it’s unlikely that SF dash would make things LESS balanced right?
was each iteration of SF 2 more balanced than the last?
or are we looking at a crapsshoot?
it’s unlikely that SF dash would make things LESS balanced right?
was each iteration of SF 2 more balanced than the last?
or are we looking at a crapsshoot?
Don’t hold towards when you hit the punch. If your stick is in any direction besides towards, you’ll get a normal instead of the CoD continuing on
make a sweep from any character and from any distance work against Lariat.
as for Abel, if any new move, yeah the tackle, which already displays on 3rd hit CoD+k(pretty worthless). And it should be a throw, like Gief’s/Hugo runners.
Games don’t automatically get more balanced with each iteration. They just get differently balanced.
I’d love for an easier way to juggle into the ultra.
Just kidding.
But really just to be slightly quicker out of block.
I bet that 99% of us really believe that there will be new balance, and as such new imbalance.
That, or they have to be really increased in speed considerably for it to even be acknowledged as a move.
A lot of you are talking as if Shiro hasn’t been one of the top half dozen most successful players for the last year and there’s almost no chance that Gief isn’t going to get a significant revision in the next iteration. I doubt they’ll need to do much to Abel at all since he’s viable as is.
i want some combos off c.lk’ like almost everyone else
make abel better?
hmmmm…
1.) make it so he can’t be thrown out of his ex roll
2.) give his ex dp throw some invincibility frames
3.) make it so the 2nd hit of his c.hp comes out sooner to create more situations for a juggle
defending against a jumping opponent…
I like abel the way he is to tell the truth. I can deal with him the way he is. I don’t
expect capcom to change alot about him in SF4 dash.
A few tweaks would help:
It’s like this, if you compare Abel to many other characters, his specials, except for this throw, are poor. COD is ONLY good in a combo. FS is ONLY good as a combo ender. Compare this to a dragon punch or fireball. These are good moves alone or in combos.
Abel’s specials needs to be viable options for pressure, mix-up, anti-air, etc. just like all other character’s specials.
wen i found out a full hit ex messiah kick then c.mp->med. COD i got pissed, wtf
more dmg plz!
c. lk to st. hp. Learn to love it.
I would be happy if they just gave Abel some faster (maybe better) normals.
an anti air that cant effectively be used as an anti air (consistently) is a fail in my book. does good damage for combos, but so does a SRK or cannon spike.
and a better way to deal with abels wakeup would be much appreciated. dealing with wakeups with no meter is PAINFUL!
thats maybe not such a bad idea. i lose count of the amount of times i frantically mash the F+P buttons trying to get the rest of my cod out and it cuts short after the 1st hit and i eat a SRK
Seriously. I feel like Abel has some of the slowest/worst pokes in the game. I can understand having a crap footsie game, but his jabs/shorts are rediculously slow and get beat by almost every other character’s in the game.
Abel’s a great character. Truly captivating, much like my girl Viper. He’s almost perfect in my view.
But, I’m just curious as to what the term “change of direction” actually means.
I used to think it referred to the fact that he could actually choose which side his opponent landed on, depending on which finisher he used. But, since pretty much every option in the sequence of mix-ups can be interrupted, it basically fails to achieve its supposed purpose, no?
I don’t see the purpose of giving opponents TWO chances to DP Abel during a supposed chain. One is more than enough (between the 1st hit and the 2nd), so why not increase block stun between the 2nd and 3rd hit to prevent DP’s? Also, perhaps the last hit should actually be a legit mix-up, so that the mid and low options both come out at the same speed…allowing him to truly “change his opponent’s direction” on hit, and providing a 50/50 on block.
This wouldn’t change too much, because people who are on top of things can still DP him between the first and second hit (on block)…but, even so, if you surprise your opponent with a random speedy LP COD and actually get them to block the second hit, you get a (very punishable) mix-up on the last hit.
And, of course, in combos you could actually dictate where your opponent ends up, justifying the move’s title “change of direction”.
Also, as far as throw invulnerability goes on EX roll, why not just have to first few frames be throw invulnerable?
Change of direction = Abel’s rekka (its actually the name of the move)
I know what the change of direction is. But, my point was that it’s name doesn’t reflect its use, because it can be interrupted too easily before the “direction changing” part comes out…a.k.a. the last hit.
The last hit, allows you to choose which side your opponent ends up on, but since the low kick can be DPed its almost useless. So, there isn’t really a choice involved, and you don’t get to decide your opponent’s “direction”.
I think it would be useful if you could.
ahh last suggestion
More frame advantage on standing far lk. +5 would be sick but +4 would be alright too
oooh oooh oooh oooh
What if they got rid of Abel’s crappy far HP?
What if the HP simply did the double uppercut move (currently close HP)?
That would rule. Easier anti-air and hit-confirm into Super from slightly further away.