This Feels Different... OLD Abel Match Theory Thread

tatsu’s a beast. but vega’s have a REALLY hard time when you rush them down, once you get in they cant deal with the rush down. and when you knock him down, his options, back flip, the flip kick thing, ex wall dive all are weak as wake ups. you can bait all of them out, if you think he is going to do something on wake up just sit there and do nothing besides get ready to tech a throw. if he back flips you can punish probably with a well timed cod/wheel kick or dash up and do w/e u want even ultra if you know the timing. if he flip kicks = free dmg, if he ex wall dives theres a few thing syou can do here and have to take into consideration. if you have the life lead sit on it if you want, make him come to you cuz most people try to jump fierce against it but a good vega can time it and grab your arm afterwards. tatsu and bebop have done it to me like every time i played them. i mean if you are scared to jump fierce after the ex wall dive, dash towards the direction he went to to close the spacing a bit more. i dont evne know if you guys wanted to even talk about this match up, i just saw “vega” and “tatsu” so i decided to say a thing or two about it.

Before NCR, I might’ve thought it was a little silly to talk about the vega matchup. But after opening my day by knocking Shady K into losers, it was quite the shock to my system to end it by losing to Arlieth’s vega. Hell, I didn’t even know vega had a kara-throw before that match, let alone one that’s almost as good as ken’s. After getting to play him online afterwards, it really just hammered in how important it is to know the little tricks a character can pull on you. This is one of the few fights where Abel has straight up better tools than his opponent, but a smart vega can still exploit abel’s problem areas, albeit with much more risk than other characters. Vega loses hard to down back however, which is something all Abel players should be very adept at by now.

Busta, my go to wakeup option in this fight has been crossing them up almost every time, but you didn’t really mention it. I know Arlieth talked about using cr. strong as a way to go under them, but it sure as hell never worked on wakeup. Is there something that vega’s can do to make crossups not completely free? Once I got the timing down for punishing backflips, it became essentially risk free, as far as I could tell at least.

of course you can cross him up, i didnt really want to go into too much detail at all, i thought my post was too lnog for my own good. it was just a way to show how shitty vega’s wake up was. ya you can cross him up, cross him up all you want if you cant really apply the cross up into what i have said (pretty obvious imo that crossing up is also good and safe etc.) then :confused:. you dont really need to know that much about vega when fighting him imho. get that knock down and thats it.

edit: thats not how i play vega, i do cross vega up a lot, he cant deal with it besides back flips but i mean the post was to just show that vega’s wake up game is complete shit. tatsu’s vega >>>>>>>>> Arlieth’s by far. cool dude though but hes pretty free.

I guess I just read too much into you mentioning sitting and doing nothing when expecting a reversal. Considering that crossing up stuffs all his reversal options almost 100% from my (limited) experience, this led me to believe I was missing something. Videogames!

His reversal is like headbutt in that it can’t be FADCed so you don’t necessarily have to cross him up. I do ambiguous rolls instead of just crossing up every time.
Vega does have a bit of a vortex he can get going on Abel, if he knocks you down. He can start doing wall dives into meaty izuna drop and the only way out is to back dash out and use the invincibility to get out since he can throw you out of the airborne part of the dash. Sometimes you will be able to back dash out clean, other times you will get knocked down by the claw slash that comes out when the throw misses but then at least you can tech to get out of the trap. Its a little frustrating since it is difficult to escape and does 150 a pop… could be worse, Sagat has almost no way out of it

You were the Abel that beat Shady? Nice, everyone was saying it was Ramin or something :rofl:

So you were also in pool B i suppose?

I also had a pretty good run at NCR, beat a couple good players and Ramin, but got stopped by a fresh-off texas Hsien Chang and Red Venom ( who was on top of his game in NCR, props to him)

I beat Dagger G in a MM ft5 though, even if the matchup is fucked up :rofl:

GS on the vega strats guys. He’s pretty obsolete in the game, but we’ll all run into one sooner or later. So anything helps. I’m guessing he’ll be used more often in ssf4 too.

Yeah, that was me. I told Hiro about it and he said he talked me up on the stream at one point, but it wasn’t recorded so it’s like it never happened lol. I’m pretty sure I saw you playing Ramin, but I didn’t want to be that guy and just be like “I KNOW YOU FROM THE INTERNET!”

Good shit on Dagger G, that guy is mega solid. My greatest disappointment for SF4 will always be that losing to Arlieth took away my second opportunity to play Shady K. Would’ve been nice to see whether or not beating him the first time was a fluke.

Rumour has it that the far lp hk loop for Akuma is gone

Good shit.

lol too good to be trueeeee

lets just see… he might get other shenanigans anyway haha…

I have a feeling Abel will be very strong in SSF4, the only threat to him would be T.Hawk, but don’t take my words seriously…:rofl:

Yeah there was one thing I forgot to mention in the other thread about the Hawk / Abel footsie game and thats his cr RH.

Not only is it a double kick and the 2nd hit is farther, but Hawk also moves forward a tad.

So you could stand outside of range of the first hit of cr RH and Abel’s toward + MK will hit, but Hawks cr RH is fast and this is a dangerous spot for Abel. So if you stand outside of range of the 2nd hit of Hawk’s cr RH, Abel’s toward + mk will not reach.

Good luck with that one lol

Hopefully you can benefit from this as much as I have.

Every Sagat, Ryu, Akuma at my local arcade love to auto correct dp me, this way they dont have to deal with the mix up after blocking my crossup.

After landing a TT I used to dash forward then crossup on wakeup, the crossup isnt meaty enough so you can get auto corrected dp’d.

So instead after landing a TT I dash forward then take a step back then the crossup is meaty enough to not get dp’d, and you can start the mixup.

if there isn’t enough time to make the crossup meaty by doing a dash, how is it better to do a step back (adding more time to the whole movement) after the dash??
There’s too much space between the 2 characters to make any real safe crossup vs a dp character

If you hesitate a bit on jumping in after a TT-> Dash, you can definitely fuck up the auto-correction. You don’t need to step back, but throwing the timing a little bit definitely has an effect.

It’s no guarantee to avoid an autocorrect DP though. =p

If the opp. just also delaying his DP, we might also get punished by it?

exactly

Well yeah. You’re never gonna get a perfect way to jump in. Most players suck too much to delay the DP…

Just a quick thing that i enjoy doing vs my friend who plays chun li, baiting EX bird kick with focus back dash then ultra. Works very nicely and can be done from a empty crossup to bait out EX bird. You just have to make sure you are deep enough so you only get tagged once ofc!!

If it has been mentioned before or seems overally obvious my bad :).