Abel Moveset and Attributes

F.mk counter hit = the st.hp link is gonna be wayyyyyyyy easier, so use that and cancel into cod fadc, yaknow the usual stuff.

if im not mistaken, you can link close s.hk counter hit into c.mp (someone said it somewhere in the threads)… its a 1 frame link too, i think. and the c.mp can lead to the usual bnb.

That’s what I said dude :smiley: you are always fucked if you whiff a TT, you are just somewhat less fucked if you whiff the HP one.

The range difference is very big though. I use jab TT 90% of the time because you have to be right in somebody’s face for fierce TT to connect… it has less than normal throw range. Fierce TT range is so short you can’t really tick into it so I personally only use it on opponent’s wakeup, or when I connect a F+MK from close range

ya it was me, after st.rh (overhead) counter hit, you can link cr.mp only on certain characters. is it 1 frame link? it seems way easier than 1 frame to me.

you can tick into fierce TT just fine. after a jump in or a f+mk you can still do a cr.lk grab em with a fierce TT.

ty nice post really like abel after watching some videos

if you get a counter hit with f.mk you can link another f.mk with little problem

so you can f.mk --> f.mk --> s.hp into COD etc. etc.

plinking makes the f.mk to s.hp a fairly easy link, so this combo shouldnt be too hard

I told a friend that Abel’s EX TT loses to normal throws but he told me he has failed trying to throw my EX TT on wakeup. Tried training just now and the timing for normal throwing an Abel EX TT on wakeup is hard. Sometimes I mash buttons and throw as he starts flashing and sometimes nothing comes out. I’ve only gotten a normal throw out against Abel on wakeup without mashing once in like 20 times so the window must be very small.

maybe, but still your opponent can easily just backdash or jump up/away to avoid the TT, and punish you hard. or they can just reversal your ass with their ex moves etc. of course you can apply it to your game but you have to know its not safe at all.

You cannot get thrown out of a meaty EX Tornado Throw because your Tornado Throw will come out faster than their normal throw. However, you can’t get jabbed or thrown out of a FP Tornado Throw either, and that does more damage and costs no meter. Hint hint.

Unless i’m reading the frama data wrong, ex tornado throw has the same startup and active frames as the regular versions. Can someone please tell me what the benefit is then? I always thought the EX throw had better priority or something.

It has hit invulnerability.

that question has been answered a million times. search.

A million and ONE times and counting. :rofl:

A FADC Question;

Sometimes I can nail COD FADC c.HP without a drama. Today, I got TU’d out of it every single time I tried. The guy was mashing it out whenever I started a string. I could feel the cabinet shaking he was going that hard. Point is, it worked.

I’ve looked at the frame data, and as far as I can tell, FADCing a COD on hit should easily leave you up the 8 frames you need to get cr.HP out.

Is it best to use a certain strength for some reason? I usually go into COD using the same button that I hit confirmed with it, so cr.MP or cl.MP into MP CoD, cl.HP into HP CoD etc. Mostly because I’m lazy. Is that something I need to change?

No, you just aren’t hitting the link right. He can smash the cabinet all he wants, there is no gap assuming you combo.

You should learn the number of hits that make up the cr.hp -> ultra combo. or just watch that your combo meter didn’t reset in between the FADC and the cr.hp. If it did then it didn’t combo and they could block or uppercut you.

jaunty, you might be fadc’ing too late as well. It is possible to buffer in the fadc, so as soon as you input the CoD, input the fadc to be sure that it cancels the CoD on the very first frame.

You should also practice plinking. instead of simply hitting down+fp, press down+fp~mp. It will give you double the chance of hitting the timing correctly assuming you’re not doing the fp way late.

Also, the strengths you are using for CoD is perfect the way it is.

I would argue that cr.mp xx lp CoD is far better because of the problem where mp CoD doesn’t combo if you cancel into it late.

Also, next time someone tries to uppercut you out of your combos, just drop them intentionally and block. He’ll feel really stupid when you block his tiger uppercut and give him a full non-scaled cr.fp -> ultra.

I’ve never found comboing c.mp xx mp CoD hard at all, and doing lp CoD would make doing the FADC combo even harder since it hit stuns the opponent for less frames, and this is the part he’s having trouble with.

No it doesn’t. It just has worse recovery. If you FADC it, then it’s the exact same situation.

And I’ve lost games because that CoD got blocked. It’s not ‘hard’ to combo, but every blue moon it won’t work and you’ll be pretty pissed.

Thats untrue. Frame data suggests that the hit stun of all 3 versions is 29 frames. There is no downside to doing LP CoD except damage, range, and variety of normals that can cancel into it.

that said, how do the frames work exactly with FADC’ing. My assumption was that you could FADC out of all the recovery frames, but assuming you buffer the FADC and it comes out on the first possible frame… then what are the exact frames for the dash? same as normal dash? Apparently his dash is 16 frames.

So of a 29 frame window of hit stun

  • 16 frames for dash
  • 8 frames for Cr.hp startup

gives you roughly 4-5 frames to land the cr.hp link, assuming you got the FADC out on the first frame. There must be a good amount of leeway with the FADC recovery cancel and you getting the full 29 frames of hit stun to prep something else.