Street Fighter 4 Dash - Abel

Yes he can.

EDIT- EX Roll being throw invincible would be ludicrous.

Could you elaborate on the awesomeness of CR.MK Juicebox as I’ve never really found a use for it?

Though I’d agree with you on most points even though I’m nowhere near your calibre. I feel his jumping game negates any need for an anti-air attack given you can use it as anti air (FP is a beat of a air to air attack at the right angle) and you’ll also end up right next to your opponent which is exactly where you want to be. Also the inability to punish missed links safely without an ex bar is really annoying when you’re fighting at levels where you and your opponent will miss links, especially when things like shoryukens will not only do that job, but act as anti air and reversal wake up attacks without an ex (which is what Abel doesn’t have). But you need to remember a large part of Abel’s game is baiting out those kind of attacks and them punishing them for a godly amount of damage.

I don’t think giving his ex roll immunity to grabs would be out of the question, also a pet dream of mine would be switching the TT command around so I could easily punish tap gabs (It seems odd that it isn’t given how they’ve made Shoryuken and SPD commands easier so they can be used in the situations they’re made for and TT is screaming to be used as a tap grab counter).

Giving EX roll grab immunity would be straight retarded. You’re giving a character who is supposed to have weak defensive options what basically amounts to the best teleport in the game.

TT’s command isn’t hard to do in the first place, so i’m not sure what you’re getting at. Plus, using TT against a tick throw might work once or twice, but you’re going to get punished HARD if you get baited into that shit. Unless you’re 100% on what they’re doing, just tech the grab; why open yourself up to huge damage if you don’t have to?

As far as cr. mk, it’s a good anti-air and isn’t bad for a ground poke against some characters. However, it really shines up against Sagat. Whiff punish st. hk with it and you just got an ultra combo off of what he thought was a safe normal.

Make standing roundhouse more useful. Maybe move him forward a bit like with the sweep.

I’m really liking falling sky now though. I’ve learned it’s best againist wakeup players who think they can just jump out of the TT trap without getting punished.

OMG Hav i cant stop staring at your av :rofl: too funny

I think some people just need to learn to use more of his normals, like seriously. Its too funny people wanting change here and there only because they dont know how to use the right move at the right time.

Change TT command? To what, one button? Its already easy the way it is. Using it to counter tick throws aint really a good idea, a walking throw, maybe but you have to really have a good read of your opponent.

I agree that giving ex roll grab immunity is gonna make it too powerful but the best teleport in the game? not really, since it costs meter. Maybe only reversal ex roll being immune to grab? :rofl:

I just suggested a(specifically in my post) quarter circle forwards command akin the the shoryuken shortcuts so it’s easier to buff on block for tick/walkings. It’s not even as though you’d need to use it every time but I feel it would be hand to be there to bait out shoryukens as well as counter the grabs. I don’t think it’s that ludicrous an idea or request given a lot of the time landing a TT has an element of risk.

Lies

hmm i dont get it, how by changing the comand to srk-like will make it easier to bait out srk? TT is risky yeah, but the damage is big and you score a knockdown, which opens to lotsa mixup shenanigans that can lead to more damage. TT is really fine the way it is IMO. Anyway on block you can buffer the current TT command just fine…

edit: so i read ur post again, so you’re saying TT is harder than SPD?

I don’t see how making EX roll throw invincible is ludicrous. Gen basically has the same thing (an even better version at that).

Really? >.>

Gen’s roll is an attack. All versions are -3 on block and I’m fairly sure you can EX TT him out of the ex version, which would make it not throw invuln.

Abel’s roll is a way to move around. Can’t be blocked, once it’s going can’t be hit, doesn’t do damage… etc.

There’s nothing remotely similar about them.

No no, all I’m saying is it would be easier to buffer on block (jabs) if you could optionally put in quarter circle forwards, I tried to make sure in to get over the fact that I’m not as good as the majority here in my first post so sorry for the confusion.

He’s talking about Gen’s Ex Oga which makes him invulnerable on wakeup and puts him on the other side of the screen. Though I think Gen needs it much more than able given his lack of health and reliance on being a mid kick range. It’s not as though Able doesn’t have option on wakeup, he can block, ex tornado grab, tornado grab and ex roll to get out of cross ups and jump ins as it is.

Abel’s wake up is still shitty. If EX roll was throw invincible, he would have a reliable way of escaping and it would be justified because he would be using up an ex bar. And yes I was talking about Gen’s EX Oga which is completely invincibile and Gen is able to move to either side of the stage and even attack out of it if he wants.

Abel is pretty solid. He relies a lot on EX tho. EX Roll should NOT go through grabs, it would be like a Akuma’s teleport then. I still am waiting for a very high finish by an Abel user at a high level tournament.

I’m with Abelity. There’s a lot of stuff that will be debated till the end of time, but he’s pretty solid all around. It’s a little obnoxious fighting some characters, but street fighter is mostly a mind game anyway. Player v. Player, not character 100%.

The fwd m.k to standing heavy is tough, yea, but not impossible. His normals game is pretty solid IMO. Especially against non srk people. For those with srk, do something slightly different. Abels got nasty mindgame potential. Just gotta advance that Abel Technology.

It bothers ,e that so many people say that making modifications to such and such move would be ‘too good’. Well, moves being ‘too good’ is what makes a character, unsurprisingly, good.

Not that Abel isn’t, because he has a lot going for him.

Abel has some good moves, no doubt, but he needs some buffing with some of the properties of some of his moves, this is undeniable. Fighting largely of half the cast of SF4 is a steep up hill battle, and I want that to be a lil more even right off the line, making it more down to who knows the match and has the skill.

This seems like as good a place as any to ask. Aren’t they not updating street fighter four because they would have to update the arcade version as well as the console version?
This is what I was under the impression of. If they update it, will it just be a patch for the console via download? or a new game entirely ala the countless street fighter 2 games.

Yeah actually i was wondering the exact same thing.

Knowing Capcom it would be a new release with some new characters that didn’t make it into the SF IV and some extra new things probably stages, tweaks etc.

Gen’s EX Oga is justified because his hp is so low. Abel does not have that issue. Every GTFO tool in this game is at least theoretically punishable. Even Akuma’s teleport has some recovery tacked on at the end, it’s just hard as fuck to get over to him fast enough to take advantage of it. Giving EX roll throw invuln is basically paying a bar to get out of mixups for free, since that shit has zero frames of recovery. For a character that’s inherently built around having almost nothing guaranteed, it just doesn’t make sense.

I guess too good can either mean, it will probablydrastically change the character into an unbalanced beast or just too good to be true :rofl: