Abel Moveset and Attributes

far fierce has barely any active frames so your timing has to be really, really good for it to land. does a lot of damage for a single hit normal, but its the kind of move you get to land maybe once every twenty matches

safe jump

i hope this already hasn’t been posted but Abel have a safe jump against everyone’s dp and invincible special moves except blankas up ball and Ken’s fierce srk. shut me up if you guys already know this trick/it’s in here.

yeah i ment hp, i also didnt know ryu’s j. hp beats out all of abels AA thanks. i was getting wrecked by that yesterday and i just thought it was a timing error on my end. at a hotel and tv is kinda laggy, connection is quite good tho

elaborate.

Lol at Hfz acting like a lawyer or something XD

a late crossup will do the trick: http://tinypic.com/player.php?v=168zh2x&s=6

st.fp beats a lot of things. you guys should use it more. if they fuck up their timing for their cross up or w/e the reason may be, free st.fp. though im not exactly sure if its beats it clean or they are fucking up their tatsu but from my experience its beats it. ive been using st.fp against cross ups and stuff like that lately and its really good.

it’ll always beat tatsus because their one leg sticks down so far. other jump ins, it depends… it’ll usually beat j.mk type moves but it gets stuffed by j.lk cross ups

ok, here’s what I’ve found. the trick is exactly the same as chun’s and fei’s throw to jumping roundhouse.

you do a normal throw

nudge yourself a tiny bit closer to them

time it right and jump with a roundhouse.

activate the roundhouse EXACTLY when you know it’s gonna hit, which probably will be at the very last frame of it.
ryu’s dp will activate, but it will be to late before it hits, so you will have time to block, since abels hit box is pretty far back.

[quote=RagingStormX;6081101
Mix up from f.mk or FADC CoD

A. C.fp- Beats jump attempts, can get 2nd hit while they are jumping away for juggle (Beats jumping, loses to invincible
/QUOTE]

Can someone explain this? Its just your opponent jumping away after you hit them with f+mk or after you hit them with an FADC CoD? I don’t understand the application. I have to predict that they’re going to be jumping away after I land one of the two?

EDIT: sorry I butchered that quoting attempt. Thats from the OP.

He means on block not hit. The cr.hp combos on hit with the CoD FADC.

I don’t understand… Whats getting blocked and whats hitting? lol.

Okay, so if they block a CoD and you FADC it? A cr.hp will catch their jump. If they block a f+mk and you dash in, a cr.hp will get their jump (usually not for the full launcher in my experience, I actually use s.hp for catching jumps, especially in matchups where CoD is safe on block).

If you hit them with a CoD and FADC it, you can combo directly into cr.hp. If you hit them with a f+mk, a followup cr.hp still won’t combo but will catch their jump usually for the full launcher. Against some characters that’s the best you can do if they’re crouching, do a mixup on hit.

Got it. Thanks for the thorough explanation man. That was very helpful.

What about this section “Normal throw/falling sky/TT mix up and c.fp reset options”? Is the following list stuff you can do after the title? What exactly are resets? just getting both chars back to a standing position where they’re both safe? I think thats the definition but I don’t understand why it’d be helpful to reset.

Shit one more. And “non up close tactics after normal throw” and “mix up tactics after normal throw” Aren’t those the same thing since after any throw, youre not standing right next to the opponent?

The OP isn’t very clean and theres some awful grammatical errors in there too… Good info though from what I can interpret.

Okay, so you know when you AA someone with a move that doesn’t knock down? That’s called ‘resetting’ them. They instantly become invincible as they fall straight down to the ground and land on their feet. The thing is, a lot of times you can dash or walk underneath them if you’re close enough and catch them blocking the wrong way. You can do the same thing by doing a normal after a cr.hp. For example, cr.hp xx mk roll -> s.hp xx lk/mk roll. Lk roll doesn’t cross them up and mk roll does. You can actually get them in a loop this way if you follow up with a cr.hp as they land and you make a mixup based on which way they have to block.

You can also use a reset to set up a reversal-safe crossup, overhead s.hk, or command grab.

Resets work best when people don’t expect them. If they just expect you to combo into hp Falling Sky you can surprise them.

If they start jumping then you can catch them with Falling Sky, but that’s a gimmick.

I’m not reading the original explanation but no, they are not inherently the same thing. If you dash in after a throw you end up close to them so you can do cr.lk/s.hp/cr.hp/throws. Or you can hang back in f+mk/sweep/wheel kick range if you wanna play safer.

This is assuming Ryu dp’s early. A late auto correct DP will beat j.mk clean everytime.

Not if you do the crossup so that it hits immediately. Then they just get hit. However, they can just reversal DP that. The point is that you can move the hole where they can DP.

Interesting. I gotta test this out myself.

Thats awesome about the resets. Just another level of mixing fools up. Abels game is pretty overwhleming for a noob like myself but its still aweesome.

BTW, I had Guile in the training room and was testing out the reset (I assume the reset only happens on the first hit of c.hp?), and mk wouldn’t cross up but hk would.

I’m not sure, because no matter what heading he uses, the options listed seems like they apply no matter what the position. They sound like they’re both from the same spot after the throw.

Thanks for the explanations man. They’re very thorough.

So, is it just me, or does the hp version of CoD only combo from hp hits? It doesn’t seem to combo at all from cr mp or mk. Yet I can combo hp CoD from cr hp and st hp just fine. It seems weird. Not to mention fadc cr hp seems easier to link after hp CoD, as opposed to mp CoD.