This Feels Different... OLD Abel Match Theory Thread

Good job.

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Gamertag: Raynel191

I want sum quality matches.

Nicely said HAV. I think the above three paragraphs are the most important advice against Akumas or they can be summarized as defend, defend and defend. Akuma hardly has any holes in his offence. Just don’t get knocked down and have to play a guessing game where the odds are against Abel.

Anyone have any experience vs good Seths, shit is a headache. I mean I win usually cause Abel massive damage out once I touch Seth, but any tips etc would be appreciated. I hate that damn match more than fighting Gief, except i lose more to gief lol.

I have some Seth EXP… not a whole lot… but enough to speak on it. I’ll do a Seth update tomorrow.

For now, Sagat updated.

That’s ironic, I always pick Gief against Abels :-p

Anyone here have problems wif cammy?

Thank you so much HAV!
Gonna check out the Sagat update right now!

thanks for the sagat update… im goin to enter trf tonight(beginner’s level though), hopefully i’ll be able to apply things ive learned, lately my execution blows :frowning: but i’ll try my best

Kikuichimonji and me played alot and he mains seth, I learned quite a bit but am still uncomfortable in the match. It went pretty evenly, but geez what a pain that match is.

NINJA EDIT: I’ll contribute on top of what HAV posts

Im making a word document, here is some stuff so far. Will add alot more, HAV feel free to add this to whatever, Im making the list as I find stuff etc or read it in here

General Info

-VS backdashes you can catch it with f+mk or dash after it and TT, Most reversal dash beat mix up, so do this when you suspect the opponent will do so.

-Don’t attempt mix ups vs teleport characters, you can bait it once you have ultra and punish though

-Always know how much meter your opponent has, so you dont get baited to ultra by fireball xx fadc

-close s.hp is great anti-cross up and canceled to lk roll crosses up or doesnt randomly

-Know all your options and pay attention to how you opponent reacts to a block f+mk

-EX Tornado throw functions as anti-air vs all deep jump ins and non-early angled jump ins with the right timing

-C.fp is your main AA of choice, in most match it will beat or trade getting the 2nd hit for a free xx lk roll to HP FS or Super, HP CoD to Ultra, straight to ultra, or reset

-Vs most you air-to-air wins, you can almost always dash when landing to cross up

  • Whiff s.mk to TT is good if you are a good distance away

  • When attemping to tick after a f+mk, use HP TT is you are going for it since f+mk get you in range

  • Most other tick I recommend lp TT for its range (3 c.lks to lp TT connects), while some things as simple as walking back can make the other versions whiff

  • Buffer any c.mp’s on whiff into a mp CoD

  • Vs armor moves you can c.mp xx TT for great damage (290 if using HP TT, mp or lp is recommended)

  • EX CoD inbetween any characters normal xx fireball if possible

  • When hitting light attacks, always end with a c.lp if you plan on adding on a f+mk at the end for more frame advantage

  • Try very hard to look for counter hit f+mk, lets you land c.fp or another f+mk xx dash

Anti-airs:

s.mk- Not his greatest but not useless and actually really good in some matches, used properly you do it while the opponent is high in their jump arc
c.mk- Good anti-air overall, cancel into roll
c.fp- Grand daddy of them all, allows for juggles when timed properly
close s.fp, Abel’s anti-cross up with great vertical range and can be canceled to roll (1st hit)
EX Tornado throw- Beats all meaty jump in (if they land in throw rabge of course) and most non angled jump ins
lp super- Gonna beat anything in the air
lp or EX FS- used early will grab alot of people because they are high up, if it trade you can Ultram though im sure if it was a heavy attack you will be in too much stun to recover and ultra

ex CoD xx EX FS- Flashy and cool, but not worth the effort imo

far s.mp
far s.fp
s.rh (vs cross up)

Best bet is to cancel into lk or mk rolls as depending on distance you will cross up or not when using s.fp or c.mk.
Far s.mp and fp will trade vs many attack and even beat some far jump ins (Ex far s.fp vs Sagat ar j.rh), I don’t have a complete use yet but s.mk is a better choice in some matches, in matches it loses to use s.mp/s.fp. Character specific and use for far jump ins only.
Seems the trick is, as long as the attack doesn’t directy hit abel’s head, it beat win or trade.
s.rh is used vs cross ups to move you out of the way quickly letting you land a lp TT as they land.

