You need to Ultra Lariat after the third hitbox has gone by, basically in recovery.
I’m pretty certain Gief is invuln in his midsection (right where your ultra hits) during his rotations. It’s not so much that you lose, rather then you whiff then get hit in your recovery frames.
I was losing to a gief three days ago in best of 5, and Ultra at the end of his lariat won me the third round and subsequently started my comeback where I won the match (I won round 3 with a sliver of health).
Ya it’s possible to Ultra a Gief Lariat but you gotta be patient for a second or two and hit it just as he’s coming out. Lariat is pretty easy for me to punish with a wheel kick in the same regard, just let him come out of it and you drop a nice foot in his face.
I’m guessing you mean you jumped when he activated demonand you did falling sky after his Raging demon recovered? I figure the Akuma player jumped away or backdashed, both lose to falling sky.
Chun did a meaty cr.rh, I did ultra. I won, even though it’s low. So I tested in training mode vs chuns and ryus sweeps, and ultra beat both. seems like ultra has full body inv. on startup. Or was this a white known fact?
no I had no idea about this. I just assumed that ultra was always vulnerable to lows since this has been my experience. I’m not sure of the application of this since you’d have to be close and guess their move but it’s good to know nonetheless.
I have a funny question: If in mirror match two abels do command throw what happens? hah I played another able today and I was wondering. like after a dash fk with 0 frame advantage or whatever. It hasnt happened to me yet but I’ll test it later.
I just came back to this because I thought I remembered bringing this up but I obviously missed out on checking for answers. Thanks again Kiku.
Alright, so if I’m trying to do a jump in MK I need to go into a c.HP Cancel or c.MP before I go into CoD? I have a bad habit of j.MK into c.LP poke string and then trying to go into c.LP.
I also think I’m still seeing myself occasionally getting SRK’d out of CoD between first and second hit (Second High). Perhaps this is a timing issue and I’m not linking it fast enough?
Also…I have a few “terminology” questions for you guys so I can better understand what you’re talking about when I’m reading these posts.
A ‘LINK’ is essentially two moves that can be combined to hit the player before they are able to recover from hitstun to block or counter? A ‘LINK’ is what creates a combo? You mentioned Abel only has two worth knowing…c.lp/lk > s.FP and s.FK Dash to s.FP.
A ‘CANCEL’ is when I interrupt the second hit of a c.FP or close s.FP/s.MP into the first hit of a COD? Are there any other Abel examples that you can provide? I’ve looked up the term in the Sonic Hurricane Glossary but the definition they give is confusing; “to interrupt one action with another action by buffering the latter midway into the former”.
A 50/50 is just another term for Mixup which is basically where you keep your opponent confused as to you’re next move?
I really appreciate you’re help here guys, I’m starting to actually understand and be able to wrap my head around some of this stuff.
From frame data, it looks like Abel’s :mp: COD has better recover than his :lp:. Would it be correct to say that its better to use his :mp: COD or does :lp: COD have other advantages? I’ve been using :lp: COD since the beginning and now changing to :mp: is screwing with my execution.
Would I be correct in saying Abel’s TT beats normal throws and his EX TT loses to them? Can TT grab people in the middle of a poke string cause I usually try EX TT. If someone does a crossup into low attack and Abel blocks the crossup, would (EX)TT have a chance to reversal before the low attack or only if the crossup is not deep enough?
Your cancel has to be frame-perfect to combo cr.mp into mp CoD. Otherwise it doesn’t combo, and then you get shoryu’d. LP CoD is fast enough that if you cancel into it it will ALWAYS combo.
But yeah, MP is WAAAY safer on block.
Yes.
Usually it has to be EX because you won’t get a 5-frame window between pokes. You need hit invincibility.
Sometimes there won’t be a chance to reversal EX TT if you block the crossup because the low attack will make a blockstun combo. If the crossup is done late, usually you can EX TT so that the aerial will whiff but you will hit them 5 frames later when they’ve landed. If it is done higher up, EX CoD against the crossup will probably win, but might only get one hit and knock them in the air. EX TT after blocking the crossup might work, but it depends highly on situation.
Is this only when you’re waking up or does this apply at all times? i.e. you’re standing and akuma executes RD, the non-ex TT can grab him out of it? I’ve read elsewhere that you’re only real option is to jump out of the way.
Well, if I remember hearing correctly, the opening frames of TT (the first four, right before it connects on the fifth frame) have the invincability of the version you’re using.
So if someone Demons you, wait until the very last second and do TT. They’ll run right into you and you grab them. You can do the same thing with Balrog’s dash punches with the EX version. It’s just all about timing.
Oh yes in a Abel mirror match if both players do a TT…they both whiff in eachother’s faces. I’ve had this happen several times to me and it looks funny as they both seem to be slapping eachother at the range.
Does RD count as a throw or is Ultra/Super in its own category? If it counts as a throw then I guess it would fierce TT would be the most logical seeing as how you have to wait until he’s pretty much in your face before you execute.
Anyone tried this out? I’ll have a go in training mode as soon as I can.