The COMPLETE Abel Guide!

That video is amazing…

Winter break is upon us… With all this time I’m doomed to eventually having an afternoon with nothing to do…
When that happens… I’ll update the crap out of this thing…
Plus when Christmas comes and If i get a camera, I’ll supplement alot of it with videos… It’s gonna be god-like.

New Tech… Fresh from the lab…

Overhead set-up…
After Falling sky… Light roll… Dash up, and Overhead…
It’s a few frames shy of being a true meaty… this makes it great for landing counterhits or trades…

It’s known by now that Abel can link a step kick off an countet hit overhead roundhouse…
However its new confirmed data (at least for me) that Abel has a BIGGER frame advantage on TRADE.

So ya… Both Counter-hit AND!! Trade overhead… lead to a step kick combo…
Use it against your wake up Jab happy Ryu/ Balrogs or who ever…

Another way to land a step kick… Not bad If i do say so myself :smokin:

New Tech… For SETH

After a Tornado Throw… Dash up… Light roll… then JUMP BACK…
All of seth’s DPs, except for EX… will whiff… and He’ll land close enough for Step kick.

If seth woke up SPD’d , Abel can ultra upon landing… or, if he doesn’t have ultra, can punish with FIERCE Cod…

Very low Risk… Good/ God-like Reward…

btw… When I say these are new… I’m just saying that they’re new to me… So I hope nobody gets butthurt if they found out these things before i did.

anyway… More Tech for akuma…

Safe baits for Dps/ Teleports
The same as SETH… Very simple, but effective…

After tornado throw… Dash… Light Roll (In front) or Heavy Roll (Cross up)… and then Jump away…
Non of Akuma’s DPs will EVER EVER EVER make contact… and Abel can punish…
And if Akuma teleports… Abel can BnB…

Pretty low risk… Good reward…

ive been using,

falling sky, lk roll, whiff cr.lp st.hk

works like a charm

and you can mix it up

after the cr.lp you can do
hk roll (and not get grabbed if you did it properly) – immediately followed by f.mk to catch whiffed throws
slightly delayed TT

etc

the hk roll can get punished by certain moves though (since the increased vulnerability near the end) but it wont get thrown unless u mess it up

Good shit on the Seth tech. But you forgot to mention that if Seth did nothing on wake up he can react to the jump back with rh/EX lightning legs just before you land. I thought Tandem worked but my testing was found fraudulent in retesting.

hmm apparently i heard dj has an unblockable against abel

neutral/front throw, whiff cr.hp, j.mk

the source said that most characters can block both ways, but somehow its an unblockable vs abel

sure abel can escape with ex roll, but if he doesnt have it? hmm

even if he has it, the deejay can do throw, cr.hp, empty jump into throw maybe? and youll waste a meter and put into the same loop

i havent tested it myself though

I don’t have the execution to pull it off, but wouldn’t armored FS beat all of those options?

first of all, its not an unescapable…

i did say you can ex roll out… the problem is if you have no meter. you still need meter to do armor cancel stuff

empty jump into throw beats armor cancellin anythin since you wont get to do armor cancel without a move hitting the ex cod in the first place… and throw beats ex cod

*and i still havent tested it, been busy with work

I wasn’t saying it was unstoppable; didn’t think I ever suggested it. I did suggest, though, that armored FS would beat all those options (which I was wrong; didn’t think about empty jump throw).

wouldn’t EX TT beat the unblockable and the throw?

Finally since i saw no one gave a damn to test the stuff, Tested it myself lolol

The unblockable is kinda ass.

Nope, reversal ex tt will whiff and dj will land on the other side to punish the recovery, if you delayed the ex tt, you will get hit.

Anyway yeah it is an unblockable but you have PLENTY of ways to escape it .Its similar to abels unblockable on sagat.

You can

  • cancel the wakeup standing frames into a low attack, cr.lp/cr.lk and the j.mk will whiff.
  • ex roll out for free
  • normal roll out for free *maybe punishable but not by throws

Tried OS-ing a throw with the j.mk but since dj will always land behind you, you will roll away from him so youre not gonna get thrown.

Also tried armor cancelling stuff everything but dj will always land behind me making the moves whiff, couldnt get the moves to autocorrect…

The juicebox frame trap has been a life saver for me so far.

I made a video showing off the Abel armor canceling tech Nekojita has been employing of late:

[media=youtube]kPcBSIw1Zuk[/media]

ex cod into ex roll counters Option selects meant to grab the ex roll…

Cool, I’ll add an annotation with that info.

Man… Armor cancelling has been around since Vanilla… I regret not looking into or experimenting with it all this time… In the short time that i’ve been using them in my game… It’s helped out ALOT!

Abel’s wake up game got a little stronger.

ooh snap i found something interesting in the japanese abel thread…

the usage of close st.mk…

apparently close st.mk special cancelability is pretty long so you can cancel into a lp TT and grab your opponent

there are other things you can do

you can do cr.lp close st.mk and hit confirm into lp cod or if blocked, cancel into lp tt

j.mk close st.mk (aim for counter hit) xx lp cod etc

i havent tested it yet though i just got home from a tourney (placed 3rd and i did get to play vs Kuroda’s abel in casuals, actually he personally asked me to fight his abel lol (i forgot who won, but id like to believe that i did lol) – yes the 3s kuroda)

any of you guys with time, do test this out and post your thoughts

Interesting… It always felt like cl. st. fwd had a short cancel window.

Breathless has no projectile invincibility on release, I know Soulless > plasma, just wanted to try out the buffs. Haven’t touched Breathless since Super, suffice it to say I will continue not using it. At it’s best I only liked it for the Honda and Gief M/Us.

Haha the cl. st. mk cancel is quite fun.

From playing around with I’ve noticed a few things, you really have to wait quite late if you want to cancel TT as they’ll still be in block stun and the throw whiffs otherwise, very bad. Also there is no way you are hit confirming the kick straight into a lp CoD/TT decision. I really don’t think there is enough time to do it consistently, even with a counterhit. What you can do though is use it after a cross up mk for example like HFX said and use that extra time to hit confirm into a CoD or if they are blocking it all the late TT cancel.

Definitely potentially useful though, the lateness of the cancel will definitely catch out those blocking and expecting a forward dash mix up, kind of like how the short stun on Zangief’s knee jump in lets him grab quicker, throws off their timing. I can upload a video of the timing if anybody wants to see it but really it’s quite easy to figure out. Good find.