Ask 801 Strider

My 2 cents on the match up first: Eye the criminal uppers, light is safe/ hard to punish, while the heavy version is very punishable. Once or twice heavy CU were blocked and let go unpunished…

Another thing about this match up… Cody is a heavy frame trap guy and he did tons of series on you… They ALL lose to EX TT… it’s scary mashing out against cody being that he can punish really hard, but throw it out once in a while to keep him honest…

Cody match up = Punish Crimminal Uppers… EX Tornado throw the shit out his frame traps…

General Game play:

I saw that you used an empty step kick in there once… That’s very good, but it didn’t seem like you had anything planned afterwards to capitalize on his reaction. Figure out what to do in that situation and how you can capitalize if Cody were to have jumped.

Cody Neutral Jumped with heavy punch a couple times… Abel can trade with that with Close Fierce, or beat it clean with EX Fallinsky…
Neutral jump punishes! Practice those.

COD: 2nd Low??? Are you serious??? Why are you using that?
Use that ONLY if you’ve conditioned them to block high… besides doing COD high into high beats neutral jumps. Had you done high instead Cody would have been hit…

You threw out sweep one too many times and you did it a little randomly… sweep is definitely not something you out to throw out carelessly ever!

And if you cancel it go with COD alot of the time… Rolls can be punished or grabbed, COD is safer
Oh ya!!! You did a COD on block and Cody grabbed right after… Abel can tech that… Practice teching throws after a blocked COD.

BTW: I think this is in the wrong thread :slight_smile:

thanks guys, empty stepkick cause this guys uses alot of ex zoink and tornados, yeah crap i thoguht all his CUs were medium but they were light my friend told me after. i did 2nd low cod because it usualy his this guy in casuals, i have very little cody exp. this guy baits EX TT so i usually get owned if u throw one out

I am aware that if your opponent is crouching and you connect with a f mk which ends up being a counter hit you can dash forward and combo with standing mp into cod also character specific you can combo into standing fierce into cod. However I was looking over a video of mine and I hit Juri with a forward mk which caused a counter hit and realized that when I dashed forward I connected with a crouching fierce into FS it all comboed for a 4 hit combo. Is this character specific to Juri?

ch f.mk cr.hp works against everyone as far as i know

there’s a thread that lists almost every combo possible for abel n im sure ch f.mk cr.hp is listed … isnt the thread stickied???

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Hey strider, I just now realized that I never thanked you for finding that video of Abel/ Rufus for me, thanks…

While the rufus match-up is Finally shaping up to be livable by my standards, I got a new headache: SAKURA:(
how do you approach the match up?
as it is right now, the match-up feels Fuckin Terrible…:arazz:

Footsies department is fine.… whiff punishing roundhouse and crouching medium kick isn’t a problem…

Anti-airing is a pain: Her jumping roundhouse feels like Honda’s jumping medium punch… It often times beats out low forward fuckin CLEAN,
Ex falling sky works well but without meter my only hope is to either jump away or Down fierce :sweat:
Safe to say, unless my attention isn’t focused on anti-airing it’s super hard to get it out in time to beat it…

Bleh: The REAL ISSUE is obviously her pressure!
On a regular knock down, Sakura has no problem pressuring abel and OSing his potential reversals…
How is Abel supposed to deal with her pressure?

Armor cancelling doesn’t help here… after she hits the ground, her tatsu blows throw what ever special I cancel into FREE, am i just supposed to run away all match?

When I’m under her tatsu pressure it feels ridiculous!!! Fuckin fast ass normals and constant 0 on block pressure Over and over and over and over again… not to mention counter hit set ups to blow up my pathetic attempts at crouch teching…

Yup… that’s my rant
Any advice AT ALL would be appreciated…
Played a friendly set against PJS Meyers, says he plays you sometimes and that you handle the match up well;
fill me in chief.:china:

In fact… I’ll go back and maybe record either the whole set or just the ones i feel were important and upload them onto youtube…
should be interesting…

you can use a bunch of shit to beat her jumpibg attacks… neutral jump mk beats everything but damage is rather cheap, imo best way is to challenge her with air to air AA be it jump back/forward hp/mk. ive fought plenty of good sakuras and im confident i can deny them from gettin in from the air, up close/her setups is still a pain though.

as for the tatsu, after blocking one, backdash.

