Abel Moveset and Attributes

if the f+mk dash is blocked or you get the hit, you have to pause for a second because they are still in either block stun or hit stun.

also guys since these threads are still a mess i made an abel blog. im hoping to get some vids up on the blog soon. http://theabelblog.blogspot.com/ just made it so there isnt anything yet but there will be more stuff.

Looks good busta

bookmarked

Just when it looks like you’ve given us everything, you give more. Thank you, Busta.

One of Abel’s biggest weaknesses is his anti-air. It may not be deficient as compared to some other characters, but as a person that had only really played shotos since world warriors, not having that wake-up anti-air is really throwing me off. What do you guys find to be the most reliable option, and do you find that it’s a mix-up? Is it character dependent? Options would be defensive (roll, EX roll, back dash) and offensive (cr.HP, st.MK, cr.MK, j.HP, j.MK). The shoto in me tries to cr.HP everything… when it works, it’s great, as it can be an easy Ultra set-up, but I find you need to hit it nearly as soon as the player jumps, and even then you can trade hits.

Oh, and how about focus attack on jump-ins, how reliable do you find that?
Just curious, thanks everyone!

Wait, so then wouldn’t that mean that the opponent would have to be out of the stun for me to perform the grab and thus letting them able to srk me or another high priority move?

nice blog you have there busta.

i just found out you could ultra from a rekka juggle (lol i dunno how to put it, its the 8th march vid @ 2:26)

yes they have priority but its a mix up

and to hfz yup you can. shiro is amazing (which is where i got it from hah) also check my blog out i did it a few times :slight_smile:

Busta, in the one video it looks like you traded hits on an anti-air, dashed in, rekka juggled, then ultra’d.

Question: did you dash, or was it just a reversal rekka after hitstun? Does the punch button matter when juggling into the ultra?

Rekka without a dash(or else it wouldn’t have landed), rekka can be done with mp or hp(lp has too much recovery). I prefer using hp rekka, no real reason though(might travel farther?).

Some of this stuff should be moved to the front page, I’m thinking. Here is some info from that 1up superguide :

Block Strings
Crouching LP, Crouching LP, Crouching LP, Forward and Medium Kick, Dash in
Crouching LP, LK, attempt a Tornado Throw
Crouching LP, Crouching LP, Crouching LP, LK, Crouching HK

Obviously, there are more block strings. Which ones do you guys find most useful/easiest to execute?

i didnt dash, i saw that i gained ultra meter when we traded and that he pushed me back a little so i used fierce rekka into ultra. i recommend using mp rekka since it gives you more time and the timing compared to fierce rekka is easier but if you really need the distance then use fierce rekka.

ginz, i think it depends on situation and char. I find that FA is really only useful for early air, as in if they are too deep, they can usually just throw before the FA lands.

If it’s some predictable string coming (i.e. shoto crossup on wakeup), i actually try to block high and let them land it so I can command throw. If it’s something dangerous, I’ll just roll outta there.

So, I was wondering if Abel might have any useful heavy meaty normals on wake-up. I knew that you could cancel the roll from cr.HK, so I kinda started there. I realized that wasn’t going to be too helpful, since cr.HK will knockdown, the roll doesn’t really gain you much (other than your usual mix-up shenanigans). But what about on block?

I took a look at the frame data, and this is what I found:

Crouch Hard Kick 11 3 25 -10 - 17 - 100 200 60 L SpSuC*

11 frames startup, 3 active, 25 recover (but Special Cancelable), -10 frame advantage on block (assuming the full 25 frames of recover).

So, we do have some room, if we cancel a special on the first frame of recovery, we’re actually at +14. It could be as much as +16 if you are perfect hit the meaty on the last active frame, cancel on the first recovery frame.

Looking at Abel’s specials, is there anything helpful? Naturally, if we were able to link a block low attack to a block high attack, it would be beneficial. I looked first at the LK.WK

Wheel Kick Light Kick 20 7 2+19 -8 -3 17 22 120 200 30/40 H -

20 frames of startup makes this not a good candidate. You can be beat by most characters jab pokes.

What about the rekka?
Change of Direction Light Punch 14 3 29 -7 -2 24 29 30 50 20/30 HL Su

LP.COD has only 14 frames startup, which with near perfect timing, will work off of the cr.HK meaty.

Change of Direction Medium Punch 16 3 25 -3 +2 24 29 35 50 20/30 HL Su

MP.COD has 16 frames startup, which with perfect timing (including using the last active frame) will work off of the cr.HK meaty. Interestingly, the EX.COD shares the same frame properties, so also 16 startup.

We know that COD is not safe on block at all, and we know that for this link to work, the opponent has already blocked… so is there any use to doing this? Abel seems to be all about the wake-up mixup game. Most people will try to punish blocked sweep, but since it is cancelable, you could catch them off guard. Especially with the EX.COD, even if a non-armor breaking move squeaks in, you beat it. If you have 3 meter and ultra stocked, you could potentially facd to cr.FP, ultra after this setup.


I’m no means a frame data guy, and nothing I just wrote would be able to be put to use by me. I have chronic button mash syndrome, as well as I turtle up with no reaction when I am getting beat. However, I thought it would be interesting to some other people out there with better understanding of the game. Does this work as I have described? I am also very new to frame data, so I could be way off.

Thanks!

Since I love forward+mk > cl.fierce so much, and subsequently hate when it whiffs, I decided to head into training and figure it all out. Here’s a list of the characters the first hit of cl.fierce will work on when they are crouching. And strangely enough I found that, on some characters, cl.fierce will land when used alone, but when you try to link into it (forward.mk, cl.fierce) it will whiff.

Crouching characters that first hit of close fierce works on
Fei Long
Akuma (not after forward+mk)
Gouken
Blanka (not after forward+mk)
Ryu (not after forward+mk)
Zangief
Ken (not after forward+mk)
Seth
M.Bison(Dictator) (not after forward+mk)
Sagat
Balrog(Boxer)
Abel
C.Viper (not after forward+mk)
Rufus (not after forward+mk)
El Fuerte
Sakura
Rose (not after forward+mk)
Dan (not after forward+mk)

Crouching characters that first hit of close fierce does NOT work on
Cammy
Dhalsim
Chun Li
E. Honda
Guile
Vega (Claw)
Gen (NOTE: forward+mk > close fierce WORKS on Gen, but not stand alone close fierce) Gen is the only character I found to work this way.

List should be accurate, someone might find something out I missed though. Hope it helps someone. I hate whiffing cl.fierce after forward+mk :mad:

good stuff. what happened here then? at 1:36 he was standing and i did f+mk dash st.fierce and it missed. [media=youtube]PWLk5NntQfo&feature=channel_page[/media]

against fuerte i just use st.mp instead now heh. it misses often it seems.

I tested everything above solely with the characters crouching just to see when the first hit of close fierce whiffs. I’ll jump into training later on and see if I can figure anything out, although a somewhat advanced situation like that might be hard to replicate with a simple record function.

EDIT: At a glance I’d say it didn’t whiff at all. Close fierce hits on the 4th frame right? I’d assume you were a frame late, it animated the first 3 frames or so of the attack, and you got thrown. Probably just never got to the actual hit frames of the close fierce. This makes sense with my understanding of frame data at least. I’ll try to replicate it tomorrow or something.

The fuerte close fierce thing had me scratching my head too… I think you HAVE to combo the forward into fierce in order for it to hit otherwise the first hit whiffs… either that or it’s just a weird glitch thing like being behind a dazed rufus.

Great vidoes there Busta, really inspiring Abel :wink:
Gonna study them some and practice!

you just wasted your time, i already did it here:
http://forums.shoryuken.com/showpost.php?p=6178501&postcount=99

edit: close HP vs. crouch or f.mk +close HP also works against seth.
edit2: c.HP, ultra vs. seth in corner is possible, but very hard.

Maybe I wasted my time by posting it but it was definitely worth heading in to training mode and figuring it out myself. The fact that the first hit whiffs after forward+mk on some but not when used alone is strange. After work today I’m gonna figure out if its in all combos or what. Like crossup j.mk , cl.fierce. Or the less used cr.jab link into cl.fierce. Wish the move wasn’t so random :stuck_out_tongue: Didn’t see your list though, good stuff.