Work on your execution… And the commands for TT and FS are nothing like each other.
hmm… :wonder: don’t know who thought TT and SF had similar inputs… not me.
TT :hcb: I like that I can walk forward into this command w/o fail…
CoD :qcf: however the short cuts makes :r::qcf:+P give you…
SF :dp: so… I wouldn’t mind it being :bdp: instead
that rev.SRK input works well for Feilong too.
Note: I enjoy playing as Abel, but he is hardly my best character to use.
Back up a bit, then jab TT. Or, just EX TT at any time. Better than a normal, because it creates untechable knockdown and does more damage!
Abel should be able to roll up walls and along the roof.
I just want EX FS to become a useful anti-air against normals.
It’s cool if non-EX gets beat out… I’d say that makes it pretty fair, but I laughed so hard the first time I tried using EX FS as anti-air and it “traded”, launched the opponent back and did absolutely no damage.
why are people hell bent on making falling sky a good anti-air?
cause abel lacks an anti-air special. not that he;s the only character who does, but still, it would be neat if he had a special that worked well against jump ins
I totally agree with Hav.
When you look at Abel up front, compared to everyone else, he loses (minus some matches), but has more difficulties than other characters. But honestly, he doesn’t need a solid AA, he has tools, just that honestly, to be VERY honest, very few people know how to use them. He could take hits all day, do a couple of TT’s then land one death combo and its over.
IMO…give him any ONE of the following and he will be godlike.
(Note: I would take any of these, he only needs ONE of these)
- Faster sweep (I personally like his sweep the way it is)
- Faster st RH
- An AA cr strong similar to Twelves in 3s ( Abel crouches, a palm comes up and smacks you outta the air) Note: he DOESN’T NEED THIS, but it would be NICE.
- A cancellable falling sky(similar to quick cancel seismos with Viper, for baiting purposes)
- A combo-able cr strong(non-AA) after a cr. jab (mixups ALLL day)
- A faster cr jab.
my main point is that FS is an AA but can only be used in certain ways… ie blocked dp, predicted jump, combo…
it can be improved without making him ridiculous, as long as you keep the timing strict it won’t be whored and the consequences of whiffing are pretty large, and if it only works as an AA against air normals as EX FS then I really can’t see what anyone would have to complain about…
Man…abel walks on that razor thin edge between being balanced and being OP.
I have said for a while that I wished FS was a better aa move (at least as good as Rose’s soul throw, not necessarily as good as a DP)…but honestly…if they made it too good, he could end up OP pretty fast.
Part of abel’s thing right now is that he has killer offense and kinda underwhelming defense…if they made his FS a much better AA…his defense would be improved quite a bit…and I’m just not sure what that would do for him.
Honestly FS is pretty decent the way it is.
the only thing of Abel’s that could get buffed really is his wakeup, IMO. I understand having no defense is his achilles heel but sometimes it is a little too much to be so helpless after getting knocked down, especially against Fuerte, Gief, another Abel or Akuma
edit: and I guess, to a lesser extent, Viper and Cammy… especially a Cammy w/a lot of meter
Just a heads up, ignoring any ridiculous “Abel’s gonna be OP” post replies.
Imo, Abel needs all of these, more or less. Suggestions coming from a NorthEast Small Town Tourny player/since-release Abel/Ryu player.
Suggestions (all, none, some, take it or leave it):
- Give Falling Sky more uses. Make EX Falling Sky invincibility frames, since it hit’s at a bad angle for AA, the lag, and can only be used in a combo or to punish specific moves. In most cases where you could predict fs, you could do c.mk (+cancel into roll or wheel kick for mixup), 2nd hit c.fp for abel mixup, s.hp, etc.
Normal Falling Sky can be used for meter, but other than that it’s a combo-only-finisher move, and that’s dirt shit for versatility for someone who has no defense. - Give a reason to use 3rd low/low finish or something. Make 2nd low better. Possibly the ability to EX a low (ridiculous/useless?).
- Improve Sweep speed
- Lower hitbox of Abel’s sweep (example: Lariat)
- More leniency on the c.lk to s.hp link. Or more range would be nice–scaling would balance this automatically for the trade of hit-conformation cod, and even bigger scaling on mix-up if u wanted to cancel to c.hp, and then Falling Sky.
