Abel Option Select Thread

I probably fall under the small and shrinking group of Abel players that don’t use option selects in my regular game play, (crouch tech being the exception) I never knew Abel had any decent ones or how effective they can be, but have been in training room trying some out for fun and have been able to use them in a few matches recently where an OS actually worked and was like ‘holy fuck’. Makes the matches a little bit easier, but I can see now how a newer player that uses OS can spend too much time perfecting them that they don’t equally put in enough time learning how to read an opponent.

Just makes me wonder how good a character really is without OS, the akumas, Zangiefs, etc… One thing’s for sure I know I’ve been missing out, but still OS can be hard to execute at the right moments. …I guess I gotta play catchup now. :frowning:

Anyways, I found this Abel + feilong video on youtube a few months back, but never used it until recently and is one of the OS’s that I think can be very powerful. I didn’t see it mentioned here so here you go: [media=youtube]_j5LOLp7GYw[/media]

^ I’m sure a small tweak can make that so much better…

df + lp, d, df + lk, mp, hp.

Will give you the same result, but instead of st.lp (which sucks/whiffs if they wake up crouch block) you get cr.lk. Yay

I was practicing Abel’s delayed c.lp+lk, c.lk+hp option select after a blocked step kick with my friend alternating between jumping up attack and standing block after blocking the step kick.

The timing of the two c.lks is so hard. Do it too fast and for some reason, Abel’s c.hp won’t come out at all. Do it too slow and Abel’s the two c.lks don’t combo. According to the frame data, Abel shouldn’t be able to link his c.lks since its +4 on hit and Abel’s c.lk has 5 frames execution. Does that mean to do the option select properly I have to do the clk+hp at end of the ‘window’ for chaining c.lks?

^ you want to chain the cr.lk’s.

To make sure you have it right:

  1. Walk up to opponent, press cr.lk x 2 - if it comes up as a combo, that’s the right timing
  2. Do the exact same thing, but now, press cr.lk, then cr.lk + cr.hp - same timing required. You will still get a 2 hit cr.lk combo
  3. Walk outside of cr.lk range, and do step 2. You should get cr.lk, cr.hp

I wrote a fairly detailed explanation of chain option selects here: http://shoryuken.com/f250/abel-option-select-series-253943/index2.html#post10022134

Noob here, but can u option select a focus dash back. opponent adsorbs the first hit then ur option select input comes out?

I’m not sure at all. It depends on whether hit-stop is different on focus absorbing compared to blocking or getting hit. I’ll test it out later, cause this is something I used to wonder about when SF4 first came out.

Hmm… In order to do this I’m going to have to know what move of Abel’s has the longest cancel window. Something like Alex close forward from 3S.

Anyone know? I can’t find anything like that in the frame data

[media=youtube]YAZJU3JpCco[/media]

Nothing new here… just bored today, and in training mode. Posted a video response to Strider’s original OS for this thread.

3 differences between his original, and my modified version:

  1. He blocks high, mine blocks low, so you don’t get tagged by Low Short-> Hurt.
  2. He does EX Falling Sky, mine does Close Fierce against the neutral jump. Not saying anything about which is better (they both serve a purpose), just giving a visual on the meterless option.
  3. He throws back, I throw forward… again… no huge difference here… just to show that the OS doesn’t require a back throw, so you can choose the proper direction, based on what the match dictates.

how would i practice that late tech OS for shotos and the OS that cowboyday made for bison? i’d really like to learn these two

Shit, I’ve been procrastinating on the second vid for a long ass time now, I’ll try to get it going this weekend or something. I wanna show some OSs and general match-up tricks vs Rose, Chun and Fei. You guys should let me know who else you want included.

imo to really practice, youre going to need a partner.

sure, you can still do it on your own, but its more effective if you have someone to be player 2.

basically you just delay the throw so that it wont lose to reversal shoryu/low short etc, but in time to tech and will catch backdashes. if your opponent neutral jump, theres enough time to AA them.

correct me if im wrong.

Ok, so I’m back with some weird focus properties regarding hitstop etc.

I was trying to refine my Makoto stepkick OS to just Tornado Throw instead of block in hopes to beat EX-Karakusa but without any luck. (seen here [media=youtube]Vsiq6vBx2k8[/media])
I was hoping for the focus hitstop to somehow “eat” some of my input and it would cancel the low jab into Tornado Throw. But as I was messing around I saw this ([media=youtube]RIN1eMOXIE4[/media]).

