As far as CR.HP-Roll-whatever I really like doing CR-HP, LK roll, cr.mp, mk roll.
Puts you on the other side of them and then you can usually do the combo over again, except end it with a TT.
Insane damage if you can get the whole thing off.
As far as CR.HP-Roll-whatever I really like doing CR-HP, LK roll, cr.mp, mk roll.
Puts you on the other side of them and then you can usually do the combo over again, except end it with a TT.
Insane damage if you can get the whole thing off.
st.lp xx lk roll does the same thing and you recover much quicker too.
is the 2nd hit a standing fierce or is it a crouching?
and is there a video where someone gets various off?
Saw that while messin’ around last night, HFZ.
It’s good, no doubt, but you get a bit more damage from the MP.
Mixing up the two would be cool, constantly doing the normal rolls with your Mp, then changing it up.
Gotta keep em on their toes.
HFZ’S I think is the better option for a character like abel who needs to be constantly mixing up… st.lp->lk is much quicker (in mixup , and recovery)
For the rekka, can you alternate between f+p and f+k during the last 2 inputs? or is it only restricted to qcf+p, f+p, f+p and qcf+p, f+k, f+k?
lol you should be able to try that out yourself, no? anyway yes you can but second/finish low are not safe at all. you’ll rarely see people use them unless they’re really sure their opponent wont reversal them.
Lol, sorry I’m at work right now or else I would :razz: But thank you hfz69
doing second low is risky because im pretty sure they can just hold back and throw so if you go 2nd high they block and if you go 2nd low they will throw you.
Not exactly. If they hit throw in the window between CoD and Second High where they’re not blocking, they’ll get hit. I dunno if you can time your throw late enough so that you’re either already blocking or you grab Abel out of Second Low. IE you probably can’t just mash throw, you probably have to throw on reaction to the Second Low. Which again I don’t know if that’s possible. Also, if you stop after the first CoD and do a TT, you will beat their throw unless it’s perfectly timed (since CoD is -3 on block, and throws are 3 frames.)
im pretty sure if you do 2nd low they can just hold back and mash throw. dont count my word on it.
In working on my Sagat counters, I found a pretty useful tool for beating his j. mp, which has always annoyed the shit out of me.
EX falling sky normally blows because it rarely works, just giving you a useless trade. But because of how high in his jump a Sagat will normally drop that elbow, you can make that trade work out for you. When you trade with it, you ultra. This shit takes pretty much no timing; as long as Sagat isn’t already below your head when you trade, you get a free ultra juggle.
I only had a little while to test this, so I didn’t find too many other practical uses for it (the other one being against Gief’s j. mk, though it requires some timing). If you’ve got decent reflexes and an ultra meter, you can make people pay for those early jump-in attacks. Not bad for just a bar of meter and some health.
Can Abel’s j. fierce/roundhouse beat Sagat’s j.stron? I know Abel’s c.forward has no chance against it.
Training mode is nice.
When do you guys bust out the different versions of Abels TT.
I seem to only really make use of lp. Weather its from a f-mk - dash, or after a cross up I seem to use just the lp. So I’m clearly depriving myself of some free damage here - are there situations where fp.TT is good to use?
fp TT can be used to punish whiffed stuff (shoryus, headstomp), blocked stuff(double hit blocked tiger knee) or after fadcing first hit of CoD, i think even from a f.mk dash. also in the air reset mixups. also when you empty jump/crossup into TT.
after rolling through fireballs (especially if you roll a lil bit early and land in front of them)…
after j.mk your opponent in the air, dash under them and fp TT. (though they can still shoryu etc)
oh and i dont really use mp TT.
I’m more likely to throw out fierce TT when I’m up close. The recovery is still long if it whiffs, but nowhere near as bad as jab TT. If I’m throwing TTs meaty I’ll use fp. The extra damage is nice too.
Damn, somehow I was under the impression that the lp.TT was quicker on start up, just checked out abels frame data and they are all the same 5!
Probably should have looked into that a while ago :S Ill have my extra 40 points of damage please!!
dude, hp TT recovers faster.
recovery:
lp TT 51
mp TT 45
hp TT 39
though basically, ANY whiffed TT = youre fucked.
OK so I don’t think I’m punishing f.MK counter hits anywhere near enough. What do you guys use? Straight into s.FP xx CoD or something else?
Also any other counter hit situations I should be aware of?