Abel Moveset and Attributes

What are some set ups for meaty TT?

Well, a meaty TT is just done whenever Abel knocks someone down, and the majority of Abel’s bnbs (CoD, cr.hp > FS, etc) all knock down.

If you’re asking for set ups for TTs…

f+mk (blocked)> TT
cr.mk xx mk roll (ends up behind) > TT
cr.hk (max range, block or hit) xx hk roll (ends up behind) > TT on wakeup or block.
j.mk (blocked) > TT
cr.lp > cr.lp > cr.lk > s.lk > mk roll > TT
cr.hp > lk roll > cr.hp (1st hit only) xx mk roll (ends up behind) > TT

who lets you get away with all these mk roll’s lol?

I only really do meaty TT after a big ass FADC falling sky combo. i feel like most players (myself included) would think “oh crap, look at all that damage, I better be on the defensive”

No one. But, I don’t set up for TTs. =p

Been working on the mk dash CLK CLP SHP recca. But it misses the standing HP a lot what is the range i need for this.

Use this. Doesnt work against every character, and also depends on the f.mk - hit stand/crouch, blocked stand/crouch

F.MK dash (point blank) CR.LK CR.LP related stuff

Nice thanks for that info.

Dude, whats the rhitm for f.mk dash s.hp… I use plinking, but still i find it pretty hard… couldnt find the rhitm so I jsut ask it here … :slight_smile:

i see people using jmp.lp a fair bit in match vids i watch (usually at least once in a set), particularly as an air to air move. why do they use it exactly? does it have good priority? ive gotten into a habit of using mk pretty much all the time as an air to air move just out of habit. is the lp that much better to go for?

j.lp beats out some normals that j.mk doesn’t - different hit boxes means different uses - experiment a little… it’s a pretty awesome air to ground move

Quick question. Does anyone know if Overhead, c.Jab xx Super (non-counterhit, in the corner) works on the whole cast or is it matchup specific?

As far as I know, overhead, cr.lk xx super works cast-wide - it’s also plinkable, so it’s what I use - I would imagine that anything not covered by cr.lk, would be covered by cr.lp, but that’s just an educated guess

Edit: Also, it doesn’t need to be in the corner either, as long as you’re point blank (like after a roll set up or whatever) when you do the overhead

Nice one thanks.

Does anyone use the cr.lp, s.hp link as a hit confirm? Canceling into CoD on hit and roll on block? I’m not sure if it works, which is why I ask.

Yes, it’s a lot easier than cr. short xx st. hp but slightly harder to land because cr. jab can be blocked crouching or standing but hey it’s an easier link and does slightly more damage so it’s worth the high-low sacrifice sometimes. Sounds like you’re talking about an OS. I don’t think that it would work the CoD/roll will come out on block or hit it seems, depending on if the punch or kick was the last input uhhh inputed.

Nah, I don’t think he’s talking about an OS - just hit confirming the st.hp - on block you can roll, on hit you can CoD

Yeah. Just talking about hit-confirming. Sadly, I know shit about OSes. All I can do is crouch tech.

Why would you use s. hp over s. mp in that situation? It’s the same damage and doesn’t whiff on crouchers. Additionally, using roll on block is going to be just as unsafe as CoD, seeing as both can be thrown during recovery.

One nice thing about using st. mp there is that it’s neutral on block. It also leaves you in range for a TT or kara’d regular throw. Since very few people have working knowledge of Abel’s frame data, it’s gotten me a few throws in tourneys, even if it is a super ghetto setup.

cr.lp, s.hp is an easier link (even by just a frame) is the only reason. I don’t do it, was just curious if anyone did.