This is stepkick, low jab~Tornado Throw.
-If Makoto block the low jab, TT doesn’t come out.
-If she does EX-Oroshi, TT comes out.
-If she does EX-Karakusa, somebody’s getting choked.
-If she does focus-backdash, TT doesn’t come out.
-If she does focus and holds it, TT is cancelled from the low jab and Makoto is taken for a ride.

This is blowing my mind. Any help?

Uhhh… no help from me…

Well, I asked Maj about the weird focus stuff. Hopefully he’ll be able to understand it. Though looking at it, I’m not sure how to apply it since it doesn’t work against EX-Karakusa. Might have some use against Feurte? Who knows…

To Hav post #68. Been playing abel for about 5 months and now trying to add option selects to my game. Could you please give the inputs for the video? It is very hard to decipher what exactly is going on without the inputs. Thanks.

It was explained in this thread before, Hav just used different input after the grab (fierce punch instead of ex-FS). It works like that: Blocked step kick, hold down-back for 3-4 frames (it’ll block mashed jabs, shorts and shoryus), move your stick to back and hit a grab (it’ll tech if they went for a grab and throw if they were just blocking) and hit fierce punch after the grab. Fierce punch covers a neutral jump after you whiff a grab.

It’s a very nice thing that basicly covers all the shoto options after blocked step kick.

Posting this here too

Back from the lab with more OS than Steve Jobs

The Rose and Rufus OS’s are a simple 3way OS: meaty attack~block~attack. You can apply some variation of this to any character without a 3frame reversal

Rose: YouTube - [media=youtube]TCUmGPyF1c4[/media]
–back throw, dash up, meaty jump roundhouse, block, stepkick
~This is a really simple OS that is focused on not letting Rose just get away with backdash for free. It really pushes into the corner and it puts you in a decent position no matter what. Reversal ultra2 gives her some options, not exactly sure what she can do to guarantee damage, but I think she has to either block, EX Soul Spiral, EX Soul Throw, or slide on the very first frame to not lose both orbs. Applying pressure to Rose with ultra2 is retarded. If she backdashes, you chase her even though she blocks it. Focus backdash lets her get away. Reversal EX Soul Throw
gets away but you can punish with ultra. Reversal EX Soul Spiral gets a Tornado Throw or close fierce punish. The slide evades the jump roundhouse, but it has to be done on the very first frame and even then point blank slide is throwable on hit. I didn’t show it but reversal super you can block or just land and ultra through it.

You can do this setup off of back throw, Tornado Throw, or Skyfall also. Off of Tornado Throw you just do walk up jump forward fierce instead of dash up neutral jump roundhouse.

Rose: YouTube - [media=youtube]lHxi5-_FGl4[/media]
–skyfall, dash up, meaty jump roundhouse~roundhouse~stepkick
~This is a more difficult version of the above OS, but it beats everything except for reversal Ultra2. The problem is you have to have exact timing or else your close roundhouse will lose/trade with EX Soul Spiral. This is riskier and more difficult, but it pins her the down like entomology. Other than that, works the exact same as the previous OS.

You can do this setup off of back throw, Tornado Throw, or Skyfall also. Off of Tornado Throw you just do walk up jump forward fierce instead of dash up neutral jump roundhouse.

Rufus: YouTube - [media=youtube]JGsxOEiVu_U[/media]
–skyfall, dash up, meaty jump roundhouse~block~low roundhouse~stepkick
~Same thing as the Rose OS. Blocks EX Messiah, sweeps backdash, pursues focus backdash, EX Snake Strike escapes, and fierce Snake Strike is considered off the ground on the first frame like Urien’s jab Headbutt, so he bounces out. You land with more than enough time to block super/ultra too. I’ll try to figure out some option select against Messiah Kick enders to make this better.

You can do this setup off of back throw, Tornado Throw, or Skyfall also. Off of Tornado Throw you just do walk up jump forward fierce instead of dash up neutral jump roundhouse.

