Yes, Honda can be quite challenging.
Have you seen the Video Ron posted?
I’d like to see a 3F jab or better, a cr. jab > cr. strong link for hit confirms.
But honestly all I really want is for EX falling sky to STOP TRADING! A bit more upper body invincibility plz
3f cr.hp plz
I have not?
EDIT: Unless you mean Ryan Hunter’s vid? Which I have. Some good stuff in that match up thread.
Cause the most improvements in startup on his moves would be overpowered :(, I would like a general damage buff and better hitboxes
edit:
seriously, why not 5 or 6 frames startup ? This way he cant combo step kick into cr.hp, only out of a counterhit, which is possible even now anyway.
Seriously, make cr.hp 3f so it can be our shoryuken but nerf it so you’ll need two bars to connect cr.hp to ultra LOL
Maybe increase the recovery on hit so the only way to land cr.hp ultra is to fadc the cr.hp hahaha
(seriously not a serious post)
Maybe reduce the recovery for sweep? Or less recovery(maybe throw them higher lol) after COD finish middle so that abel can go for front or back mixup (now you can only go front)
or include the shoulder charge thing like sfxt, make lk version safe on block to combo into for pressure (think Yun’s shoulder) and super cancellable(genei jin lol) and the ex version wall bounce and comboable into falling sky or you can do reset shenanigans, make ex version launch punishable though
(someone been playing tekken more lately lol)
make his far standing mp as fast as gief’s and can be combo’d into another far st.mp (into super) lol
ok im done for today lol
I……agree with everything.
A faster sweep and slightly improved anti-airs would make me a very happy bunny.
Ability to ultra 1 Ken’s focus and better hit box on anti airs.
<div class=“QuoteAuthor” style="margin-bottom: 10px; "><br></div><div class=“QuoteAuthor” style="margin-bottom: 10px; "><p class=“MsoNormal” style="line-height: 19px; ">So Guys, the below list will be sent to Capcom by the SRK community as requested changes to an update of SSFIV:AE. The poster Emanuelb has put a lot of time and effort into consulting posters and fighters about these changes. If there’s anything you want or disagree with, now is the time to suggest it. No point crying about something after the list has been submitted!</p><p class=“MsoNormal” style="line-height: 19px; ">I personally want: </p><p class=“MsoNormal” style="line-height: 19px; ">- step kick -> st.Fp to hit on all, regardless of crouches/stupid hitboxes</p><p class=“MsoNormal” style="line-height: 19px; ">- a Super that doesn’t come out so easy</p><p class=“MsoNormal” style="line-height: 19px; ">- Faster sweep for improved footsies</p><p class=“MsoNormal” style="line-height: 19px; ">- a very small buff to cr.Hp for better anti-airs.</p><p class=“MsoNormal” style="line-height: 19px; ">I also think the damage buff to TT is unnecessary.</p></div><div class=“QuoteAuthor” style="margin-bottom: 10px; "><br></div><div class=“QuoteAuthor” style="margin-bottom: 10px; "><div class=“QuoteAuthor” style=“margin-bottom: 10px; “><a href=”/profile/50800/Emanuelb”>Emanuelb</a> said:Ok, The first batch of the changes. I will continue to add more, and than post all in a single list. </div><div class=“QuoteText”>[details=Spoiler] <br></div><div class=“QuoteText”><p class=“MsoNormal” style="line-height: 19px; "><b>Abel</b><br><br>- <u>Falling Sky</u>: reduce the start up by 1 frame (4-5-8-5)<br>- <u>COD</u>: reduce the start up for 2nd low and finishing low cod by 3 frames (19)<br>- <u>Tornado Throw</u>: +10 damage for each version - 170-190-210-210<br>- <u>Wheel Kick</u>: reduce the recovery by 2 frames (19-20-21-19)<br>- <u>far MK</u>: - reduce the start up by 1 frame (7)<br>- +1 active frame (4)<br>- buff the hitbox for better AA</p><p class=“MsoNormal” style="line-height: 19px; ">- <u>Ultra 2</u>: reduce the start up by 1 frame <br><br></p><p class=“MsoNormal” style="line-height: 19px; ">Explanations:</p><p class=“MsoNormal” style="line-height: 19px; ">[details=Spoiler] Falling Sky: a buff to help FS to do it’s intended job – antiair. Right now the move is kinda useless except for combos. Abel also suffers when it comes to antiairs. With this buff FS should be better, while still remaining quite situational (Abel has to keep his weakness – too many buffs for his antiairs might break him).</p><p class=“MsoNormal” style="line-height: 19px; ">Cod: low Cod is seldom used, since is very slow and punishable. With this buff it would be more usefull, making Abel’s mixups better (while still remaining punishable)</p><p class=“MsoNormal” style="line-height: 19px; ">TT: simple dmg buff. Strenghtening cmd grabs in the entire game.</p><p class=“MsoNormal” style="line-height: 19px; ">Wheel Kick: again, making this a more usefull tool. (right now is very slow)</p><p class=“MsoNormal” style="line-height: 19px; ">MK: right now this move is kinda useless. With these buffs it would be an interesting antiair move.</p><p class=“MsoNormal” style="line-height: 19px; ">Ultra 2: unerfing the nerf from Super. The dmg nerf was enough, no need to destroy it. [/details]</p></div></div>
Honestly, i hope capcom doesn’t look at that ‘community tier list’, see Abel as “6th best” and nerf him. I think we all should know that those tier lists based on matchups are quite askew since they don’t take into account whether that character has a majority of his good matchups against weak/uncommon characters or top tier characters.<br><br> I would be happy if they just buffed cl.hp hitbox to hit on all crouching, and that’s it. Some other changes would be nice but that’s it for me. For some reason I have a feeling they’ll do some buffs and then some stupidly pointless nerf to an integral part of his gameplay (like rolls even more punishable, TT losing regular throw invin. or whatever)<br>
my perspective of the capcom balance team:<br><br>vanilla -> super street fighter 4 Vhat!!!..WHY CHARGE CHARACTERS SO GOOD!!!<br>super street fighter 4 -> arcade edition …capcom…you just went full retard.<br>arcade edition -> v2012 FFUUUCKKKING…GENIUS!!!..with still a hint of some idiocy here and there~~<br>
reduced startup on falling sky?? Nice, so easier ellbow xx hk. roll (crossup), lp.FS -> IN DA CORNAAA PRESSAAA (Official Abel pressure :D)<br>
<blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/16728/GuyMcPerson">GuyMcPerson</a> said:</div>
<div class=“QuoteText”> Honestly, i hope capcom doesn’t look at that ‘community tier list’, see Abel as “6th best” and nerf him. I think we all should know that those tier lists based on matchups are quite askew since they don’t take into account whether that character has a majority of his good matchups against weak/uncommon characters or top tier characters.<br><br> I would be happy if they just buffed cl.hp hitbox to hit on all crouching, and that’s it. Some other changes would be nice but that’s it for me. For some reason I have a feeling they’ll do some buffs and then some stupidly pointless nerf to an integral part of his gameplay (like rolls even more punishable, TT losing regular throw invin. or whatever)<br></div>
</blockquote>
<br>I wouldn’t necesarly mind that buff, but several people said it would be too strong, so I’m not sure.<br>
Let St lk on CH combo into step kick…<div><br></div><div>Can you imagine hahaha.</div>
Well new AE update official, hope Abel receives no nerfs, been away from AE for quite a bit, been giving X Tekken a fair shot, and I’m quite enjoying it, but in the coming months I’ll be coming here to talk Abel.
Edit: honestly they should just try and eliminate vortex and unblockables As much as possible and maybe slightly buff low tiers again and the game is fine.
Agree 100%
If they were to simply remove unblockables and nothing more, that would go a long way in improving the game Imo.
But ya guys, with this new update on the way, let’s get this thread back on track and revist everything that’s been said.
At this point I’ve come to a handfull of buffs i’d like to see.
#1
2nd Hit of COD (Mid/overhead) be improved to be (-1~-2) on hit rather than it being -4!
It’s not right IMO for Abel to refrain from finishing his COD combo in the corner to maintain positioning only to be DP punished or SPD’d.
#2
COD 3rd Low:
Maybe either give it Armor Breaking properties like 3rd Finish or maybe give it ARMOR to blow through normals!
#3
Far medium kick
better speed
better hurbox
Papa medium kick
#4
More range and Invulnerability on Super for all versions!
In exchange, remove far medium punch’s super cancel ability
I’d like super to be a reactionary tool against attacks
not a combo extender!
I think it would be a little too strong for Abel to be able to overhead~ far mp xx super consistently
or for abel to do a series of lights and end with far mp xx super.
A while back, we were flirting with the idea in here of restoring Ultra II to its initial start up of 8 frames!
for those of us who remember the glory days of SUPER ABEL, we remember how cheap breathless was (Raging Demon on Steroids).
Besides it’s quick recovery, high damage and Armor, what made this ultra so special without question was it’s start up. Being 8 frames, it was a god send in some match-ups by giving Abel HUGE damage oppertunities, for example.
Punishing Honda’s Ex Headbutt
Punishing Akuma’s Sweep
Punishing Dudley’s Ex Machine Gun Blow
etc.
Now, what if we were to take breathless as it is now
retain all the nerfs it’s received from AE exept for it’s start up.
What say to a breathless that still has lots of whiff and cancel recovery, lower damage but 8 frames start up?
I say this would be too powerful
but what say the other Abels here?