--------Mix-up/Resets/In yo face sucka options--------

Non-up close tactics from normal throw

  1. lk roll, hk roll, f+mk- punishes people who tried to grab
  2. mk roll, jump up and come down with rh or empty jump TT

Mix up from blocked CoD (mp and FP only): (note you are at -3)

A. Tornado throw- Beast people mashing throw since they are not getting reversal timing, as well as attempts to focus 2nd hit (Loses to mash jab, invincible reversals or ones that tleave he ground instantly)
B. EX Tornado Throw- Beats people mashing normals or attempts to focus 2nd hit (Loses to invincible reversals or one that leave ground instantly, throws)
c. Block- Beats anything other than a throw, allows for punish vs dps
D. 2nd mid (-4 on hit, -9 on block)- Beats blocking low, mashing normals, jump (loses to reversal throw iirc, invincible reversals, Focus, use when they expect throws), if hit do finish mid
a. Very rarely you can go for a finish low, but ggpo if that shit is blocked
E. 2nd low (-1 on hit, -5 on block)- Beats blocking high, not too bad on block cause distance (loses to most other shit lol, use when they expect a 2nd mid), if hit you can do finish mid
a. Best bet is to just not do anything if its blocked, other options are fadc if it was a counter hit to c.fp, or s.fp xx whatever if it wasn’t counter hit

Mix up up after normal throw

  1. lk roll, lk roll (crosses up) then:
  2. Hk roll (crosses up), lk roll (crosses up) then:
  3. Walk foward barely lk roll (crosses up or doesn’t up to you) then:

Mix up from c.hp

  1. xx lk roll, c.fp xx lk roll (in front) then:
  2. xx lk roll, c.fp xx mk roll (crosses up) then:
  3. xx lk roll, c.lp, dash (crosses up) then:
  4. xx lk roll, delayed c.lp (in front) then:
  5. xx lk roll, c.lp, dash (crosses up), lk roll (crosses up) then:*avoids reversal dp
  6. xx hk roll (crosses up), c.mp xx lk roll (in front) then:
  7. xx hk roll (crosses up), c.mp xx mk roll (crosses up) then:
  8. xx hk roll (in front), c.lp, dash (in front) then:

Mix up from Falling Sky

  1. Dash back lk roll (ambiguous/in front) then:
  2. Dasg back mk roll (ambiguous/crosses up) then:
  3. lk roll (crosses up, lk roll (crosses up) then:

Normal throw/falling sky/TT mix up and c.fp reset options

A. (Meaty is best) c.lk, s.fp link- Beats attempts to jump as well as mashing shit (Loses to reversals with invincibilty)

B. Tornado throw- Beats mashing throw of any type as well as normals, delayed will beat Rose’s reversal (Loses to reversal instantly off the ground or invincible, jumps)

C. EX Tornado throw- Delayed beat Cammy’s Cannon Spike as well as any normals (Loses to reversal instanty off the ground or invincible, jump, throw)

D. Block- Idk if you would say beats, but safe to anything not a throw, punish after block if possible.

E. (Meaty is best) f.mk- Beats jump attempts, delayed with counter hit mashers (Loses to invincible reversals, SPD)

F. (Meaty is best) c.fp- Usually dont if you think your opponent know he was crossed up or is trying to jump (Loses to invincible reversals)

G. (Meaty is best) s.rh overhead- Beats blocking low, jumping, allowiing vrious links to include c.lk xx super (loses to mash throw or jabs, reversals that are invincible)

H. f+lp+lk throw- Beats mashing (Loses to jump [but safe from attack], invincible reversals or one that leave the ground instantly, tech throws, SPD/TT)

Mix up from f.mk or FADC CoD

A. C.fp- Beats jump attempts, can get 2nd hit while they are jumping away for juggle (Beats jumping, loses to invincible reversals and mashing lp or throw)

B. Tornado throw- Beats mashing normals, throws (Loses to Invincible reversals or reversals that leave the ground instantly, jump up)

C. EX Tornado throw- Not something to use imo, it beats the same things as Non EX, except will lose to throws and everything else non ex loses to.

