I don’t know if this was mentioned before, but after a sweep knockdown xx rh roll, Abel is in perfect distance for neutral jump fierce to stuff Ryu’s jab shoryuken. Nj.rh won’t hit at that distance, but the invulnerable edge of nj.fierce’s active hitbox will.
I’d like to see a practical use for jump cancel EX TT and rolls, I think it was mentioned earlier that maybe after a step kick, but it only beats if your opponent tried to frame-perfect reversal throw you right? If he’s late even by one frame, the throw will beat the ex tt or rolls… Theory wise at least… The jump cancel doesnt make those moves throw invincible, but the early jump frames, once you cancelled into the moves, they are still throwable…
I have a hard time understanding how you can os a standing tech. Standing throw being top priority over any normals, and on the other side you can’t tech while in a normal startup.
Plinking should help if the HP is registered the first frame is a HP start up frame, making tech impossible.
There’s something I’m missing ?
abeltech: 2:33 this trick works only 2 characters zangief and guile
shabrout: normal throw is 3 frames and close c.lp is 3 frames, S.hp from abel is 4 frames. if you do this perfect you get the trick.
akiramike: Jump cancel is not easy. any tip is try this d.df.f.fu wait a little bit and press K
I know a lot of this tech is explained in the Abel guide and is being talked about in various threads (3 frame safejumps), but it seemed like a nice visual compilation of some of the information. I hope it’s helpful in some way
At the right distance, the first active frame of cr.hp stuffs jab shoryuken on its first or second active frame. One dash forward after cod mid finish puts you in the right distance. Jump forward hp after cod mid finish can stuff shoryuken.
After FS, dash back, fs.jab and fs.mp can stuff shoryuken with the right timing.