Abel harder to use than Guile?

You asked for corrections, so here they are:

  • you are confusing TT with his super. His super has those properties, not TT (tornado throw). The only difference with the TT’s is range and recovery (if you whiff.)

  • You are talking about a “1 link combo” - this is meaningless. Perhaps you mean a “1 frame link.”

  • You cannot combo (or link) f+mk after anything unless the previous hit was a “counter hit” and that move had enough recovery to allow for f+mk’s startup. A counter hit is when you hit someone else cleanly while they are in the startup, active frames or recovery of their move. This gives you additional time to combo/link another move.

Hope this helps,

-Oisin

I think you understand fine, but the problem is, sometimes your j.mk can connect, but your cr.mp wont, and that obviously doesn’t give you any time to hit-confirm, since the cr.mp has to be cancelled into CoD

A good way around this (at least, what I’ve found…) is to do j.mk, f+mk -> st.hp xx hp CoD … it gives you more time to hit confirm, puts you right in their face at +1 if it’s blocked, and gives you more damage + a free mix up.

Update: f+mk and cr.mp both have 7 frames of start up, so there is no trade off… Free damage, free mix up – you just need to be able to hit the 1 frame link

…and totally ignore the best of all, j.mk s.hp xx CoD yadayada :rofl:

lol this is becoming a combo thread with old stuffs in it…

the ONLY thing I know that you can combo f+mk off of is a close standing HK counter-hit.

or after a cr.hp xx lk roll :rofl:

Haha – wasn’t even thinking of this – I was going for something with similar range to cr.mp, but you raise a good point… although st.hp still doesn’t give you much hit confirm time, especially if the j.mk hits/is blocked late

I made it to my 1st G2 championship with Abel yesterday but lost in the most retarded way.

The other guy just kept jumping with a forward, walk and throw. If he didn’t do that, he’d jump with a forward, c.lp and throw. I tried tecking on reaction but he kept catching me with that.

Really annoying way to lose. Each round I had the life lead, I had a good mix up game going, but this asshole kept cathiching me with the throw. I don’t mind losing to a guy that outworks me, out plays me or just plain out classes - but that wasn’t the case here.

lol@“that wasnt the case here” because thats EXACTLY the case here… you lost because you’re terrible at teching throws which is one of the most important skills in this game. doesnt matter how good your mixup game was going(plus he being able to throw you again and again, its obvious HIS mixups were better than yours - which is another reason you lost), if you cant tech a throw properly, somehow you deserve to lose :rofl:

he’s better than you, take the loss and learn to tech throw better.

yeah, I need to learn to tech better, that’s for sure. I knew it was coming but he still kept cathing me with it. I did tech a few of them and after I teched 4 in a row, I seriously thought he was gonna switch it up. But he kept doing that same shit.

I’ve been using Abel for less than 2 weeks, so I still don’t have complete confidence that I’ll be able to squeeze out a win if it’s close, as I do with Guile. I keep thinking that I’m gonna get caught by some silly shit that I don’t know how to react or get out of with Abel, although teching is a every-character technique…lol

lol yeah

anyway another trick you can do is when you’re expecting a throw, do a TT(of course this takes reaction skills too)… i love doing that when someone’s dancing around slightly out of throw range and then walks towards me trying to throw and BAM, eat dirtttttttt :rofl:… use lp TT for better range though… you dont wanna whiff a TT, ever. LOL

This weekend, I was staying over at a friends place. We played some SF4, and damn, that game is entirely different when played offline.

Teching throws was a LOT easier, since you could just do it on reaction, rather than anticipation. Online, there’s latency. This fucks up most my techs :confused:

It’s doable, but you’ll have to anticipate the throws.

Guile’s execution doesn’t come close to Abel’s in my opinion, and Abel crosses him AND his opponent up, and quite suddenly if he wants to be effective at times. Guile only has two charge moves, and a bitchy link here or there, but when it comes to not being “better a character”, to actually play–Guile quite is easier I would say.

On another note: Any of you Abel mains agree the Guile match-up is difficult (given the Guile knows the match-ups/resets, like he should in a tournament)? Been having difficulty vs him.

A competent Guile can be hard if he’s free for you then you haven’t played a good Guile.

uh oh…

Guile is harder to use than Abel because Guile can’t win matches unless he has a health lead. Once Guile loses the lead he can’t just look for an opening and go hard body. His offensive just isn’t strong enough.

I disagree with Guile not being able to make a comeback if he doesn’t have the life lead. I’ve made several comebacks just off his normals and zoning with SB’s. Now that I’ve gotten a little used to Abel, I can say that Guile is definitely more challenging to use than Abel. IMO, Guile has a better zoning game than Abel but it all depends on how the player uses him.

True. I competent Guile is a really tough fight. I main Guile and when I have a mirror match, or playing as Abel and fight a decent Guile, it’s always a tough fight. I hate Guile mirror matches but I enjoy Abel mirror matches.

Yeah but you have to force way more mistakes than the Abel player to win which technically makes your comeback ability way weaker than Abels.

pretty much my thoughts too. at least u know what it is you need to try and correct to become a better player tho…

lol i just read my response up there, didnt really mean to sound like an asshole haha. but i meant well. :slight_smile:

What’s so hard to use about Guile? Sonic boom and cr. HP is all you need…air throw is good too.