Ultra SFIV - Change wishlist for Abel?

Give c.mp One less frame of start up, this would let c.lp - c.mp be a one frame link

at 2:15 abel is cancelling step kick into cod ? but doesnt seem to combo

edit: aaah shi* , saw the videos on the srk news and thought they were official and new ones of the current capcom test version or something like that :frowning:

Apart from other changes, some of them very needed as sc.HP always hitting on crouchers, I’d like to know what you guys think about these particular changes I’d very much like to see.

• sc.HP second hit can be special cancelled (gives more time to hit confirm into HP CoD x FADC, so we don’t waste meter if the move gets blocked, plus sc.HP 2nd hit pushes the opponent far, instead of the HP CoD -2 on block that actually leaves us point black to the opponent)
• sc.HP from -4 to -2 frames on block (to be safe from 3 frames Shoryuken types of reversal if the move gets blocked)
• f+MK from +4 to +5 frames on hit (so the link to sc.HP is not a 1 frame link anymore, but a 2 frame link to our BnB combo, althought if the sc.HP second hit is special cancellable, I don’t see this as important)

So we can do:

f+MK x Dash, sc.HP (2 hits) x HP CoD x FADC, c.HP x HP Falling Sky

I dream with the consistency this combo would give to Abel. If they think sc.HP (2 hits) x HP CoD is a bit too much of a buff, there’s solutions for this, as maybe make the sc.HP second hit to connect only with LP CoD, and lessen the stun of LP CoD from 50 to 30, so the damage/stun dealed is a bit lower.

Also, if they want to somehow differentiate sc.MP from sc.HP, simply remove the sc.HP second hit ability to be Super cancelled, so if you want an easy hit confirm to Super you go for sc.MP instead of sc.HP.

Why I think this is really needed? Because I’ve seen our BnB - f+MK x Dash, sc.HP (1 hit) x HP CoD x FADC, c.HP x HP Falling Sky - combo dropped too much times even from top Abel players.

Online or freeplays does not put the same pressure on you compared to playing a tourney to win, and under this circumstances, the combo is dropped too much times given the complexity it has for being a BnB. Nekojita, who is arguable one of the best Abel players right now, often drops it when things get serious. Same for Rico Suave and other awesome tops. When you have some degree of pressure, it’s easy to go for a too early sc.HP after f+MK and drop the link even if you plink it. I want Abel players to be able to focus more on mindgames and neutral game, than of being worried of, when you finally hit f+MK, to drop your BnB combo, and be forced to try to keep the pressure with c.LP/c.LK/s.LK to try to land another on hit f+MK, which at top level play is not easy at all, and go for the BnB again. And this is one of the reasons no Abel player has won any major, or made top 8, or even top 16, for a very long time.

where do I begin?
Let’s actually work backwards :slight_smile:

"ONE of the reasons no Abel player has won any major/top8/16 in a long time"
Because the combo is too difficult? because it’s too difficult to recover pressure/damage when the combo is dropped?

You might be right about that, that dropped combos are a contributing factor to Abel losing… but that compared to bad matches in which Abel thin defenses get exploited and overwhelmed is far more of a contributing factor to BOTH the lack of Abels in the for front of majors AND players in general picking up other characters instead to begin with.

But anyway
Your supporting point regarding top players and their dropped combos as giving merit to the idea of relaxing the difficulty of Abel’s combo. Let me be bold and say out right that Rico and who ever Top abel player who drop their combos, do so because their execution is not top notch. I know and have played with Rico online and in person a good number of times and I have seen and heard from him that he does NOT plink and doesn’t practice the combo enough or as much as myself and other strong Abels therefore their dropped combos are on THEM and does not say anything at all to the overall character at all.

Please believe me, if you plink and spend a great amount of time practicing, you can land Abel’s combo with a success rate satisfyingly close to 100%

Double hitting standing fierce that can special cancel on the second hit while at the same time being -2 on block to make it safe to shoto dps…

very surprised of the lack of give & take in this idea.
I would have expected that if one wanted the 2nd HP to be special cancellable to make the combo easier to hit confirm, making it much more UNSAFE on block would have been the obvious trade off…
AND making it a 2 frame link on top of that…

There is clearly to much UP in this 2014 Abel and nothing in exchange
Not only is there a demand to make the combo connect on then entire cast crouching or standing
now there is a demand for a 2 frame link window, along with a double hitting cancellable HP that’s safe on block.
very disappointed at the lack of consideration to balance.

double post

yeah… real talk: Give make abel’s st short +6 on block. Im so cereal right now.

