It’s technically possible… but not really. Don’t think of wheel kick as an anti-fireball too cause if you do, you’re gonna have a bad time.
Just focus absorb, block/jump or maybe roll through fireballs. The only moves I ever use through fireballs are ex rekkas (usually during a block string like typical shoto cr.lp,cr.lp,cr.mkxxfireball) and ex wheel kick. If I ever manage to get a regular wheel kick over a fireball, it wasn’t on reaction lol.
This happened to me today against Sakura went clearly over hers, she may be an exception her fireballs are tiny lol
EDIT 1/8/13(Since I’m still last comment): I really really need Ibuki help I’ve been training up my Defense in training mode against her, but online the slightest slip and I’m in serious pain, I have shown improvement in my defense against her but it only takes one knockdown.
Anywho hit a bit of a wall yesterday I was at 1,113 pp, and went all the way down to 600 lol but I fought through and leveled off at 1,100 pp despite losing a bit more yesterday I felt good because I legitimately felt like I was learning.
Everyone loses to online ibuki… Don’t let that get to you. Full screen neckbreaker is unblockable and her blocked command throw -> ultra is unavoidable
Figures, I freaking hate this character, I’d almost go as far as saying I rather fight the top five than her lol, but I def do better offline because I can react to her BS better.
I know this is an old thread but I wanted to know Strider process of getting his execution down. Do you P-link or do you look for the visual cues on the step kick cause P-linking is the devil to me right now
Just plink, it becomes second nature very fast and overall has no disadvantages (its really very very easy with practice). Daigo was asked why he plinks EVERYTHING! and he just answered “why not?”, and I think thats the best answer.
For the Step kick ~ HP link you can also Plink (I saw KSK use this a lot).
HP + LP
HP
Therefore, if the plink doesnt work, because of a too long time gap, you get
LP
HP
And sometimes you then link with cs.LP which does also link after step kick! against standing opponents, insteadt of a missed input!
But you have to cancel into light COD all the time! So you will have a little less damage, but perhaps the most consistence with this link.
Just another option. Personally I plink
HP + MP
HP
and I use MP COD after it! I dont know why, but it works best for me and better then with HP COD. You have to cancel quite fast after the plink, and I am better with the plinking when my brain can cancel into MP, I dont know why works for me, I am playing Abel for quite a long time now and I think I am very consistent with this !!! I can also confirm into cr.lp~cs.mp most of the time against crouching opponents which works nice on counterhit, but I cant confirm the counter hit yet, but I dont know if anyone can do this at all.
Just practice which works best for you
I find that double plinking is easier because I have the lp to connect also…I guess I stick with that… So my input is HP+MP+LP
HP…I guess I can figure out if its luck or if I’m mashing the top row
Hey Abel forums, quick question. I’m trying to incorporate jump cancels into my game to possibly get out of near inescapable wakeup situations in the corner. I’ve been trying to practice by recording Ryu doing sweep, immediate jump forward and grab as soon as he lands, or sweep, walk foward, throw. However, this just ends up with me being grabbed a thousand times, getting frustrated and going to practice Ibuki combos instead.
I know you have to cancel the prejump frames into roll or whatever special you want to be unthrowable, which leaves me with a 4 frame gap, but for the life of me I can’t get it done, at least not in the situations I set up. I play Ibuki, so jump cancelling is second nature to me, but Abel’s seems ridiculous in comparison.
My inputs are the typical motions for jump cancels: QCF, UF + K. Any tips on getting this thing to work? And how viable is it in a match? If your opponent throws a little too late, do you just get thrown out of anything you tried? Aside from EX TT of course, because they’ll just get thrown. Is that why I keep eating dirt all the time? Because I’m getting thrown after the prejump frames have been cancelled?
Good question, how many active frames does a throw has, 1 ? I dont know. I think jump cancelling EX TT is the best option, because it then becomes throw and strike invincible
Depends on what you want to SJC from and into. It’s not so bad if you’re just doing one motion ending in UF (which is the case in most situations). Only SJC into Ultra really carries any difficulty, and that is so rarely used that it’s not a big deal if you can’t do it.
In any case, I played Abel during some sets this week and took Schabernak’s advice and jump cancelled the EX TT instead of the roll. It worked. I guess I’ll only do that from now on if I have the read. I still depend too much on Abel’s escapes though…
I’m looking into playing Abel for Ultra SF4 and the rest of AE2012. I played Sakura, Vega and Honda most of my SF4 career and I’m looking to explore and play someone that I consider fun and fits my style more. Problem is that since SF4 is such a match-up heavy game that I feel like in order for me to be truly competitive without devoting 100% of the small amount of FG time I have to SF4, I should pick another character to counter his bad match-ups (Fei, Cammy, Rufus, Yun, maybe Sakura, Gief, etc.).
Question is, who is a good secondary character to play Abel’s bad matchups? I have small experience with Guile, Sagat and Balrog but I am 100% willing to learn another character as long as that character can help out Abel in his bad match-ups.
Sidenote: This is not a cop out. I will still learn Abel’s match-ups, but just in case I’m struggling too bad with Abel in that match-up in competitive tournament play, I have another character to fall back on in the set.