This Feels Different... OLD Abel Match Theory Thread

Is there any more input that anyone can add to the Honda match-up?

It is the one match-up I don’t know AT ALL I only face shitty Hondas

That’s pointless.

  1. EX SBK is normally done in reversal situations, so it will break your focus even on the first hit, more often than not.

  2. EX SBK is punishable on block with Ultra anyway, so you can just get to her, block, then reversal Ultra, and get your Ultra off that way, without risking the focus break.

agree with hav.

plus, punishing ex sbk on block is one of the greatest feeling in the world

Oh sweet you can punish it on block did not know that, so yeah man thats pointless. Although ive never been hit out of focus by it when backdashing so guess thats just a timing thing.

I hate Chun. I lost to her so many times today against my friend. I went to the FFA Jwong event, didn’t get to play him, but I played Dae’s Chun. I think the hardest thing to read is her oki now. I can play decent footsies, but if she gets me on knockdown, so hard to get out. I’m surprised the matchup is considered 6-4. I feel that it could be worse. Maybe as worse as Gief.

Maybe I’m just venting, but approaching a good Chun is damn near impossible.

I don’t even really try to play footsies for long with Chun her pokes are too good for that I try to find the perfect range for j.lp and do it but a good Chun will dance in and out of j.lp range so it’s hard

Hmm, this has been mentioned before i’m sure, but against Akuma, i’m really liking st.jab, and i can almost remember a japanese match where the abel used it brilliantly, think it was the niconico ranked match mystery abel. So yeah, its fast, gives you a great chance of stuffing his st.hk giving you a counter hit, which can be linked into f.mk pretty easily, just have to input pretty fast, it shouldn’t be too hard to get down. Also used as an anti air aswell i guess…plus there something cool about it, is that just me? haha.

Yeah , abel players know this already and we all hate it.

I think its easier to deal with chun w/o meter. But dealing with a chun w/ meter is a nightmare. So I play to make her waste meter.

I constantly lose to Chuns, especially those who play great footsies. Getting knockdown first is so important in that match. I’m just really frustrated when I play, so that probably leads into mistakes whenever I play against Chun.

I use Abel’s standing strong to deal with his standing roundhouse, but you can link standing jab into crouching forward? Hm.

Some Ken info: s.lk eats his step kick and crouching forward. If he starts doing standing/crouching strong, you can just dash/focus then TT. This just makes it even harder for Ken to get in, which seems like the ideal thing to do when facing Ken now. At to be honest, it’s easy to read Ken when he’s close, especially when he has meters. The only thing you have to keep an eye on are tick throws.

Ya Chun is also my most hated match up for Abel hands down. Her pokes are just too good for me to deal with consistently. I get a few Tornado Throws in here and there but overall I still do not know how to get a consistent offense against her.

As for the Vega questions my second character is Vega so I will add it is a shit match for him. Once you get a knock down on Vega there is not much he can do to stop you. His best option may be a trade if you decide to f.mk his ST. You get free cross ups on him into w/e mix ups you want. Also from about one and a half people away his ST can not hit you which means you are safe to Focus attack. Vega is very prone to Focus abuse and i suggest you use it. Just be careful of eating too many Izuna Drops. Jump back fierce punch timed right should stop all of his wall dives however. The timing is usually when Vega touches they wall this will make him commit or stay back. if he does a PPP back flip you can dash forward and buffer a TT to catch him when he is finished if he does a KKK you can dash and throw i believe. Anyway just keep applying the pressure and you should win this match up pretty consistently.

If you want to test this match up at all you can send me a MSG on Xbox live if you have it.

you cant j.lp towards chun because she will anti air you. if the chuns arent AA’ing your jumpins they arent good. cr.mp and cr.fp(i think) are good anti airs and if you jump and press anything you will get hit by this. as for ken this match up can be pretty hard. last night i played justin wong’s ken and at times he had me locked down and just had me guessing the whole time. i guess it was the inexperience in the match up but it was harder than i remember for obvious reasons. i beat his ken but it was cuz i capitalized on his mistakes. justin wong did something i did not know though, on untechable throw ken can do fierce shoryu to cross up, it doesnt cross up abel but it looks like it does.

resres - if he starts doing st/cr.strong you focus dash tt? he can cancel those moves into a special so the TT will get owned (i.e. shoryu). also i mean if he does standing strong? usually they do that to start the target combo, (strong fierce).