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I am very experienced in this match up. No idea how to quote in chunks so I’ll use italics for splurgendii questions.

Anti-airing is a pain: Her jumping roundhouse feels like Honda’s jumping medium punch… It often times beats out low forward fuckin CLEAN,
Ex falling sky works well but without meter my only hope is to either jump away or Down fierce :sweat:
Safe to say, unless my attention isn’t focused on anti-airing it’s super hard to get it out in time to beat it…

her J.HP eats Abel’s c.mk alive better than j.hk. Abel’s c.mk basically whiffs on her hitbox. Best answer is exskyfall but she can easily bait it with empty jump. As HFX said, neutral jump mk against air tatsu or jump back, forward HP whatever except that loses to her jumping instant HK which you can beat by c.HP or TT when she lands. Basically, Sakura has low risk jump in and if Abel chooses wrong anti air, its tatsu loop time. Sometimes rolling out is a good idea.

If she vertical jumps Abels normal throw, her instand jump HK will beat Abel’s s.HP Abel’s only answer is ex fs and sometimes it will trade. :frowning:

Bleh: The REAL ISSUE is obviously her pressure!
On a regular knock down, Sakura has no problem pressuring abel and OSing his potential reversals…
How is Abel supposed to deal with her pressure?

Armor cancelling doesn’t help here… after she hits the ground, her tatsu blows throw what ever special I cancel into FREE, am i just supposed to run away all match?

When I’m under her tatsu pressure it feels ridiculous!!! Fuckin fast ass normals and constant 0 on block pressure Over and over and over and over again… not to mention counter hit set ups to blow up my pathetic attempts at crouch teching…

Ex roll or eat the throw. Someone mentioned c.lp plink throw escape since it might hit tatsu. Block like crazy and hope she jumps so you can roll out. I feel like Abel’s like a fish in a barrel once Sakura has him in the corner.

Abel’s got one advantage in this match and that is he can low risk okizeme her. The set up is the usual TT-> dash -> lk roll or fs->backdash -> lk roll and then c.lk -> c.lp+c.hk. Safe against ex dp and hits backdash.

I find learning to perfectly time a normal throw after a blocked step kick is important to beat her c.lk/tatsu. I use to late tech after blocked step kick dash but ate too many of her tatsus.

Yeah, That neutral jumping roundhouse is annoying to deal with…
Cr Mk **Trades with it… **sometimes…

I went to training and found something pretty interesting…
After TT or FS -> Roll… Either side you choose, if you simply jump back, it will safely bait the EX DP and Abel can medium kick her and then land and step kick combo punish…

I like this

Here: I can’t type the command perfectly because if i do the message will come out in quote; i hope this is clear enough

To put a phrase someone said in quotes you type in a command Before and After the message…

Before the phrase; you put the word Quote inside brackets; these things… [ ] [ Brackets]
and then at the end of the phrase, or whereever you decide to cut off the quote you type teh same thing except you put a slash / … before the word quote, so it’ll look like this: /quote

You can put words in peoples mouths to if you want:rofl:

Wow nice thread.

I have a question about the attack possibilities after a TT or FS roll mixup.

I looked in the pdf and found these frame datas:

1) TT -> dash -> LK Roll (8 frames advantage)
2) TT -> dash -> MK Roll (5 frames advantage)
3) FS -> Backdash -> LK Roll (7 frames advantage)
4) FS -> Bachdash -> MK Roll (4 frames advantage)

The most times, after the roll. I see Abels doing either TT, cr.lp (~ cr.mp xx cod), cr.hp, s.hp. And cr.hk but I think it’s an option select.
I had the idea, to use step kick as a wakeup attack after the roll, it has 7 frames startup so for **1-3 **it should beat anything the opponent is doing, with exception of reversal attacks. In case **4 **it only looses to perfectly timed normal throws (3 frame startup) and trades? with 3 frame normals. It even hits crouching opponents, very often it should give a counterhit, so it’s possible to link cs.mp or cr.hp !!
So why isnt’ it used more?? What do I miss?
I use it a lot of times, it instantly renew the pressure on the opponent, step kick -> TT is also always a possibility, leading in even another hard knockdown.

