Abel Moveset and Attributes

The launch version of course…haha, i’m 0% on the reset c.fp ultra. But then, so is everyone else. =)

Yeah, I hate whiffing the ultra, I can do it well enough in training, but during actual matches I tend to rush it and go too early…also, when they got launched near the wall - does that screw the timing at all?

Off the launch am sure u ultra when they’re at ur head height and yeh that does require a slight pause.

The corner does mess up the launch to ultra.

^Good rule of thumb, but it’s still character specific. Against the fatties like Zangief, I’ve landed the ultra after launch when they were very close to the ground. I don’t judge the distance by Abel’s head height, but instead I look for if they’ve reached their apex. Regardless, you have a pretty large window to input it.

okay let me get this straight guys. first of all you guys that think cr.fp is a terrible anti air think about it for a second. of course you ONLY do this when they jump at the right range, if they jump and are too close to you then you will get stuffed, if not you will get free damage. EVEN if it trades you can still ultra, or combo. most of the time it trades in your favor. when it trades and you dont have ultra you can roll falling sky or rekka ex falling sky. its free damage and if you know the right distance, and you keep doing it, they will never jump at you in that range. the only reason this isnt reliable is because of where they jumped at you, if they are too close to you when you do cr.fp it will obviously whiff and you will get punished. learn the distance needed. this is a good option as an anti air if you know they jumped wrong or are being careless and just did a random jump attack. whenever the opponent is launched, it is great for abel because he can do some damage.

also oiramed we already knew that, we were talking about cr.fp (first hit) as an anti air into ultra that doesnt work. we know that cr.fp (the 2nd hit of the animation) to ultra works.

on another note check out my blog. i updated it. http://theabelblog.blogspot.com/ give me some feedback.

Good point. Crouch fierce is actually the only anti-air I use. If it’s at a different range I usually just roll

The way people made it sound, it was like “If they jump, I’m gonna C.Fierce their asses…muahahaha”

But good work on the Abel Blog Bust, and good luck at the Bar Fights.

Agree.

If they are farther away, cr.fp usually trades or gets stuffed, so I’ve found lk roll (into throw if close) can be helpful…

Ofc it’s situation based (AA cr.hp), it’s still another nice option tho if u learn when to use it.

@Busta - Make sure u get sum good footage this sunday! Hire a cameraman if u need to! :stuck_out_tongue: GJ on the blog so far tho, am lookin forward to seeing ur notes on the rest of Abels moves.

thanks for the .doc bustabust.

unfortunately i have to help a friend move stuff to his apartment so i wont be able to go the AI tournament on sunday :(. by the time im done with helping my friend move it will be to late for me to drive (since it takes me like 1.5-2 hours to get there).

hope you guys like that document for those that have seen it. i will add more but i need some time to finish heh. if you guys havent seen my blog i updated/made a document in word talking about abel’s normals. here is the link

That sucks man, I was sort of looking forward to some Abel matchvideos.

I also use c.hp as an anti air, but you really have to set it up, you cant do it on reaction most of the time as it gets stuffed.

If you reset them you can either wait(if they like to spam shit), s.mk dash, or whatever really. The thing is, if i remember right, if you knock them up with the 2nd hit that launches them, the air reel animation and arc is different. They also fall slower making Ultra timing not that hard. Just gotta pay attention. Without Ultra i can Dash forward and/or Sweep them while they are still falling to keep them grounded.

you can do it on reaction, you react when they jump and if its at the right distance. if you cant react to that your reactions are slow :P. all you gotta do it do it when they hit their peak of their jump or close to it

And of course (as has already been noted around here somewhere unless Im dreaming) If you hit it as anti-air like that you can always very easily do fp rekka after anti-air cr.hp (launcher hit) and then that pops them into the right space for the ultra to connect super easily, plus its braindead unlike the other way to do it easily which is, cr.fp anticpate the hit, cancel into roll, ultra.

I was practicing falling sky against jump-ins and crossups when I noticed that close fp always beat or at least traded with Ken’s crossup mk. And it only traded if I mistimed it. It seems that the first hit actually hits diagonally above him. You can time it so that it hits them above and in front of you or so that it actually hits them on the opposite side a little bit before their crossup comes out. I’m guessing this is already know, though.

When you are timing the ultra off the anti-air cr.fp, you basically want them to be at the same height they are when you hit them with the ultra off the grounded cr.fp. A little bit over Abel’s head. This comparison helped me land it more consistently, at least.

^i noted that in my document about abel’s normals. it only works if they do a late cross up. my example was say they do cr.lp x 3 or 2 or w/e and then they want to cross you up, the cross up will be late of course and you can st.fp them. this doesnt work on your wake up and only works if they are crossing you up. if they arent crossing you up you will get hit. this should work on every character (from waht i was told).

I was just playing my friend in Street Fighter 4, and solely ultra’d when I could get anti-air crouch fierce to juggle. You are right Bustabust. It is sexy as hell to pull off aa crouch fierce xx rekka xx ultra.

Tested that myself. Although I got a plug puller as my opponent, still makes for a feel good moment :tup:

question: regarding the aa crhp > rekka > ultra. after the rekka you immediately input the ultra command or is it a cancel or link etc… i think i have a basic grasp on how to do that but just to be sure maybe someone can break it down in layman’s terms heh.

Unless you are Dan, you never cancel into your ultra in SF4. You link the two parts of the juggle.