Abel Moveset and Attributes

The timing for it is like this.

Ch.Fierce (Anti Air), Rekka as they fall, Ultra (You don’t have to wait for that)

It’s not a cancel, because you can’t cancel into Ultra. You have to wait for the rekka juggle to recover before you can Ultra. So the real trick is getting the rekka to juggle them sooner than later, otherwise you won’t be able to get it off in time. Try to do it as early as you can without missing. MP rekka seems to work best, because the range is good and it recovers a little quicker.

For most (all?) characters, you want their crotch to be roughly parallel to your head. If their crotch is completely above you, you’ll whiff the Ultra. Try to imagine Abel’s face slamming into their crotch as they fall, and that momentum pushing them back so that they land on your fist. If their crotch is below your chin, it’ll whiff.

Not the most appetizing description but it works.

ok thanks i think i got it, will try to implement it in my play tomorrow.

you have to wait for abel to recover from the rekka first then you ultra.

as ive said i use cr.hp as an anti-air very often… probably i can counter a jump attack trade or not like 90% of the time and for that i mostly get wins… now my playmates are scared to jump in when i have ultra… so i can say it’s reliable for an AA if the enemy is on a certain angle but it’s not something that should be use that often… what i do is, either i roll or counter them with a jumping move if i know its not gonna work, surprisingly i dont use c.mk as an anti-air at all…

well iv’e played mostly with shotos ken/ryu… so im not gonna say it’s a good for an AA…i don’t play tournaments or whatever, im just a cassual player…
it’s just something i wanna share and prove that it work’s cuz there probably still abel players who dont believe that it does… :smokin:

well i guess it was a misunderstanding busta…:sweat:

A quick question that likely has been asked before but does Abel’s cr.FP beat a cr.RH? I play online(wish Arcade but that habit would be a bit expensive) and often, too often come upon shotos that immediately cr.RH the moment I roll and get behind them. I’ve been trying to experiment with using the cr.FP out of a roll to launch them for an Ultra but with the cr.RH tactic always being used, would my cr.FP trade or beat or would it simply lose out and I get tripped?

No, it doesn’t work. Trip wins.

-_-; Is this the best description we can come up with?

Lol it may sound a little strange but it pretty much describes it well enuff, as Abel lunges forward wiv the punch he moves the opponent sort of wiv his face as Akzidenz said.

Try it out and u’ll see :slight_smile:

Lol I guess when i do it on reaction i get stuffed or i hit them with the first part of the c.hp…its probably something that i just gotta get used to. I need the game bad…>_<

Not sure if this is covered, but after ducking a Hurricane Kick, i go for a sweep on their recovery. Sometimes i mistime it and eat something…so i am wondering what everyone else does in this situation.

^ your options, cr.fp (doesnt launch), cr.mp, cr.mk, or falling sky.

I can vouch for the cr.hp being a bad anti-air at close range and should be used at medium to far range. I was playing a couple of friends that kept crossing me up, and the game would NOT let me get a cr.hp in.

FYI, fierce falling sky does slightly more (or slightly less) damage than cr.hp aa, rekka, ex falling sky. Regardless, if you don’t have an ultra, its best to roll and fierce falling sky to save the ex. A lot easier said than done though. :smile:

doing a falling sky on a hurricane kick is really hard to do… if ever successfully did one… u’ll probably make ur opponent not do any random hurricane kicks… we’lll i still use c.hp on that scenario… i’m just scared to use other aa’s… cuz im dont use them so often…

well c.hp aa does more damage right?? im just to lazy to check it out… :stuck_out_tongue:

c.hp, dash/walk forward, HP Falling Sky is pretty reliable when you catch them high.

c.hp, Ultra also does more damage than c.hp, Rekka, Ultra.

You can Falling Sky hurricane kicks by doing the d/f shortcut. Any Tekken players, just do Bryan’s Chains of Misery throw. I prefer c.mp xx roll/wheel or just c.mp on it’s own personally.

^ why not roll instead of dashing/walk forward? first rolling gives you meter and will put you in the spot you need to be (depending on the str you use).

edit: suupabuu you arent suppose to use this as an anti cross up, its an anti air at the right range.

It ends up depending on the distance really. You could roll, but you have to pay attention to where you end up. Sometimes you roll to the other side, sometimes you roll to right in front. I prefer rolling myself, but there’s been a few times where the roll put me in a position so that the air grab whiffed. For me personally, I found it more reliable to just walk/dash forward depending on how high they were hit.

I don’t doubt that people could most likely be able to recognize where they’ll end up over time.

Wish Wheel Kick had better recovery time. Would be sexy as Hell to whiff the Wheel Kick afterwards, land, and Skyfall them >:D

Do we know how many frames Abel’s backdash and forward dash are?

I’m trying to figure out whether or not you’re at frame advantage or disadvantage off of a blocked fwd-mk dash canceled. IE if they can guaranteed reversal grab or shoryuken you or something stupid. If you are at frame advantage, it can’t be at more than +1 because a normal grab will not whiff.

I’ve also been thinking about dash-canceled Focus Attacks. It seems like you’re at a pretty big frame advantage off a blocked level 2 (tornado throw whiffs if you do it immediately). I do think you’re at frame disadvantage off a level 1 FA, though, so dash-cancelling one of those is pretty risky.

i think after a f+mk you are at frame advantage, they cant throw you, you have enough time to tech the throw or w/e. i think it would be +1 and not more than +2. not sure though.

Does this help?

http://www.shoryuken.com/wiki/index.php/Street_Fighter_IV

It says that his forward dash is 16 (one of the shortest in the game) and his backdash is 25.

You’re even off a blocked f + mk (0 frame advantage).

You’re at +4 off a hit f + mk.

I believe you’re at +7 off a counter-hit f + mk.