Abel Moveset and Attributes

There is 1 frame where you can throw a shoryuken. It’s like the sixth or eighth frame where it’s no longer invincible but still on the ground. Later on you can’t throw it because it’s airborn. You CAN EX TT a shoryuken on this frame, but it’s not worth it because you can’t do it on reaction and the window is so small.

Also, TT hits on the fifth frame, not the sixth.
Shoryuken is unthrowable from frame 1.

I figured shoryus were throwable on startup because there are times I’ve used normal throws and the flames or black ink trail will appear in midair as I toss the other guy to the ground. Never been able to do that to Ryu or Sagat though.

I was working off Ryu’s LP shoryu frame data for that one, it says frames 1 & 2 are invincible, 3 & 4 unthrowable, and 4 and after have lower body invincibility which I assume means he is airborn after that.

Pretty sure it means that you’re completely invincible for those two frames and then you’re also unthrowable for two more.

You can throw them out of a shoryu, but only if they’re not hitting you at the beginning and you throw them after their move has been going for like six frames.

You can actually do FP TT after 2 cr.lp’s – the timing is super strict though so not worth it – but MP TT works fine

Just to clarify, i’m talking about after a f+mk, so there might be a distance factor for you – try it in training mode, and the lp’s have to be cancelled into each other… same goes for cr.lk

I realised yesterday, Abel’s super is an awesome anti air, and it works really well because people like to jump in at him because of his rubbish normal anti airs. And yesterday I managed to somehow grab cammy out of her ex flying ball move with it. (And I mean mid air not after she had landed).

Am I right in thinking that depending on what button you press you get different invicibility? (as in projectile, melee or throw) Or am I miss remembering something.

Also, I’m actually pretty decent with Abel now, I just need to practice some of his more compllex combos on some scrubs. Although I did manage to pull off his CoD > FC > C.FP > Ultra on a 3000GP blanka, which I was very proud of considering I’ve only been playing as Abel for a few days.

You should be proud! I have >11k GP with Abel and I can’t do that damn combo. I just keep forgetting to pull it out when I have the EX. Lame.

yes you are

from first page

Heartless (Super):

Super has a different invulnerability depending on which punch you use (listed below):

Jab - Hit invulnerability
Strong - Throw invulnerability
Fierce - Projective invulnerability
(Someone correct me if that’s wrong)

It’s a nice suprise since ppl dont expect it. I think you should always super when you have the chance but usually I tend to spend my meter on EX moves

And Gp doesn’t say that much. You guys kinda sound like dragonball Z

I beat a 3000 gp powerlevel blanka
my gp powerlevel is over 11000 !

reminded me of this vid :bgrin:

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Ok, haha, I was wondering why I kept getting hit out of my super when I was using fp. It only clicked to he half way through.

I tend to build up EX in some matches and not others, shotos usually cause me to use a lot of ex. Where as it builds up in other matches. Yis super is pretty damn awesome. Because it has a laggy grab so you can be off on the timing on a jump in attack and most of the time it will still hit.

On the super actually, it is blockable isn’t it? Just the mention there of it being a laggy grab, that’s in terms of how it hits rather than it actually being a grab isn’t it? Personally I think it would be quite good if it was an unblockable grab like Gief’s Super/Ultra as that’s what it looks like.

It is blockable, if you whiffed it, you’re fucked. Dont get me wrong I love the super though.

Yeah I meant laggy as in it has a large window which it hits in.

And there’s not much chance you’d wiff it unless you throw it out there randomly, you should only really use it as a counter attack

It doesn’t say much. It does say I’ve played this damn game too much though :smiley:

Throwing it randomly is good if you can read your opponent well. OK thats not really random but it’ll appear as random to people who watch. Catching people with the super’s somehow more awesome than ultra LOL

indeed it is kooler, especially if you land it in one corner and he runs to the other, so awesome!!!. you can also hit it after cr.fp but you gotta do it a lot faster than ultra. its like roll timing

yeah its called cancelling. :rofl:

you can cancel it from st.mp (close, far is possible i think but a bit harder to connect?), st.hp, cr.hp first hit. You can also cancel the 2nd hit of cr.hp into a lk roll and then super. Hk roll works too but you have to input the super command the other way (it looks cool but not practical).

I’m ashamed to admit that I pulled of the cr.HP xx Super once when I was mashing for a COD, certainly impressed the guy I was playing against tho. Something else to try and work in properly I guess lol

It’s not a very safe combo though is it? Wouldn’t it be better to do c.FP > roll > super?

i think you can hit the super off the first hit of the rekka.

Yes. Also, close s.hp (both hits) xx Super does better damage. You can add a twds-mk beforehand if you can handle the 1 frame link.

You can, but there’s basically no reason to ever do this. Only does 40 damage and counts as another hit for damage scaling, as compared to a two-hit close normal that counts as one. If you can, it’s usually better to just link a far s.mp xx super.

You guys bother using super? I find that the damage doesn’t justify the cost of a full bar. I’d rather use the meter for FADC into c.fp -> fierce falling sky, then have 2 ex bar left over for other stuff. The only time I use super is in the last round and I know it’ll finish off my opponent.