Super is really useful, I saw Combofiend do a nice hit confirm from s.mp into super against Ken I in one of the L.A Riots matches.
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Give his f+MK one more frame of hitstun, making his f+MK > dash > close HP a 2 frames link instead of 1, and allowing a 1 frame-link with close MP, useful against crouching opponents
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Maybe more ‘light to medium’ possibilities ? (i.e. c.LP xx c.MP)
Good call, at the moment I think f.mk leaves you at +1 so you can be thrown out of all your options
I want a target combo, just because they remind me of 3s. Oh yeah, and make F+MK -> S.HP easier, considering how often people use it it shouldn’t be a 1 frame link.
As someone that is not a top player, and only get to play matches online after work, I can say that I don’t think I want any tweak to Abel.
I mean, if he’s made any better than he is now, I may even lose interest. I started to main him because of his high-risk/high-reward style and the fact that he is actually difficult to play with, which makes the matches more thrilling and entertaining overall. He is fun to use.
You know what would make Abel better? Fix the game’s netcode.
God, I simply can’t win consistently with Abel or even threat my opponent when the connection is not near-perfect. I get all those spammable reversals when I KNOW they are going to do them and I try to set them to punish and I end failing every time because of the lag and that REALLY pisses me off.
Its so unfair it isn’t even funny.
Now, a change in the Sky Falling command would make me happy without change anything in his level of power. Don’t you hate when you want to set up a CoD or even an Ultra and all you get is a useless-for-the-ocasion EX FS?
Yes, that’s probably the best thing they can do, fix it so that when I don’t move the stick quite far enough forward for the second QCF it doesn’t waste my EX meter.
f+MK > dash currently leaves you at +4 on hit and +1 on block, indeed, but keep in mind that Abel has a powerful option select against everyone with a dp-like. (hcb+ delayed HP: blocks reversals and TTs throw attempts, may punish backdashes depending on who your opponent is, but loses to neutral jumps)
But this is off-topic.
sweet, didn’t know about that OS.
off topic - but interesting
That doesn’t sound like an OS at all.
A throw attempt is as fast as any reversal would be (3 frames), so you’re either blocking on the 3rd frame, or you’re TT’ing. You can’t have it both ways.
If you delay it, you get thrown. Simple as that. If you TT, you’re just as likely to lose to reversal.
That isn’t an option select at all. It may have worked out for you a few times, but that’s all in your head. It’s the same 50/50 guess as always.
And there’s zero chance of that punishing back dashes. Zero.
Yes, I know this isn’t an OS per se, because it doesn’t need multiple inputs, I know the timing is kinda tricky, but it works. Just spend some time training and give it a try.
Not exactly. For example, Ryu has one frame of throw vulnerability during his backdash. I didn’t say this worked against everyone.
Source: Fuudo interview http://tetrasg.wordpress.com/2009/11/20/sf4-qa-with-fuudo/
I don’t need to spend any time in training mode with this. I already know how it will play out. If you understand the game’s system, it’s obvious.
Your tactic is just a delayed TT, where you can block for a couple of frames before you commit to TT. This will lose to properly timed throws every single time. It just will. This will lose to slow reversals (like EX Messiah, and maybe even TU, depending on how long you delay the TT) every single time.
What your tactic does potentially do, is create a situation where you’ll block fast reversals, like a Ryu DP if he does it immediately, and TT Ryu if he chooses to block. It will not beat throws, however. It just won’t… unless the timing on the throw is really sloppy.
Even that is probably giving it a lot more credit than it deserves.
If you can block a 3 frame reversal before you commit to TT, that means that the fastest your TT can come out given your tactic would be 10 frames after your dash (1 frame to get Ryu out of block stun, 4 frames to allow the reversal DP to come out, while still blocking, and then 5 frames for the TT to actually execute), and that is with frame-perfect timing, which would be really hard to have in this case, as there’s no cue for anything. For you to just block into the 5th frame after recovering from the dash, and then do TT with any sort of accuracy would be pretty astounding.
But anyway, let’s just give you 100% frame-perfect execution… you’re still giving Ryu 9 frames to escape before your TT comes out. That’s nothing that’s gonna hit with any consistency.
You’re just covering yourself for 1-2 frames from reversals, leaving yourself wide open to throws, and taking away much of your chance to land a TT (when landing TT is already difficult enough, honestly). It doesn’t sound too great to me.
And, again, this won’t beat back dashes. At all.
You already suggested a small, yet annoying thing that I had in mind.
Kind of annoying when you hit a crouching opponent with F+MK and then can’t hit close HP…
yeah yeah yeah, I play abel to. my abel wish list:
1.) make is F+MK able to cancel into special/super moves (just like close MK)
2.) make his super take more damage
meh… thats all I got lol
That would be broke as fuck. The Abel player wouldn’t have to guess anything really. It would make blocked or hit f mk completely safe for the most part.
I wouldn’t change much to Abel.
Absolutely a big “no” to making his forward forward --> close fierce a 2 frame link. If you can’t get the link down then you need to work on your execution. I do agree with allowing the close fierce to hit properly on crouching opponents though.
No changes to the rolls, they are fine as is.
As for Abel’s pokes, they seem alright to me. Perhaps makes standing roundhouse and sweep a tad bit faster. Just a little bit, it’s already awesome enough that he can cancel out of his roundhouse.
Maybe make falling sky a bit better, just a little.
Abel is pretty solid as is.
If Capcom decides to add anything to Abel, it would be to further expand his current play-style. I don’t see too many changes made to his already existing options (make such-and-such stronger or better).
How about making any throw attempts to EX Roll techable? That way, someone could still get the advantage of not eating damage, but the person throwing wouldn’t lose the position advantage.
Make step kick stand the opponent up on hit.
Easy. Done.
(Also, make the fierce actually hit the characters it seems to whiff a lot on right now, even standing… like Fuerte and Honda, stupid reeling animations)
Blanka on counterhit will also lean back so far the first hit of fierce will miss after step kick.
I want them to buff standing fierce’s first hit, more than anything. Make it hit lower…
I just thought about how cool it would be for Abel to have an anti-air throw that actually works. Keep falling sky as a combo ender/anti-jump out type thing. Then give him Alex’s dragon punch, except make it actually work, so that Abel has an option against meaty jump ins and demon flips.
give him a hadouken…but seriously if they added some frames to a few things and made s.mp a cancelbel move that would be great imagines c.lk,c,lp,c.lp,s.mp,cod that would be awesome
Second ultra
It is of this Abel-mainer’s humble opinion the he needs one thing and one thing only.
Regardless of what he does in his second ulta.
Name it the Au Bon PAIN!!