Abel Moveset and Attributes

hah, dont consider me pro or top player. i just play the game and i happen to be good at it. my skills have slipped a bit since i havent played as much as i used too since the economy blows but im still workin on it. thanks though

Seriously, I am so tired of my two mains (abel/fuerte) having air grabs that trade. WHY WOULD A GRAB TRADE? Especially an anti-air one? Ugh. :wasted:

So I’ve discovered how bomb neutral s.mk actually is. Interesting anti-air, and a fun psychic anti-air when in close. It’s just really satisfying nailing someone with a psychic s.mk, not that you should be throwing out a slow normal like that very often at that range. Trying to find uses for all his normals. I like s.hk as well but it’s a little too slow. Good for opponents who are scared to jump, but if I use it in a poke string it’s always getting jumped out of or something. If you do a (close-ish)c.hp and don’t react in time to roll or messup for whatever reason with your follow up, a well timed s.hk will nail some characters.

How about jumping normals, I use j.mk and j.hp when jumping forward or backward, and I use j.hk for neutral jumps. I feel like j.lk has a tiny bit more range, but not sure if it’s worth using ever. Is neutral j.hp as good as the other j.hp? Any other useful jumping normals?

i’m not saying the input method is reliable, but rather, Falling Sky itself is unreliable. So even if the diagonal down method works better for the individual, it doesn’t make FS any better outside of a combo.

I think abel’s air grab sucks wayyy more than fuerte’s though: the work angle is bad, and timing is much more important. But agreed, it’s annoying that we can’t rely on it as shotos do with their dp.

well of course, first of all falling sky is pretty bad so what will a shortcut do for it? nothing much. i was talking about the shortcut being good heh.

It’s ok… I used to use it on Giefs/Sagats (the big boys) sometimes on my wakeup as a mixup, but it’s a pretty bad tactic really – it does the same damage as neutral j.hk but i’m not sure about stun or anything – the hitbox seems to be too high to make it worth actually using – for me it’s a bit like jump towards hk – so retarded to actually try and hit with it because having to have decent timing on a normal seems crazy to me – especially when he has better options which seem to have no side effects (again, not sure on the stun – might try this one in the training room today)

So if this is right, would I need to use MP to beat Akuma’s ultra? I’ve been testing beating random stuff with random stuff when the opportunity arises, and when I tried it on Akuma’s ultra (not near startup) at about max range, I accidentally used FP just out of habit (needless to say it didn’t work). It’s considered a throw, right?

Has anyone broken down the attributes of abel’s roll? I understand you can be thrown but how does his hitbox work? Is he invincible in the startup? Upper body invincible? I know EX roll has a bunch of (startup?) invincibility, I just want to know the details of how regular roll works so I can better implement it in my matches.

Yes. You can also Tornado Throw him out of his demons. You have to do this to beat super on wakeup.

Non-EX: startup invincibility, 5 frames complete vulnerability on startup, 1 frame complete vulnerability at end

EX: Complete startup and ending invincibility.

Don’t roll in close to Seth, he can Tandem Engine your roll for a punisher combo.

Have any of you guys effectively used a Kick COD as a mix up? I think it’s basically pointless but once in a while I’ll whip one out and see what happens.

Yes. Second Low is safe on block, so it’s okay off a reset or from far away.

You might want to clarify this.

Non-EX: Not sure about frames, but I’ve been hit out of the startup many times.

EX: completely invul. from start to finish. Use it if Blanka tries ultra and of course in corners.

You can be thrown out of BOTH versions.

Has anyone noticed that jab TT beats Dhasim’s Ultra???

Last night I did a TT vs Sim’s wake-up and he Reversal Ultra’d… BUT, instead of getting hit, I reached out and grabbed him and his Ultra fireball passed right through me as I slammed him! This was not an EX TT, just a regular jab TT. It seems to me that jab TT has enough range that if they throw a fireball on wake-up (why would this not work against Ryu’s Ultra too???) you are able to reach through it and start your throw animation before it ever hits you. You just start spinning them above you head and the fireball keeps going…

just thought it was interesting…

well as long as you inputted the command throw before it will beat it. it doesnt have to be jab it can be any strength. also if you are waking up instead (this is known but ill just say it again) and he does ultra, on your wake up you can ex command throw him if he is gonna do a move you get the throw but if he doesnt you eat an ultra.

You can normal throw Dhalsim out of his ultra too, done that a couple times when I’m playing random. I’ve tornado thrown Ryu out of his ultra before, using just a normal TT his ultra just went right through me. I would assume you could normal throw him out of it too in that case…

Hey guys, is there actually any noticable different between lp TT and hp TT (same with falling sky)

ALSO, if ex TT have invincivility how come I still get shoryukened out of it? I mean, I can focus attack guard ryu’s shuryukens…

Look at the Frame Data. It should answer your questions.

Damage and range. LP TT does the least damage but most range and HP TT does the most damage with least range. MP falls in the middle. I’m pretty sure theres more, in terms of which comes out quikest, etc.

Oops, already answered.

Seems like medium punch TT is the most viable option, it has the same start up as lp but quicker recovery, but i suppose it has less range

LP TT is the only one you can do after two cr.lp’s. You can do MP TT after one. cr.lpx2 -> LP TT is an easier tick throw.

EX TT is only invincible until the frame where the throw begins. Shoryukens are throw invincible after a couple frames of startup

frame 1 your TT starts, shoryuken starts
frame 2 TT is invincible, shoryuken startup
frame 3 TT is invincible, shoryuken startup
frame 4 TT is invincible, shoryuken active frames begin, shoryuken becomes unthrowable
frame 5 TT is invincible, shoryuken active
frame 6 TT invincibility runs out, throw whiffs, shoryuken hits you

I shouldn’t have to tell you that a focus attack and a TT work in completely, entirely different ways