Abel Moveset and Attributes

I don’t bother with it on characters with a good DP, and it usually seems safe. I’ve tried doing it with roll, which is fun, but the main use for it that I’ve found is for anti-wakeup mixups, doing a meaty sweep and if blocked or focussed you hit them with an overhead. It’s not perfect but they rarely expect it.

its easy to react to though. if they focus the sweep backdash they can punish, example, depending on the strength of your wheel kick, your most likely going to use lk, chun can focus the sweep, back dash then sweep and get the knock down.

Meaty sweep with abel is one of the worst to do. Id rather neutral jump hk unless its shotos. Meaty sweep should only be done as a…well…i dunno. Mixup to fa cancel tt?

You just blew my mind a bit with that. I’m intermediate at best, just got into G2. Gonna practice that!

Lol…

hey! mixup sweep into fa cancel TT is a legit move! its way better than dash in TT.

/sarcasm

hey i do it when im fucking around and its pretty sick looking imo haha.

yeah just as sick as sagat kara cancel tiger knee fadc into throw (ive seen this done by a good sagat player, proly he was just fuckin around too haha)

What’s the advantage of EX TT? It does less damage than HP version, and has less range than LP version.

Hit invulnerability.

i’ve seen alot of stuff regarding getting people to stay in the corner after an elbow launcher. i usually sweep, akuma style when i get to the corner, ok damage and best of all it’s an untechable knockdown…

What is up with Round house Wheel kick, I swear it just misses everything?

Like after a cr Feirce and just as anti air I swear it just goes past everyone.

Also what is the advantage of ex falling sky? should I ever be doing it? so far I’m not as i prefer the meter for ex wheel kicks and FADC’s.

I’ve read the front page and yeah lots of good info here, but just wanted a more direect answer if people could help.

If you insist on using a Wheel Kick after cr.HP, use either EX or LK Wheel Kick.

As for EX Falling Sky, the only decent setup I’ve seen is after an AA cr.HP (the one that launches your opponent sky high), CoD, then EX Falling Sky. I don’t think it’s worth the meter since you can just dash in or roll and do Falling Sky.

No, since c.lk can be chained, you don’t have to stagger them, you can press them at the same time.

So as long as you get your first lk input out, you can do lk, hk+lk, hk+lk, hk+lk

My reasoning may be wrong, but I know for a fact 100% that you can press the buttons at the same time.

lately a move i’ve been using a lot as an anti air is far st. fp on jump in’s. The move has to be input fairly early after a jump, but I find that with the right timing it cleanly beats most jumpins, and it usually at least trades, but the trade is in your favor due the amount of damage it takes off. the only jump-in I can think of that beats it is zangiefs j. fp because of the way his hitbox changes. Is there anybody else that uses this move as an anti air and is having success with it, or is there something i’m missing that makes it impractical, because from what I can tell, it’s a very solid anti-air, though it is somewhat range-specific

its hella slow and if you missed it you’re gettin punished big time… ive only used it against gief occasionally but st.mp/cr.mk are way better imo.

last night a played quite a few matches against my friends ryu online. i kept getting hit by cross up tatsu so after a lil frustration i thought, instead of guessing which way to block lets see if i can beat it. so the next time he tried i just stood there and hit st. fp and it beat it, then it happened again and again and again until he stopped doing it.

haven’t tried it in training mode yet cuz it was late but it seems to work pretty well

and its close st.hp, no?

It must have been. and that’s not what i was talking about. Yeah far st. fp is slow, and yes you would get punished if you missed it, but you shouldn’t miss it if it’s timed correctly. I’m not saying it should be the go-to anti air for abel, but for predicted jump in’s (i.e you’re chillin at mid-close range and your opponent things jump ins are mad free on abel), you should be able to do the move clean and not get punished. it’s a very damaging normal that i find trades much less often than st. mp. haven’t tried it on all character’s jump ins, but it works really well on common ones, like shoto j. mk and j. hk

hmm how about ryu’s j.HP? if you have the time test that too since j.HP beats most of abel’s AA… btw the downside of it being slow is also that its going to be hard to time it well and its not like your opponent cant change their timing too… anyway, ill hit training mode later when im free to test how useful/reliable far st.hp compared to cr.mk/cr.hp/st.mp… dont get me wrong though i aint saying that far st.hp is useless. i just thought that its somehow riskier.