D. s.fp- Beats normal throws, jumping, mashing normals, allows for combos if they cant duck it (Loses to invincible reversals)

E. c.lk, c.lp, s.mp/s.fp- Hit confirm on various, beats mashing and throw attemps (Loses to invincible reversals, jump)

F. s.rh overhead- Beats blocking low, jumping, allowiing vrious links to include c.lk xx super (loses to mash throw or jabs, reversals that are invincible)

G. Roll- Beats reversalsand laggy normals, allows punsih in some cases like a whiffed dp, headbutt, psycho crusher, etc (Loses to throw, mash jabs)

H. f+lp+lk throw- Beats mashing (Loses to jump [but safe from attack], invincible reversals or one that leave the ground instantly, tech throws, SPD/TT)

--------Character Specifics--------

Balrog

c.mp xx grab (I use mp grab) or c.mp xx ex cod (into fadc) vs armor
ex tt or c.lk to s.mp vs walking lp
s.rh overhead stuffs normal headbutts
c.mp buffer mp cod vs reg rush punches
cross up after knock downs are free, headbutt goes wrong way (immeadiatedly dash then jump, mistime and you can get hit)
EX TT works vs meaty jumps
Anytime Rog dash punches on your wake up just EX TT, free damage

Gief

far s.mp, nj.rh beats lariet
block lariert 2 times ultra or dash back punish
s.mk early vs jump is great
s.fp vs far jump ins is really good
TT vs 360 spammers
EX TT as AA works well but not recommended
lk wheel kick is very good in this match
f+mk and s.lk good pokes
punish glove with s.fp into whatever or TT
s.fp trades or wins vs giefs far jump ins

Play this match pretty cautiously, try to rush you’ll just die

Seth

j.fp beats all wall jump shit
roll after d+mk in the corner
Ultra will catch nj.fp (must do as soon as he jumps up)
Don’t attempt mix up vs good seth, teleports away
c.lk, c.lp, s.fp combos up close
c.mk beats nj.fp/jump back j.fp
Block ultra up close, reversal Ultra
Ultra sonic booms (ggpo lol)
Punish ultra on reaction with RH Roll (roll thru the Ultra, not ater blocking) to your combo of choice
Punish s.fp with reversal ultra
s.fp vs j.fp around max distance is cleanly takes a chunk of seth or trade is your favor (c.mk works also)
EX CoD xx FADC back, Ultra vs j.hp

Viper

No real answer for rush down except HP TK, super unsafe if she has no meter
If you expect a ex siesmo, just delay a TT to grab it
You can EX TT between c.mk/c.mp xx TK on block
You can TT after a blocked mp tk close (use lp) to get a knockdown, but if Viper jumps up she can combo dat ass
You dont have to deal with any flame kick BS, quick get up and roll or focus

E.Honda

reversal change of direction hit fp headbutt (must be lp or mp, EX?)
you can crouch then AA EX TT vs buttslpash above you
2nd hit of c.fp will beat downward splash, but timing is strict, wont work vs lk version
f+mk then roll, punish headbutt with ultra
Reversal Ultra will hit block FP headbutt (mp?)
Tornado throw beats Oicho

Blanka

Best answer for electricty is c.lk or EX TT
BB is free Ultra
Punish blocked BBs with dash, f+mk xx dash if you have no ultra (must block standing)
Rainobow Roll is garbage for attacking, Start focus when its about to hit then unleash the full lvl 3, vs EX I usually focus then dash
If you anti air the Rainbow roll on accident with the lv 3 focus, you can dash ultra or HP FS
Vs attempts to chip with ultra ftw, just ex roll, lp roll on reversal work point blank. Super can catch it on the way down.
s.mp/s.lp will beat BB
Tick throws beat anyone mashing electricty (which shouldn’t be a issue vs good players)
Punish blanka’s Ultra on block. Just wait for the animation on blanka’s ultra to finish and while he’s spinning backwards in the air, dash forward and you can do c.fp ultra or anti-air, whichever would work.
Remember to block the Ultra low, high, then low again

