Abel Moveset and Attributes

okay i dont know where the hell to put this so i chose this thread. did anyone notice any changes with abel at all? anything different from the arcade version?

it’s just you

would explain the trouble I’ve had landing it, I obviously need practice but after seeing bustabust use it to such great effect in all those videos I was looking forward to doing that myself :stuck_out_tongue:

I was having trouble connecting c.fp ultra last night. I think i finally figured out the key timing though. When you smack them with the c.fp watch for them to reach the peak of their air-time once they start coming back down, your ultra should be triggering.

your right yillin but for certain characters if you wait for the mto fall your too late, like viper and fuerte. you have to do the ultra once they hit the peak. if you wait a bit longer you most likely will miss.

Is that throw in the punch/throw string he does unblockable? I was playing a guy and he kept doing it and I couldn’t get out. What do you do against it? Yeah, I’m a noob =(

jump or back dash should solve your problem. you can hit him out of it during the start up.

Yeah, I was trying to jump, but it must have been lagging. I’ll fire up the training mode and practice.

If he goes for the punch version x3 then you can’t jump… Just block high/back dash/LP super if there’s a chance he might stop after the 2nd hit.

If you’re completely sure he’s gonna go for the 3rd hit, then LK wheel kick/EX Tornado Grab/ultra are also decent options.

first post needs to be updated.

“terry kick” is qcb, not qcf

TT is hcb, not hcf

info about EX moves missing etc.

ive tried going through projectiles with super, all three punch versions. it really doesn’t work for me at all. well it works, but the fireball needs to be like ON you when you get the super flash. doesn’t really seem helpful.

Only fierce goes through fireballs iirc. Only use of it that I’ve had is supering through Akuma’s air fireball on wakeup to catch him and to super after a blockstring such as when Ryu does low forward xx fireball. After the low forward, if they’re far enough (which is usually the case since low forward is used for its range), you can reversal super, go through the fireball and grab them.

i see what you mean now. what i understood was that the entire super goed through it, but it’s just the startup like what i saw before but I was dumb and didn’t see the use lol. handy for blockstrings and meaty closerange (air)fireballs indeed.

I just tested it for myself.

For any one having trouble canceling c.fierce into falling sky

wait til you see the first hit of c.fierce, if you begin inputting falling sky at that moment you will cancel the second hit into falling sky successfully.

And here’s another neat trick with Abel. If you have your opponent down to low enough health that you just need a good chip to end him, you can hit an EX wheelkick on his wake up. Even if he reversal shoryus you will trade with him and get the damage you need. Don’t do it to people with full super or ultra meters, people LOVE reversaling with those moves and they will beat an EX wheel straight out.

Been considering playing Abel or Zangief since they both seem to have decent matchups against shoto toons. Not really sure which I actually like better overall but Abel is def a unique toon and seems to have a ton of upside.

Tornado Throw Question - I’ve seen this mentioned a few times that the regular one has throw immunity and the the EX has hit invulnerability making it an excellent wake up move for someone standing next to you.

Last night I was playing against a zangief who was SPDing me on my wakeup. I thought I read that Abel’s TT beats out his SPD or was that just the ultra/super that it beats out? The match was over too quick for me to find an answer unfortunately. First round I tried to play it like other characters (mistake) and lost, second round I kept him away and won, third round he got me on the ground near the corner and would green hand into SPD on my wakeup and I couldnt get out of it.

Any help on that one?

Regular tornado throw should indeed beat out SPD if timed right. Maybe you were whiffing and he was grabbing your arm?

Green hand is -7 on block at best, so there’s definitely time in there to tag him with a hpXXwhatever/tornado throw before any throw/lariat shenanigans. Even when it hits, you still get to throw him for free.

He wasn’t hitting with the green hand, he was purposely whiffing. I’m sure he was doing it thinking I was just going to stand there and block but I was trying to reversal TT.

Oh well, guess I’ll just chalk it up to me missing the throws. God knows I won’t see Zangief again before I see another 100 kens.

Reading the Frame data: http://forums.shoryuken.com/showthread.php?t=166244

close st.mp, st.hp and st.hk all cause the opponent to stand up on hit. Cant either of those be used as an overhead after a blocked cr.lp? I know close st.hk can be used as an overhead but im more interested in the other two since they are cancellable normals.

st.hk you have to be REAL close and you ahve to do it EARLY on their wake up or its not an overhead. st.mp and hp are not overheads. Meaty command throw vs meaty SPD = SPD wins.