Fei Long: [media=youtube]oettAdVBvzY[/media]
–tornado throw, walkup jump forward fierce~block~roundhouse~stepkick
~Basically the same thing as every other safe jump OS, the only thing is if you do roundhouse too late it will trade (still in your favor) with Chicken Wing and get far roundhouse if they backdash. It’s also somewhat tricky to actually make jump fierce hit perfectly meaty so Fei can’t just duck under it. This isn’t an issue if you do the setup off of back throw or skyfall since you use neutral jump roundhouse. If it’s hard to time close roundhouse, you can also do low roundhouse to catch backdash and evade chicken wing. But I’d rather die than let Fei get away for free with mash chicken wing.
You can do this setup off of backthrow, Tornado throw or Skyfall also. Off of backthrow and Skyfall you just do dash up neutral jump roundhouse instead of walk up jump forward fierce.

Honda: YouTube - [media=youtube]eHSqTnB1mKY[/media]
–tornado throw, dash up, foward roll, low jab~breathless
~This sets up a meaty low jab at point blank with a side switch in order to not allow Honda time to charge and make Sumo Splash whiff. For some reason you can still do auto-correct ultra/super but it’s actually very difficult if you’re not familiar with the charge timing. I didn’t show it but all of the Sumo Splashes miss Abel on the way down while he’s charging Breathless, EX just BARELY though. Needless to say, don’t do this if the roll puts you in the corner. You’ll get squashed.

The only thing I don’t like about this is that there’s so little payoff if he gets hit by the low jab. I can’t do low jab~breathless~stand strong because that seems to make me focus everytime I try it. Might be execution error on my part though.

You can do this off of a back throw or Skyfall as well, just walk forward a tiny step and jump over similar to how my Bison OS looks. (YouTube - Bison option select)

Honda is easy to safe jump, but hard to approach and I want to make EX Headbutt a non-factor. Since step kick fierce doesn’t work half the time, I don’t want to even block a headbutt to begin with. I need to try and develop more ways to punish him.

–General Purpose–
Anti-Backdash OS: YouTube - [media=youtube]Yi4YZsK0TAQ[/media]
–low jab~low roundhouse~close fierce
~For some reason this recording made me do 2 stepkicks but it’s irrelevent. I’ve often stated my disgust of any option select where your payoff for them not blocking is just short, short. And this is a really easy way to actually be threatening and punish backdash at the same time. You don’t have to do this off of stepkick and for characters that close fierce whiffs on, just use close strong. On a lot of characters strong will hit them out of focus backdash too, so it also has that going for it.

Anti-Safe jump OS: YouTube - [media=youtube]FJfBRM_e-f0[/media]
–half circle back~punch
~Anyone familiar with Zangief probably already knows about something like this. Use this against people who are forcing you to block and then doing empty jump throw. It will lose to stuff like empty jump low short if the short is 4 frames or faster. This is just a really good and pretty safe way to abuse the fact that Tornado Throw is unthrowable.

The only problem is any non-meaty attack will absolutely smash you, so this is pretty match-up dependent. A poorly timed crossup hurricane will get auto-corrected and you can skyfall them lol, but otherwise you eat crossup hurricane too…

Basically my whole goal here is to force people to stop fucking mashing. I know a lot of people share my sentiment and feel like reversals are very strong in this game, but there is definitely a way around nearly all of them with enough time spent in the lab. Hopefully once they realize they actually have to block shit, you can mix them up.

HFZ: I read something you wrote once about an OS that Shiro used. Something like “disable taunt and do half circle back+short+roundhouse+strong+fierce”. And it’s supposed to EX Tornado Throw if they don’t crossup and EX Roll if they do? I tried it for a while and couldn’t get it to work at all. Can you show me how it works?

Nice shit man, just barely saw this post. Will try them out later

good shit, though ill have to check them out once i get my ass back to japan on the 6th, kinda busy packing and stuff at the moment.

as for the OS, its not something that shiro used, just something written on his guild’s wall as “gimmicks”, i havent really tested it that much though i think its something like on abels wake up against ambiguous meaty attacks, do HCB+lk+mp+hp+hk

oh man i havent played much for almost a month now, havent even tried evil ryu lol… :((((

Everytime I try that gimmick it never works. If they cross up I get auto-correct skyfall instead of ex-roll.

I really love the anti fei and rose OS I made, it makes it literally a 50/50. Do anything but block and you take damage. Something like that rarely exists in street fighter.