Chun-Li

Bait EX SBK, reversal ultra
Dont fadc lp fireballs if she walks behind it,she can s.mp
s.lp, c.lp, s.lp, s.lp, f+mk combos infinitely from point blank
After a fadc CoD, c.lp x3, s.lp, f+mk links while standing Chun up, repeat as much as you can.
When she has no meter she has to deal with mix ups
Punish instant overhead j.rh with Ultra

Bison

j.fp all non ex headstomps
nj.rh on bison’s wake up beats EX headstomp, roll on his wake up and it whiffs
c.fp all headstomp follow ups or skull diver
s.lk is your friend
s.rh cannot be spammed, s.lk after one blocked, if they keep spamming, block one then lk roll to TT
j.mk and j.lp beats or trade with s.rh, usually beating if it is not max range
Vs his fullscreen headstomp fake with devil’s reverse you can dash twice then ultra, closer and you can just Ultra or c.fp
After blocking a ultra, don’t reversal Ultra, it will whiff, wait a bit 1st

Ryu

c.lp vs hurricane, then dash under
Ultra fireballs fullscreen on reaction

Dan

s.mp beats his qcb+k, hell s.mp beats most of dan’s shit
Block qcb+lk standing, less frame advantage for Dan

Akuma

FADC all jump back fireballs or roll under
Ultra can catch neutral jump fireballs
If they are mashing teleport you can bait and ultra
You don’t want to get knocked down in this match cause his vortex, best option is EX roll out
Resets aren’t recommended unless you try to bait out a teleport when you have ultra
s.rh loop is a pain, pay attention for patterns with it and block up close, EX TT after blocked s.rh or go for a armor cancel
Ultra fireballs on reaction, red fireballs are too free
Tornado throw beats both Raging Demons

Ken

Focus attack beats Ultra clean when released, not recommened to try to ultra it
Ultra fireballs on reaction

Cammy

Punish cannon spike with dash f+mk, link s.fp
Don’t c.fp hooligan, you’get grabbed

Gen

His j.mk can beat all your anti-air except s.mk

Dhalsim

IAT when you are standing give you a free s.fp xx lk roll or hp fs
Ultra his ultra on reaction when close
Meaty TT can grab him out of his ultra (i’ve done it plenty not intending too, not really recommended lol)
Ultra yoga fire on reaction
Point blank you can just normal throw his ultra if you have no meter, or EX TT if you do

Guile

Block 1st hit of c.rh then:*Note that reversal ultra will be beat by 2nd hit
A. lp TT
B. Focus (hit, dash forward TT)
C. Roll
D. EX CoD to FADC combo of your choice

If you focus booms, dash back
Once you get in, stay on dat ass
Mix-up work, but when he has 2 bars he probably
will FK XX FADC back
Rolling vs boom is not a good idea since his recovery is so good
Jumping vs boom at is asking for a air throw :frowning:

Gouken

EX fireball is such a free ultra its funny
Ultra fireballs
wheel kicks beat counter
Some Gouken when under pressure mash counter, so mix up TTs
If he charges a fireball and you are is rolling crossup range, go for it
EX CoD is good in this match vs fbs, no guessing needed
Gouken is a big boy can’t duck s.fp up close

Rufus*

Bait Messiah kick, roll under and ultra or FP CoD inot FADC or finish CoD
Vs blocked Messiah kick, roll under follow ups and punish
Punish c.fp with Ultra
c.fp is good if you expect another dive after a blocked one, since you won’t have to stand if he combos a c.lk (you can FS if you are ballsy for the knockdown, but it could cost you alot of life if you guess wrong)

very nice info Ragingstorm

Nice write up RagingstormX!

vs. Honda

-Blocked HP headbutt: The reversal CoD has to be LP or MP. You can also reversal Ultra.

-Butt Splash, vanilla or EX is jugglable with 2nd hit of cr. fp on the downward portion timing is strict.

-Ochio loses to TT.

I thought this has been tested before that only HP headbutt is punishable by CoD/Ultra. Yeah everyone thought MP was punishable too before but if my memory serves me right, you really cant punish MP headbutt(really go try it).

