside to that is that launchers crush lows. Against Abel that becomes stronger than a dp essentially if that’s all you mixed up with. close st.lk is 5 frame startup and +3 on block. Compare this with 0 on block in AE to see the increased usability of the move. At close range it’s actually the BETTER option and can be linked OR chained to cr.mp.

With this kind of pressure on a character like Juri eventually you may bait a reversal ex pinwheel and even a switch cancel in there. That’s 1-2 bars on them. If you block it you can alpha counter and get a very strong punish.

Defensively Abel has a few options as well. Gonna skip most and mention 1 thing.

Far st.lk is still great and can be chained to cr.mp from max range. The range makes it safe against MOST chars. For even more safety cancel into ex shoulder. It’s -2 and you’re still close range.

for corner knockdowns I always roll through to the other side so that if they roll forward, they are still up close to you in the corner.

not perfect because now they can backdash away from you and you are cornered, but more often than not you can hit that cl hk into big damage if it’s a counterhit(because it’s ground bounce, i usually just stepkick -> cl fp -> fs)

Interesting…

Just asking, but that dodge roll he does, being an alpha counter? How do you use it as such? I only just roll with it…

When you are in block stun, just hit forward and both heavy buttons

Kinda like this

[media=youtube]uvIdhafIbHE[/media]

Some abel roll tech set ups i found with abel
[media=youtube]GHvAm_NgTnc[/media]

Its just what it is a really fast roll but it punishes safe thing you have to just experiment with it and just chance it. It is really invincible from start to finish with like no recovery so its a good thing.

I meant as input :slight_smile: Someone else explained it, thanks!

Hey tiny thing I discovered which may or may not be useful(no promises ok)

for those ambiguous MK jumpins, like from point blank range when they are in the corner…

if you use a regular jump and then MK fairly early you will hit near side but land on the far side
if you use a SUPER jump and then MK fairly early you will hit near side but land on the NEAR side

here is a cool one for taking them to the corner off of crouch FP:

cr. FP xx heavy wheel kick -> dash forward -> LK roll (crosses up for a good meaty cr. FP timing)

I don’t really know how practical that is given that you are leaving a lot of damage on the table by not doing a bigger combo off your cr.FP that you hit, but this seriously moves them VERY far across the screen and gives you a semi decent mixup.
edit: not practical at all because wheel kick is not a hard knockdown LOL

elaborating on what I was talking about before about how i fight forward roll:

Situation is like this: I finish a combo with falling sky, opponent is cornered. Immediately after FS finishes, LK roll to the other side. If they forward roll it will start during your roll so you should easily be able to adjust from that. When you see roll, jump towards corner with MK to land on far side or SUPER JUMP towards corner with MK to land on near side.

If they don’t roll you will be able to at least get a meaty situation and be close to the enemy, unfortunately you are now cornered :3

:rofl: happens to me all the time.

I played Abel a little in SF:AE, but this Abel is disappointing at first glance.

I thought he’d be like the ultimate comboer, but he has LESS comboes than in AE.

I’ve been wondering, what have you been using as a partner to abel?

First off, i’ve had abel on point, unless i’m up against rufus or juri, my partner has almost always been ryu (just because where abel is lacking ryu picks up the slack)

The combo potential is decent, the damage output is good, abels footsies are good to go into ABC launcher.

I’m trying to see how hwarang and abel workout…

Abel and Whoarang is my team. Abel on point with footsies and baiting, whoarang to tag into combo and juggle.

I think it’s Abels best partner, but Ryu or Kazuya are always better picks no matter how you slice it…

I mean, balancing the game is probably going to happen, but its still no AE in my eyes.

“It’s different, so you hate it?” NO, just NO. I welcome difference. What I dislike is frame trap galore, random overhead LP leading to 50% damage, and crazy unblockable comboes.