The COMPLETE Abel Guide!

As a Makoto player who in AE gained this same ability on hit or block with s.LK xx HK Karakusa, this interested me, so I took it to the lab.

Yes, it does work, but from my trials, only on block, and only with a relatively good delay. The timing is very natural after a trial or two. You CAN hit-confirm the block or hit for LP TT, offline, but it seems like there’s no way you could hit-confirm for the LP CoD, as delaying the s.MK cancel almost at all makes LP CoD get blocked, and adding on ~3 frames won’t make that any easier.

Coincidentally, the same timing that catches blocked s.MK xx LP TT will also catch an opponent with far s.MK, LP TT.

I THINK you might be able to OS this consistently. I had multiple recordings where Abel used a different special on hit than he did on block, including once where he LP CoD’d on hit and did the “Blocknado” as I’d call this s.MK xx LP TT on block. It’s funky, but with a little bit of timing there might be something possible here.

Ok, i been gone awhile but i saw a guy post a vid of abels super armor cancels. There actually not hard at all. Your average Os is harder than SAC’s. All you have to do is do wake up ex Cod on your first wake up frame and then input what you want to do. For example, Cammys that do back throw walk forward jab and then do a meaty dive… all you have to do is ex rekka and another rekka input and youll get ex rekka super armor cancel to falling sky. Note this only works on meaty jump ins. If your fighting a ryu and he does a jab trip combo and instantly jumps… hes prob going for a safe jump with jumping hp or hk. you can do wake up ex rekka to tornado throw. The inputs are exactly what they sound like. rekka than just a tt is all. Also take note you can ex rekka Super armor cancel into your u2 on meaty jump ins.
Ex rekka SAC FS: D, DF, F, 2 punches xx D, DF, F, Lp (Light fs is only viable choice)

Ex rekka SAC TT: D, Df, F, 2 punches xx F, DF, D, DB, B, punch button (anyone of them works so use hp if u can for more damage

Ex rekka SAC Ex Roll: D, DF, F, 2 punches xx 2 kicks (This one is easist since theres no multiple inputs and only the ex version works. Take note that sometimes u cant sac to fs or tt on some character jump ins so this is a good option to at least get away at the cost of 1 meter.) for Ex: Sak F throw, walk back, J. Hp

Ex Rekka SAC U2: D, DF, F, 2 punches xx 2 QCF, 3 kicks

Wheel kick also works but i havnt exactly used that one… so yea… hope this helps those of you that wanna learn. Take note they have to hit you on first frame of your wake up for SAC’s to work. if you feel ur doing the input right but ur only getting Ex cod its cuz the jump in isnt meaty enough. Part of mastering this art is recognizing safe jump set ups and meatys.

wow, never thought of Ultra II

ultra 2 has wut 10frames startup so to use it as armor cancellin on wake up against meaty is kinda eh since they’ll have plenty of time to react to that cinematic ultra startup…

i cant think of the realistic usage of armor cancel U2 atm… maybe someone can

I can’t think of the point of sac into ex roll or falling sky, both these have invincibility. Would it be just to build ultra meter?

vs safe jump os throw

Ooh gotcha. Definitely something that beats abel up. Worth having that as a tool.

[INDENT=1]

[/INDENT]

[INDENT=2] [/INDENT]
[INDENT=2]BTW HFX not calling you out but you should try the approach instead of assuming off the top of your head. it works on safe jumps… its a punish personally tested it myself. give it a try in the tr room sometime. I still say fuck breathless but it was just somethin fun to throw out there for the people who are so interested in the sac.[/INDENT]

This doesn’t work - if you were “punishing” I think it is due to errors in your recording.

Like HFX says - Ultra 2 has around 10 frames of start up - it only takes 4 frames to land after an aerial attack, which means if they timed it perfectly, they have 5 frames from the attack making contact to the point where they can jump.

ill tell you like i told HFX just go test it. it works. i tried it vs NUMEROUS character safe jumps. it takes a few minutes.

I played a pretty good rufus last night and got completely blown up. The dive kick pressure is crazy . I caught him a few times with ex fs but i couldn’t do anything else except block and get crossed up. Can anybody explain to me how to do the crouch jab/plink throw tech or other options to help escape from this? Also he was doing lp ss sometimes on wakeup when he didn’t have meter. What do u guys punish that with? Fs? Lastly, after blocking an ex mk, what r the options to punish based on the followup? Does breathless punish a block mk for free?

#1 Dive Kick Pressure: Crouch (DB) hit throw + HP.
:db::lp::lk: + :hp:.

If Rufus tries to grab after the dive kick, Abel will Tech
If Rufus goes for another dive kick, :d::hp: (Elbow) Will come out.