Why isn’t it used more often?

Because it’s hard to time it perfectly so that it counter hits wake up normals…
It loses to back dashes while taking away the ability to option select…
On character that when crouching avoid step kick-> :hp: Abel can’t get for sure damage unless counter-hit
Unlike cr :lp: st:mp: which gives a combo everytime…

Step kick as a pressure move post Tornado throw is a great tool imo, and i personally do use it from time to time depending on the match-up…
Unless you can learn to time it well consistently, it’s a tool that is gonna cost lots of problems…

imo meaty step kick is not a bad option, ive seen top abels use it every now and then but yeah, not without its own downsides. also i dont think you’ll recover quick enough to punish backdashes.

but, cr.lp is indeed better/safer. its more frame advantage on block(better frame traps), on hit is comboable to bnb, can be OSd to cover backdashes, safer if whiffed (able to block reversals like ex psycho crusher etc)

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Anyone got any OS against Claw on wakeup that can deal with backdash and the two backflips?

breathhhhlessssss haha

yo ive pioneered a new style, f.mk os walk into rufus u1 lol

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Hey, guys, Sakura main here. I noticed this in the recent thread tab and hopped into it only to see you guys talking about the Sakura match-up! I have the good graces to live in Utah and play against Strider from time-to-time; so let me give you my basic thoughts on the Abel/Sakura match-up.

This is a tough match for Abel, but it’s completely winnable. What it really comes down to a lot of the time is who’s better at footsies/whiff punishing and by that their offense/mix-up game. This should go without saying, but, whoever gets the first knockdown generally has the advantage the rest of the match. Focus on knocking Sakura down and making her deal with 50/50s, (which all of you should easily know how to do), and make sure to bait EX SRK! That’s pretty much Sak’s ONLY tool for a reversal and hella punishable on block, unless she has two extra meters, in which case she’ll most likely start Tatsu Traps or something of the sort. Either way, if she doesn’t do anything on wake-up OR does a wake-up EX SRK, that’s exactly where you want her anyway: doing nothing or doing something you can punish easily.

Also, I can’t stress this enough… ** If she starts doing Tatsu Traps, I have one simple piece of advice: BLOCK. **I can’t tell you how many times I’ve started a Tatsu Trap with my opponent blocking, only to have them crouch tech immediately after one of my tatsus and get a face full of cr. fierce > tatsu > stand short > into either EX Tatsu > mix-up or SRK. If Sakura starts doing Tatsu Traps just be patient and look for an opening! If you get thrown after a tatsu or something equivalent, you should be grateful… well, in a manner of speaking. You should rather want to take a 100 damage throw, opposed to a 400 damage combo into a mix-up! We can’t do tatsus forever, unless we walk forward after a few of them and try it again with stand or crouch fierce, and by then you should have done something like a step kick into her or even just rolled away.

Now here are some general tips for you guys:

