Alright, I’ll take this seriously, I know I’ll regret it but I just can’t resist putting silly ideas on blast.
The 3rd finish low does 150 damage on it’s own and it’s knock down is almost exactly the same as a forward throw which is pretty strong.
Making that a true command grab by itself is a HUGE improvement
It’d probably be really tough to react against it so to make something like a command grab that’s a mix-up lead into NOT a knock down but a JUGGLE?
And what exactly did you have in mind for potential follow-ups?
Falling sky? Step kick? AKA another UKD for more mix-ups?
are you serious?
If that picture is OK by your standards then I can’t argue against it… It’s self evidently silly.
Well, if you ask me, making it a grab won’t improve it’s chances of landing by much, only against opponents that have been conditioned to block a lot. As for follow-ups, you have FS, a normal to reset, c.HK to knock down, or U1, basically whatever you want (wheel kick is probably too slow though). Maybe U1 wouldn’t be able to land though, because of the close launching angle.
Basically, if you skip guaranteed damage for a super-slow move that can easily be punished, you deserve a proper reward.
But if that IS too good, then two other options is to give it some defensive property instead of a juggle possibility (so it’s a grab, and maybe it has armor), or simply allow it to come out quicker and combo after 2nd Low ONLY.
That was pretty much my point that it works on Fei and he still shafts us in the match up. This is oversimplifying i can appreciate but it still holds some merit.
At the moment if you hit your CH combos off step kick with a near 100% accuracy (which is really not hard) it gives you a taste of what it would be like and in reality its just not as strong as you would think it would be. The danger obviously is that the already good match ups get skewed even more in his favor. I remain hopeful that the buffs to the cast can somewhat rectify that though (poor choice of wording previously on my part).
Justification for for 350+ damage on step kick? Consistency really it works on half the cast and it just feels unintended. The characters it does work on are not automatically amazing match ups. The characters that it does not work on are not instantly bad match ups. I want people to fear sticking out normal when he has two bars. No longer do i want to sit in the bitter barn after whiff punishing Ryu’s sweep for a mere 80 damage. I want them to bleed but mainly i just want them to bleed consistently across the board.
In regards to Abel’s combo ability obviously none. I just favor a single hit st hp that you get punished for missing over a step kick that forces stand.
I highly doubt we would get such a buff anyway, if they nerf the top tiers that should see us through nicely. Can we all just agree Honda should get smashed by it though, just because.
Oops i completely forgot about that, yea that would be broken, this is why i dont balance games hahaha. My reasoning behind it was to help with combo options against boxer and honda players after knockdown on a crossup roll, since the meaty timing is only 5 frames, and close hp and close mp dont work. I guess crouching light kick will do then, and it does beat practically all boxers options on his wakeup. Thank you, for opening my eyes to such a bad change lol!
Wait. ARe we saying we shouldn’t give him the ability to fully connect on his main BnB??? That’s crazy I hope you’re not an Abel player because you play him for a week and you could see how hard it is to win against runaways and DP smashers…Ryus solarplex punch into DP is also 1-frame link but its brain-dead to do…The other guy just wants something easier like it being a 2-Frame link because a lot of drops and I can see that point also…I would welcome a 2 frame link…But I hope for 2 changes. That his Step kick into St.HP hits everybody standing or crouching…then I want some wheel kick in invincibility or better frame advantage on hit because its a shame that a jab can knock you out that move…Street Fighter X Tekken Version of Abel would be perfect if they can port him over somehow
Stop jumping forward if you are losing against zoners and players who constantly uses dp. EX wheel kick is invincible to projectiles and the move is fine the way it is. The only change I would like to suggest is to reduce the start up by 1 frame in all versions except for EX. I use wheel kick to catch people from jumping in the corner or to maximize the combo damage (EX only). SFxT Abel being ported to USF4? What’s the point to that?
I bait out DP’s and punish, but for the bulk of Abel players or people who wants to play him they have problems or complaints that they get beat out or scrubbed out. I barely play online and I play at my local round 1 and I use Abel people say he’s cheap, but I tell them to either jump away from my step kick or crouch because I will miss on the cL.HP. They always change the game to cater to the casual and hopefully since they announced this new version of the game will be harder to get scrubbed out online, which makes me happy. BTW his wheel kick on all versions get beat out by light punch’s, which sucks and barely trades so I do his ex, but the problem is if they’re not airborne it will hit once for 60 dmg…complete waste of meter…So my suggestions are for me and what I would like to change…if y’all don’t like it debate it don’t be a douche about it…be civil
The rest of those are silly but if you’re saying step kick into cl.hp working on everyone is gonna make him broken then get fucking real -.-
Is it wrong that Abel has one very good thing potentially going for him? That you have to have good footsies/frame traps to take advantage of anyways? Jesus, I understand not wanting to make stupid things like hit-confirm links into cr.mpxxrekka or whatever, but the hyperbole is too stronk
It took ken 2 versions of this game to get his target combo to hit on crouchers, so I think we should fix this and Abel should be perfect not broken but balance…I would also want more damage done to his ultra but that just what I want but I know that won’t happen
You know a change that would be cool? I want his super to do more damage based on how far you are from the opposite wall. Base damage is 330. If he grabs your ass and runs you from one corner to the next, he should get an additional 100 damage. Between 3/4 and full stage, 75 flat. Between 1/2 and 3/4, 50 flat. And so on. That would be hilarious and yet sooooo gratifying.
It takes a powerful kind of stupidity to see a match-up change from battling with light kick + step kick mix-ups to full 360 damage bnbs + 50/50 Oki and shrug it off as… “whatever, he needs it”.
I like that 330 isn’t a lot but 100 is too much but that would be fun to see or maybe if he runs you full screen it would make a harder thud or something