- More hitstun for Wheel kick or less start up and/or less lag on block & hit.
- Just Lp.CoD -2 on block or even frames. Maybe -3 but with how it is now if it receives a buff, it will still not be that big a deal. But I might be wrong…
- Fix the retarded @$$ c.hp problems.
- Fix random hitbox problems related to Abel
If he receives all these things, possibly nerf damage on ultra by a small amount.
People are too afraid of Abel becoming OP when he has so many holes that will certainly prevent this. Furthermore, with other characters receiving buffs that will have significance, Abel is going to get something and if it’s not that great, he’s going to have a hell of a harder time, on top of new match-ups he may be good/bad at.
I’d rather keep his ultra damage, that’s one of his main tools.
Abel players that complain about his AA are either bad, or just got done playing against Gief. There are very few, if any, situations that he cannot use cr. forward or cr. fierce to stuff, or at least trade with, a jump-in. Any situation that you cannot AA, you can roll away from, except on wakeup.
Yeah, Abel players have to rely on block and tech more than most characters in this game, but this isn’t that major of an issue. I’d rather see some tweaked normals, like a more useful standing forward and a special cancelable standing strong. Reduce the startup on far st. fierce and roundhouse, and i’d probably call it a day.
Abel’s normals can’t be buffed too much. If his footsies were as good as his up-close game, the risk/reward for being in Abel’s face will practically never be out of his favor.
Second, Falling Sky was never meant to be anti-air, stop calling it that. It’s meant to prevent people from jumping away.
Any buff given to him needs serious consideration, as the only matchups that are incredibly difficult for him are Gief and Akuma. Other matchups would likely be affected by any buff, and since Abel is already highly competitive, it will be very interesting what happens.
I propose only two changes:
Faster cr.HK: This gives him something other than F+MK to poke Akuma and Gief with. Needs to be safe on block and have good recovery to help the matchup at all. Against other characters, this may give him more untechable knockdowns but they should avoid being at that range against Abel anyway. Cancelling into specials is still fine, as all of those options are unsafe without meter.
Cancel-able far st.MP: This allows CoD combos off of jabs. Gives greater flexibility in the bad matchups and also allows counterpoke -> combo. (Specifically, a predicted Akuma HK would be MP -> CoD, and predicted green hands and whiffed lariats give the same combo.) However, this may be too much for other matchups to handle, and may propel Abel to Sagat Tier unless they remove the cr.LP -> st.MP link. I hope it happens anyway, lol.
maybe make crouch jab only +5 on hit so you can only get the combo to standing far strong if you can land a standing jab, which could stay +6… so then the combo only works against standing opponents or big characters like Sagat, Gief, Abel… that’d be a nice buff.
To help with Gief and Akuma, it’d be nice if Abel’s sweep made him short. maybe not as short as a shoto c.mk or Fei’s c.fp but short enough that it would always go under lariat & Akuma’s standing far roundhouse… would also shore up his AA options even more
I have found Abel to be a well-rounded character (even if he does not tier so high). One thing that I feel is clearly not good enough, though, is EX Falling Sky – I think it should have more active frames and perhaps more invincibility frames. It seems to trade or whiff more often than it should, even when used to prevent jump-outs. (Also, though Falling Sky is not necessarily meant to be anti-air for jump-ins, or at least not in every situation, I feel that the EX version should be better for that.)
Another welcome addition would be a slightly faster crouching roundhouse.
For God’s sake, EX Falling Sky should at least fucking DO something. Making it a good anti-air is not much to ask for. EX means so much, including saftey, damage, and mix-ups for canceling (which is two bars each).
Or, possibly more active frames.
Another must is a reason to use each version (LP MP and HP).
how often do you see Ryu use a strong shoryuken?
how often do you see Gief use non-EX green hand?
how often do you see Akuma use forward or roundhouse hurricane?
how often do you see Balrog use fierce dash straight?
how often do you see Fuerte use Gordita Sorbat? bonus: do you even know what move that is?
just because a move is there doesn’t mean it needs to be useful
wanting EX falling sky to work as an anti-air is dumb. You blow one meter for 160 damage, or you can learn how to use the elbow so you use no meter for 200 damage.
EX falling sky works in a couple situations anyway. beats Gouken’s dive kick throw, and Akuma’s sometimes… but since Akuma’s is so fast, it usually whiffs.