Abel Moveset and Attributes

Its +3 if you don’t dashcancel
His forward mk is 7/2/16 and it ends up being +3 and his forward dash is 16 frames
If you dashcancel on the first active frame, your opponent will be in 20 frames of hitstun. You dash for 16 frames leaving exactly 4 for the s HP.

Edit: didnt see electrics reply on this iphone screen. Yeah he said it way better than me.

would that mean that he’s +1 on block?

Exactly. This is why blocked step kick xx dash, normal throw will beat out 3 frame jabs etc.

so do hit’s have priority over grabs?

in other words… if ryu stands in front of balrog.

If ryu grabs the same time balrog does a cr. jab… what happenes

since the grab frame over laps with the first active frame of the cr. jab does the jab win?

just a random question… i’d test it but someone is bound to know.

The fact that abel can grab someone out of a cr. jab after a blocked step kick made me think that grabs win to hits…
the fact that abel is +1 on block is new to me… and since the numbers add up to say that the grab comes out before the jab, now i’m not sure over what move has priority?

what wins? a hit or a grab?

i dont know, before this i always assume this rock paper scissor thing, where guarding beats attacking, throwing beats guarding, attacking beats grab… then again its not as simple as that i guess.

i think in ssf4 normal throws (3f startup) loses to 3f normals. for example, after blocking abels f.mk dash if you tried to throw and abel does st.hp, st.hp will win. sure st.hp has 4f startup but then f.mk dash is +1…

p/s- i always thought you can cancel the f.mk into dash one frame later, making the it even frames on block…

After a block step kick at +1 a perfectly timed throw does beat every normal you have. Throws have a two frame start up that can be hit, but if your normal does not go active until the third frame of the throw you can grabbed. This is what happens when you attempt to do a cs. st. fp after a blocked step kick only to find yourself thrown. This, however, is a risky thing for your oppoenent to do because obviously there’s a one frame window to throw a perfectly timed fp, and the Abel player likely knows the timing far better than you do. Also, I don’t need to mention this, but your regular TT is throw invincible.

I had no idea this was possible. I always that that the move was either at 0 if you didn’t cancel and +1 if you did.

I feel like something dos not add up. I’m gonna check this shit and post up later when I get time.

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Only the first active frame of step kick is dash cancelable. If you try dash after a meaty step kick, it simply won’t come out - meaning you can only ever be +1 off a blocked step kick xx dash.

In regards to throws vs. 3 frame normals - I’m pretty sure throws beat attacks that are active on the same frame - which Bman pointed out is why Abels st.hp after a step kick xx dash loses to perfectly timed throw.

After playing around in practice mode, I feel that cr.lk, cr.lp, s.hp xx fierce CoD is a good hit confirm. I’m not sure if it works on every character, and I typically do it after a f+mk. Typically, a f+mk is good enough for me to hit confirm off of, but I figured I might mention it for those who struggle hit confirming on Abel.

It’s pretty character specific I’m pretty HFZ has the google doc that goes into it in depth

It does concerning the s.hp whiffing on crouched opponents, but I think it’s even more character specific, since smaller hitboxes would be pushed away by the cr.lk, cr.lp.

err no i made a specific doc(tested against every char) about cr.lk cr.lp st.hp or st.mp after a f.mk… i guess you missed it. read the abel FAQ.

http://shoryuken.com/f250/abel-f-q-now-hitbox-videos-236205/index11.html#post9311763 *my post

http://shoryuken.com/f250/abel-f-q-now-hitbox-videos-236205/#post8878035 * first post

Yeah. I guess I might have glanced over it. Happens; thanks for pointing it out.

Dustlooper, I added you on psn this weekend. Not sure if you got the request?

Odd. I’ll send you one. I didn’t.

realized that anti air game is a little weak. Tell me what you think about this… Down fierce is too slow, down mk has a weird angle and won’t work all the time… close HP seems to only serve me well on neutral jumps…

my two solid options are lp falling sky which comes out in 5 frames… OR JUMP IN THEIR FACE WITH FIERCE!

… When you don’t have reaction to whip out down fierce fast enough… what anti air option do you guys tend to fall back on? which do you recommend?

its all spacing dependent (and sometimes, character dependent). when i AA, most of the time i’m anticipating it, so i know which AA to use, it just depends on the space. if i don’t anticipate it, then i either have to rely on my reactions and analyze the situation very fast and choose/guess the AA of my choice, or i just block. blocking is never a bad idea.

youre askin a question which answers differs depending on the situation, characters(some chars can beat most of your AA options than the others)… as a general rule cr.mk works the best (besides ex fs that is)… as for lp fs, sure its fast but only has 2 active frames, plus it might be a little bit hard to actually nail them (then again, depends on the jumps etc).

but yeah, cr.mk. or you can always block or roll away.

edit: damn it resres lol

edit: yeah, be aware of the spacing.

ya… resers said it right… when the jump in is unexpected!

I’m too slow to react with elbow. thanks for the feedback.

fyi, it also applies with counter hit combos/hit confirming/punishing whiffed moves. for example I’m playing a shoto who keeps poking with cr.mk. i notice and start to beat out his cr.mks with s.lk. i anticipate him to switch it up with either jumping in (get ready to AA), a different normal that would beat my s.lk (get ready to switch to step kick or dash in whatever), etc…

=d