** #2 **Wake up snake strike? Punish it with a step kick?

**#3 A **Great question… I like souless in this match because it punishes Rufus’s :d::hp: on block AND if he gets knocked down without any meter, he’s pretty helpless to stop abel’s offense, so your likely to land a combo into ultra.

BuT!!! Does anybody see some potential for breathless in this match? Since it DOES have armor on its start up and INVINCIBILITY on its dash animation… IT MIGHT be viable against some dive kick pressure… I’ll check it out and see how it goes.

** #3 B **Does Breathless Punish Messiah Kick? LOL! no!!! IIRC his sweep follow up is 0 on block and the overhead is -1, he’s safe as fuck on block.
PLUS…If you’re dealing with a ex messiah kick. 9 times of 10 it was a wake up reversal one… and in that case EVERYTHING breaks armor… :arazz:.

IF YOU BLOCK THE FIRST PART OF THE EX MESSIAH KICK, and he FADCs BACKDASH you CAN punish that
with breathless… But that and only that!

But as for me: After I block a MK, I always lk roll and go for a command grab and it usually works. I have distinct memories of being punished for it some times, Shame on me for not knowing this! I’ll hit the lab later on and figure it out, unless someone here already knows.

Thanks a lot for the response…I was doing some weird shit which wasn’t working , ill def try the crouch tech/ cfp OS. As for punishing the ss ill start using step kick (duh…when in doubt trust in step kick imo Lol) I find myself being a little hesitant to use it against certain moves cuz I always hit them early in an airborne state n blow the combo. Does that same OS work against all divekicks (yun, yang, cammy strike)?

With varying degrees of success, yes. Abel’s cr.hp OS crouch tech isn’t as strong as, say, a shoto’s cr.mp OS crouch tech. However, it’s a decent OS crouch tech (albeit slow).

Yun and Yang’s dive kicks, with their nerfs, aren’t exceptional by any means (don’t get that confused with me saying they’re bad; they’re just not exceptional). A poorly placed dive kick can easily be punished by cl.hp on block (and, at times, on hit). You can tell if the dive kick is poorly placed if you get hit above the feet while stand blocking; if they hit you in the head, you probably should cl.hp xx fierce CoD. As far as anti-airing them, s.mp works well for me; it’s good to throw out on reaction.

Cammy’s dive kick is a bit different, but same concept. It’s better on block/hit than the twins’ dive kicks, but you can still punish if she places it wrong. Against Cammy, I’m not sure if I’d recommend cr.hp OS crouch tech much. Cammy players are really strong on frame trapping the option off the TKCS, and she gets *great *damage for getting that free CH if you OS at the wrong time. She’s gonna get you into some sort of blockstring/pressure string/frame trap, and it’s probably gonna end with a cr.mk, cr.hk, or s.hk. When Cammy ends her string with one of those (usually cr.mk), you’re back to the neutral game because she’s pushed you far enough away that you’re not under that pressure anymore–real similar to when Sakura does her lk tatsu loops; you can just backdash after a lk tatsu is blocked.

cammy throw range is the bads, don’t use os tech against her or you make me sad.

i havent seen a rufus use wakeup snake strike in like 2 years. if they’re using it then your pressure is weak, that much is clear.

i say breathless is no good v rufus, u1 too good for the baits and damage off random hits too ruthless.

short roll after ex messiah not safe, if they bad and not know this you can breath sigh of relief.

learn to use the far stand fierce, it is the best. for aa’ing rufus, it is better than all the rest.

yeah, i managed to test it, works against ryu sweep j.hk safe jumps.

Whenever I get a knockdown, I just go for a safe jump j.mk OS lk roll to maintain pressure.In footsies, I’m just trying to catch an odd limb with f+mk; nothing special.

Safe jump wise, this is what I’m using on Bison:

-forward throw, whiff s.mk, nj.hk
-…cr.hp xx lk roll, cr.hk xx hk roll, nj.lk
-…hp CoD, immediate j.mk
-…HP FS, whiff cr.mp, nj.hk
-TT, slight step forward, j.mk
-backthrow, whiff cr.lk, j.mk
-forward throw, whiff f+mk, j.mk

what do you do against hakan? i either get hit with his sliding thing or grabbed.

You can duck the slide thing and punish it. As far as getting grabbed, just have to know the range. If you predict a grab, you can nj.hk and punish hard.

Counter Hit Overhead Set-ups… works consistently against wake up 3 framers…

After a COD… Double Dash… then Overhead!!! It’s very tight but it works…

After an elbow, do lk roll - Sweep xx MK roll, and then MK roll again to switch back… then Overhead!