Abel Moveset and Attributes

Most ppl do not know this but Abel’s got a Kara throw (its a small one but easy to do) in training room you gain a small square and a lil more. Its done with light kick so all you got to do is plink light kick to light punch and you will kara. You never know… it may help you one day, every time i grab i do it.

Abel also has a Kara TT for ppl that forgot about it, its a good tool for some set ups and match ups. I was looking thew youtube and i couldn’t find a video of it guess i’m gonna have to do a video of my own… :S Well this one is a lot harder to do, start by doing the motion of TT and when you get to the down slightly back part of your stick, you press roundhouse to then finish your motion of the TT and press what ever punch button you like. Your hands will be in a odd position if your plinking it to light punch but its doable. It must be done fast btw. I wish there was a clip to show you guys but try it out, its pretty funny to see how much more distance you get from the already fare light punch TT.

One of the multiple situations where you really get to see the OP of kara TT: Do COD and stop at the 2nd hit and try to light TT your opponent, it will not work, kara it with light TT and you’ll easily grab them.

there was a clip of kara TT-ing way back then… but i guess most people just dont find it that practical.

Yea i know i just cant find it no where… its a good thing to do if you wanna take the time to master it. Its not that hard if you ask me, thats why i do it sometimes… but its not something you NEED in Abel’s game.

If it doesn’t detract from your game, it’s probably something that should be done all the time. If it adds range to a move without any negative consequences, then it sounds like something everyone should be doing 100% of the time.

@ Trini

im a lil bit confused(kinda) by the usage of “plinking” in your post.

i think i get the idea when you said plink the lk to lp, but its not really a “plink”, right?

and then this “Your hands will be in a odd position if your plinking it to light punch but its doable.” — plinking what exactly?

Plinking is just used to describe the timing you need to do the kara at. lk~lp Technically it is a plink, since lk can be plinked with lp (e.g. sagats c.lk combo is done lk~lp, lk~lp, lp).

Your second question, once again he’s just referring to the timing required for rh~lp. Plinking and kara timing is essentially the same.

ah okay, like i said, i kinda get what he meant, just that it might not be the proper usage of the term and it might just confuse people more. maybe sayin “do it as if youre plinking lk to lp” etc… personally i dont think using “plink” in this case is a good idea. Saying plink rh~lp is like saying you want to get

lp rh
rh

which is really not the case here, no?

oh and i dont think you can plink s.lk, only cr.lk.

I just tried it in training mode… the inputs are indeed

lp rh
rh

But TT comes out anyway. If you get

lp
rh

Wheel kick comes out. So plink is in fact the correct timing.

Also, trying out kara throw. Never realize this worked. Pretty cool, although i’m sure I do it accidentally a lot, since my thumb rests over lk and usually hits it first. :rofl:

Exactly what i meant Dadesi, thx for clarifying. Btw what happen this weekend why didn’t you come to MTL?

A kara is done standing so you got to stand up to do it. Just try it you’ll see :slight_smile:

New job is basically raping my face. Working on about 6-7 projects at once, the only spare time I get even on weekends is to troll SRK. It really sucked, because I met and actually talked to the MTL guys for the first time at SB5, and I was really looking forward to Massacre. Oh well, hopefully I will be free by the time MAT rolls around.

(in before “LOL YOU’RE ALWAYS FREE DESI!!”)

so yeah finally get to play ssf4 and tested the stuff, yeah the kara throw works, though i have a feeling ive proly done it plenty of times unintentionally before. nonetheless, good shit.

couldnt really get the kara TT to work though, ive got the lp hk hk input and TT came out, i just couldnt get to test the range… after a few tries i just said fuck it, ill work on mastering every other shit first before going back to learnin kara TT lol

I woulve thought abels kara throw would be done with mk, since when i press it alone u see abel move slightly forward, u know like kens kara throw is done with mk. but whatever, guess I was wrong…

Yea I know what you mean. That’s what made me try to wanna find a Kara for Abel in the first place, I tried all his moves after that. This is what I think… MK dos move Abel frontwards but much later in frames so you can’t Kara it. LK changes Abel’s hit box completely forward the second you press it and then it go’s back to it’s original spot (that’s why you don’t advance when you spam it, but can Kara it in the early frames).

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yo someone explain this to me.

Ryu: st. jab = +6, sweep = 6 start up: 1 frame link
Balrog: st. jab = +8, sweep = 8 start up: 1 frame link
Akuma: st. jab = +5, sweep = 5 start up: 1 frame link

now here is what’s puzzling

Abel: Step kick = +3, St. Fierce = 4 start up: 1 frame link???

am i missing something here?

I’m pretty sure f+mk is +4 on hit, +1 on block.

Many posts here have stated that close standing fierce comes out in 3 frames. one of the reasons why it stuffs a lot of cross up attempts. Dunno why event hubs has 4 frames.

I’m going off the frame data they got over at eventhubs.

that’s where i found all the data for rog ryu and akuma in the example i gave, and for abel it says that his step kick is +3 hit +0 block. You have a source that says different?

I guess the test would be to see that if abel can punish a standing normal grab after a blocked step kick with a st. fierce. If it’s truly 4 frames the grab should win.

As for frame advantage on block… abel vs abel… after blocking step kick, both abels do the same attack… i wonder what would happen. someone test this out… what happens? perfect trade? which abel counter hits the other? we gotta know this for sure!

This is how it works.

Step kick has 7 start up frames, 2 active frames and 16 recovery frames. Abels dash is 16 frames. On hit, you’re at +3; block, even frames.

The first (and ONLY the first) active frame is dash cancelable. This means that the remaining active frame and 16 recovery frames (17) never come out when you cancel into dash (16 frames)

17 - 16 = 1. +3 on hit plus the one frame you gain from dash cancelling = +4.

Abel: f. forward xx dash = +4, st.hp = 4 start up: 1 frame link