RagingStormX: appreciate the effort. didnt really read through all that yet but just wanna add some specific for blanka, to punish a blocked BB with dash f.mk you need to block the ball standing. I think a good faq should include as much details as possible(IMO) like crossup against boxer is free but do it too late you still can eat a headbutt(on the other hand you can also bait the headbutt with an empty crossup). Good luck man.

Guess the honda I play doesn’t block it. But I shall test the shit out of that shit again, gotta make sure I’m not letting the fucker get away free.

Yeah maybe he thought that he’s done/its punishable and let go of the stick :rofl:

Yeah it’s still work in progress, but I’ll be sure to add stuff you guys mention.

Updated it some more, remember to PM me info, I work alot and don’t have time to search thru stuff nowadays. Take this Faq as my formal apology to not updating any of the other threads lol After most pertinent info is in it Ill make it look better han the format it is in now. Notable updates is some characters stuff added, more general info, as well a options for a blocked CoD. And you can roll under seths ultra lol.

Link to post: http://forums.shoryuken.com/showpost.php?p=7766639&postcount=290

Hmm, I got some input on the Ken matchup. I was helping a friend train for a tournament all night and his Ken is sick. Wish we recorded it, but, we’ll see. Here’s my advice:

A good Ken player will always put you in a 50/50 situation, meaning have to guess right in order to turn the tide around. You will also be pressured close-range with his block strings and that easily connect to a srk/tatsu/kara srk OR a kara throw. Ken has a safe/meaty j.lk. Good Kens can do this consistently. EX TT works if he tries to link it with c.lk, but if it’s anything else (even c.lp), it won’t come out. EX roll won’t come out either, so you have to sit their and guess. If you pressure him and use TT with him early on, he may start to use neutral jump to bait your TTs. Your best bet now is to finish your block strings, start using s.hp and c.hp, or just use a normal throw since the recovery isn’t as bad.

Watch out for tatsus and, even more dangerous, EX tatsus. EX tatsus push you back a ton if you get caught in the air and can be combo’d into Ultra if in the corner. If he combos into an EX tatsu, just know you can’t do much afterwards besides block. You might be able to EX TT but just look out for what he punch/kick he throws afterwards. If not, it’s going to be 50/50 kara throw/srk/tatsu/kara something.

Don’t rely on focus attacks as your antiair. Keep good distance and plays some footsies with him. If he uses his f.mk to gain some ground, you can use TT if half his leg hits you (in the animation), stuff it with s.mp, or if your distanced properly, stuff it with c.mk. His c.mk his highly punishable if it whiffs. You can also TT that crap too. If you focus->backdash some of his hits, you might eat a tatsu. Same goes with backdashing on wakeup to avoid a kara throw.

Do not cross Ken up. You will eat an srk on either side. Best bet is to keep distance for a jab TT, roll to bait some srks, or do an overhead s.hk. Only cross him up if you catch him off guard… but you can only notice that if you’re playing in person. You probably wont notice that in the arcade or online.

I didn’t talk about fireballs because every Abel player should already know how to deal with them. Ken doesn’t throw them as often, but he might throw one instead of a srk/tatsu in BnBs, then follow up with a EX fireball, so take note of that.

Personally, I had a hard time teching his kara throws. I knew when they would come out, but the timing felt different. Earlier that day I was able to, but now my tech success rate is probably around 25%. Just something to thing about… basically treat it as if it was Abel’s command throw. So backdash/neutral jump works wonders. Also he might bait you to throw and use, I think s.hk (or s.mk? I forget), which can punish your throw/tech attempt, since it’ll whiff, with a tatsu.

His ultra setups are srk FADC ultra, (as discussed earlier) EX tatsu into ultra, kara srk FADC ultra (more often than not, this ends up as his full ultra b/c of counter hit) and FA into ultra. Some Kens might kara FA to put pressure, but it doesn’t work as well against Abel.

Ken’s wakeup game might just be as dangerous as ELF’s, just in the corner.

I think that’s enough info on Ken… if you encounter a good Ken. I have some info on Guile but… maybe I’ll post it later.

That’s good stuff.

I think Ken is very dangerous against Abel. Lots of tough stuff to deal with.

I’m gonna update a few characters today. I’m feeling it right now.