Far standing HP faster start up and hit box extended upward, or change it so far standing HP comes out when you press forward HP and close standing HP comes out when you’re in neutral or back HP

I hate going for an anti air and getting far standing HP instead

@splurgendii
@pills

After giving it some thought, I think you have some degree of reason. The buffs I wrote would be a bit too much; f+MK +5 on hit wouldn’t be needed if the sc.HP second hit would be special cancellable because your mind can focus only on landing the 1 frame link, instead of landing it and immediately canceling the first hit of sc.HP into CoD; also, sc.HP should keep -4 frames on block because if you want to be safe from 3 frame reversals just cancel it into CoD and be at -2 frames close to the opponent, which anyway is the game of Abel, being as close as you can to the opponent.

So let’s touch only sc.HP:

• sc.HP second hit can be special cancelled, but only links on hit with LP CoD (gives more time to hit confirm into LP CoD x FADC, so we don’t waste meter if the move gets blocked)

So we could do our BnB (always remember this is our main combo, key in Abel’s game) this way:

f+MK x Dash, sc.HP (2 hits) x LP CoD x FADC, c.HP x HP Falling Sky

Rico Suave may not plink the 1 frame link (didn’t know about that), but Nekojita plinks everything he does with Abel and still drops it more often than he should, given he’s been playing Abel for some years now, and we all have problems with the f+MK 1 frame link into sc.HP because our mind has the focus on two different things:

  1. Landing the sc.HP
  2. Rapidly canceling the first hit into CoD

Which may result in some combo errors, as plink the sc.HP too early and only get a CoD, or land the sc.HP plink but not input the CoD correctly because you didn’t start from a crouching down position, but from a move that is standing, so it’s quite easy to miss one of the three inputs a QCF move needs to be executed, and in the process FADC a dropped combo wasting two very valuable meters, etc…

If we could had our focus only on landing sc.HP after f+MK, and then once the second hit of it connects, canceling it into LP CoD, the combo would be much more consistent.

I’ am completely sure this is one thing Abel needs to be able to compete for major wins. Plus, it’s not the same practicing the combo against a static dummy character, than landing it on a match. Everytime I set the CPU to medium in training mode, just for practicing the combo, my success ratio drops a lot, because you’re not focused on the combo, your focus is in another things too, and the first 1 frame link gets a lot harder to do. And again, it’s not the same landing it on Xbox Live or Freeplays than landing it when you’re fighting for getting out of your pool in a major tourney, or in a loser’s final.

@Vaarp

Execution is all on the player. Consistency in the combo is the problem. You land step kick - dash - perfectly execute your link … oh but guess what it doesn’t work on this character cause hes crouching or stupid hit boxes like honda. that’s what really needs to be fixed.

Also I haven’t heard anyone say this but can we please have ultra land in the corner after CoD FADC crouch HP ?

well, seeing as to the changes they decided to give to T.hawk
maybe Abel will see his changes as well…

My fault for not learning who it works on crouching and who it doesn’t but the honda hit box is still a problem

What do you guys think about having the first few frames for standing MK being able to cancel into to normal grab like kens Kara throw?

It wouldnt be nearly as good but I feel like Abel’s push back on crouch jab and short or his grab range are kinda weak and this could help

@paulanthony Extend the hitbox downwards of sc.HP is something we all agree Abel needs, I see it as a fix, not a buff.

@vaarp I agree, but having the second hit cancelable or making it a 2 frame link is not necessary

@paulanthony I agree with you with the 2 frame link, you guys made me realize I was wrong with that, but I still think sc.HP second hit to be special cancelable, connecting on hit only with LP CoD, would be very well received by Abel players when they got their hands in USFIV

@vaarp and I still think far heavy punch shoud be changed Into towards + heavy punch input

Fixing the hitbox of Honda (I think Fuerte, too) so that step kick to fierce can hit them is what I like to see because it annoys me, but I really want the close fierce to hit all crouching characters. I’m good with Abel with just those fixes.

For using s.HP with the same animation as sc.HP to better anti-air? Or what’s the purpose?

Far HP and close HP should be two different inputs, and not triggered based on how far the opponent is

  1. Better for anti air
  2. Gives me more control over my normals so I know which version of HP is going to come out at all times