He uses s./c.mp to out footsie my s.lk since it beats his s.mk/c.mk, so normally he wouldn’t cancel it to a shoryu. I suppose if he were to start buffering it, then yes, he could probably cancel it, but it would probably get one hit and not a hard knockdown. I don’t think he could do target combo… it might whiff from the range he’s trying to stuff your s.lks. You could also step kick or c.mk to beat it. I’m just trying to say, once you limit his step kicks and crouching fowards by stuffing it with s.lk, it makes the ground game a bit easier for you to control. Once Ken gets knockdown though, that’s a whole new story.

Untechable throw? lol, sounds like it’s hard to describe. I think you’re trying to describe a kara shoryu. And yeah, my friend said his Ken was ok and that he was playing him more like Ryu.

I went to Denjin today for the first time. our little south bay crew got a lot of rounds against Dae. And yeah, like you said, Chun’s AA makes it almost impossible to jump in. and I feel so hesitant to roll on wakeup because even if I do escape with roll, Chun’s sweep can catch up to you so fast that it’s not even worth burning meter. the neutral j.hp(?) double hit thing kept getting me too. The Chun player in our group doesn’t use it as much so it throws me off when I see it. i know there were two tourneys going on today, so sadly there wasn’t too much other competition tonight. I was hoping that you could play my friend who plays Ken. =p

I think right now that I need to work on with most of my matches is keeping my composure, especially against turtle players. Losing to Guiles/Hondas/Sims shouldn’t be happening as often as it is, but most of my mistakes happen because I start playing recklessly.

Chuns neutral jump roundhouse is veryyyy annoyyingg, cuz even if u get behind her, she still can get u with a hefty jump attack
i havent found a real consistent way to beat it cleanly
wen i play Chuns, i take advantage of the times she doesnt have meter cuz then she has really nothin to get u off of her

J.HK beats chun’s neutral HK clean

What Busta means is that after Ken throws, you can’t tech the fall, so you’re stuck on the ground. Ken does Fierce DP while you’re on the ground, and it looks like he lands on your other side, but he really stays on the same side he DP’d from, right when you get up, and it’s an ambiguous set-up. He can also step slightly forward, and make it cross up.

It’s a NYC-Ken trick. I think it’s funny that Justin took that with him…

^ nyc dirty tricks man. pretty sick but i didnt know it was character specific.

resres - you cant go to denjin without telling me and say “i wanted to play you” or w/e you gotta let me know…

hmm jumpback rh im assuming, it seems like u would get kicked in the face before u get ur RH (5 frames) out depending on timing
ill try it tho

for some reason untechable throw made it sound like some crazy command throw, not a hard knockdown lol. anyways, thats pretty sneaky. im wondering if a kara DP would actually put you on the other side when you land, making it more ambiguous. Either way, this just increases Ken’s options on knockdown as if he didn’t already have enough. Dealing with the ambiguous tatsu or option selects after a safe jump-in hp is just hell for abel.

busta - Well, yeah. My friends and I made a little arcade circuit trip since most of us have never been to any other arcades around LA besides AI. And we went on a day where there were two major tourneys going on, so we had low expectations in terms of finding the usual regulars to play. I was just speaking hypothetically.

i think its worth updating the akuma’s section with the usage of s.lp… its really good to stuff his s.hk if thrown a lil bit early, and on counter hit(which it will almost always will be) you can follow with a f.mk iirc… of course there’s still that risk the akuma punishes on whiff…

That’s one I put to good use on the weekend. s.lp combo into F+MK, s.fp xx cod. Works really well and does good damage.
Then the Akuma started doing some incredibly dumb shit like blocked far roundhouse straight into fierce shoryuken. so fucking stupid. He gets one hit for almost no damage and can’t FADC it to make it safe. oh well…