[LIST]
[]If you guys don’t know by now, let me tell you straight out: ALL WHEEL KICKS ARE PUNISHABLE. It may be extremely tempting to use them to get in, but I HIGHLY suggest not using them unless you’re confident you’re able to punish something like a fireball, and then I’d probably just use a meter for an EX Wheel Kick anyway. LK Wheel Kick is -10 on block, MK Wheel Kick is -11, and HK Wheel Kick is -12 while EX Wheel Kick is -6. As Sakura I can literally punish any of those I feel like with a no-effort LP SRK if you’re too far, but if you did it closer… well… I’ll be taking a size-able chunk out of your life, I can assure you that much.
[
]Mix-up your step kicks with something OTHER than stand fierce and TT. Abel’s stand fierce comes out in 4 frames, pretty nice, right? Well Sakura’s stand fierce comes out in 3 frames. That means if you use stand fierce after a step kick and I use stand fierce after a step kick, the majority of the time I should be beating your stand fierce out clean unless I’m doing it too late, and even then it might come out as a trade! Also TT comes out in 5 frames, (I believe), and I should be able to beat that out as well. My general tip for you is this: simply mix-up step kick with either regular grabs, a roll, or even a step kick fake-out! If you just do a step kick and don’t dash right after it you’ll be able to study your opponent a bit and see what they might do in reaction to the step kick.
[]Change of Direction is EXTREMELY PUNISHABLE! Sakura can literally RAW ULTRA 1 you just for blocking your first CoD if you decide to go into a second! CoD has some pretty heavy start-up, which is why she’s able to do this… but even so, CoD is -3 on block, (I believe), which means if you’re close enough, (which you probably are), we can punish the first, second, and (obviously) third with something as simple as standing short into EX Tatsu or even SRK for huge damage!
[
]Air-to-air is your best friend in this match-up! Sakura has low-risk jump-ins into pressure or massive damage, what better way to stop that then by neutral/back jumping with your fastest normal? 9 times out of 10 if Sakura does a jump-in with fierce or roundhouse, jumping back jab or something of that equivalent, will easily beat me out and get you out of the ‘Tatsu Pressure Danger Zone’. Of course, I can do the exact same… If I want to fight air-to-air and I notice you do this a lot, I can easily throw out my jumping jab and beat YOU out. And that’s not someplace you want to be if I’m able to get in again.
[*]Finally word of advice: don’t be predictable! Aside from Strider we do have another Abel in Utah who suffers HUGELY from predictability. I always know when a TT is coming, I know exactly what he’s going to do after a step kick if he has two or more meters, and I know exactly how he’s going to wake-up and I’m ready to OS or completely punish accordingly. ** If your opponent already knows what you’re going to do you’ve already lost!** If you’re prone to waking up with a roll, try blocking! If you really like to go into a crouch short > TT mix-up after a FADC’d blocked CoD, try stand fierce! In this match-up, when either Abel or Sakura get in you have to guess right to get out and changing up your style of game plan in accordance with your opponent’s is HUGELY important. Generally saying: Don’t be on Auto-Pilot! Study your opponent and change how you play based on the way they’re playing!
[/LIST]
That’s it for a basic run-through, if you guys have any questions regarding that match-up feel free to ask. I’m sure Gus has some more things to say based on what I’ve wrote down or even correct me on a few things; some of that stuff he taught me, so I’m sure the teacher always has something new for the student to learn!

ZOMG

Wheel kicks hella punishable?

Damn…

No wonder usually its advisable to use it(lk version) at max range, hitting on the last active frames possible to reduce the minus frames on block. So it will be harder/not punishable, except maybe by Chun’s super.

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Yeah, exactly.

If you use LK Wheel Kick at max range you should be pretty safe, I know Gus did that to me when we were playing some casuals, but I used LP SRK, MP SRK is able to punish Wheel Kicks as well, as well as going a bit further than LP so that might have worked. So use at your own discretion!

Also HK Wheel Kick is pretty much the worst thing you can do to yourself if it’s blocked as Sakura can punish that with Super, Ultra 1, Ultra 2, as well as any SRK! And that’s a lot of free damage for us! Not to mention ALL Wheel Kicks, except EX, can be punished on block by Sakura’s Super but the chances of a Sakura using all of her meter for a punish, (unless it’s game winning), is pretty low.

Strider, saw your little discussion with JamesChen on whether or not Akuma vs Cammy was a good match for Cammy or not!
LOL he got pretty passionate about that!
It was pretty funny & felt awkward…

I have two problems:

  1. After i get someone really good with the abel tricks i have at my disposal they start running, and i have a hard time keeping them pinned down.

  2. On the other hand some guys come in on me so hard with normals and only normals. The ones that are smart about it dont seem to have an opening. When i dont have meter i feel helpless and sometimes i feel helpless when i do.