Abel Street Fighter 4 Moves, Combos, Strategy Guide
Last updated on March 13, 2010

Costume Colors Story Artwork
Character Overview
Abel is like a cross between Fei Long and Zangief with a bit of Alex thrown in. His EX moves are terrific and some of his normals can set up his opponent for easy juggles.
His Tornado Throw and Marceaux Roll combination can play lots of head games with your opponent. Because of his mobility and a few tricks up his sleeve, Abel is capable of staying on his opponent and not letting off.
• Strengths •
+ Great mobility and speed, for a big guy.
+ Powerful character, moves take off a lot of damage.
+ Can juggle with his Ultra move after a Crouching Hard Punch.
+ Change of Direction is a great attack against mid-level and worse players who don't know how to block it consistently.
+ High stamina (defense) ranking, he can take a beating before he goes down.
+ Great rush down game with his EX-Change of Direction and Marceaux Roll into Tornado Throw.
+ His EX attacks are really, really good.
• Weaknesses •
- Can have a difficult time consistently getting in against turtle characters.
- His anti air options are not good.
Special Moves
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• Change of Direction (Quick Combo Grapple) •
Think of this move somewhat like Fei Long's Rekka Ken. If the first or second hit lands of the Punch version, any subsequent Punch attacks will combo.
Pressing a Punch button after you do the initial move will do an Overhead Attack, and a Punch again will attempt a high grab that cannot be blocked low.
The Kick versions on the 2nd and 3rd hits must be blocked low and are mostly there to throw your opponent off if they're attempting to block high.
Keep in mind, Kick attacks used at any point with Abel's Change of Direction will NOT combo, but you can combo with a Punch on the third attack after you land a Kick on the second hit.
Also the third hit whether you do it with Punch or Kick is an armor breaking move.
This is a really good attack, but if blocked, any part of this move is open to counter attack, so be very careful with it.
The strength of the button pressed controls the range and damage of the Change of Direction. Hard versions do slightly more damage and have a bit more range, Light do the least damage and have the smallest range.
Also when using this in combos, start the Change of Direction with Medium Punch, because the Hard Punch version has a delay that will often keep it from comboing after other moves, like Crouching Medium Punch.
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• Wheel Kick (Flip Kick) •
*Armor Breaking*
Abel does a flip and sticks his legs out, this must be blocked high. You can cancel into this from some of his normal moves to perform a combo. This move is pretty safe from counter attacks if blocked.
Since Abel's anti air options are limited, this will be one of the main ways you'll be knocking the other fighter out of the air. You need to anticipate the jump in from your opponent though because the animation for this move doesn't get to a hittable state until 20-27 frames after you execute it, and it's only active for 7 frames.
Still, it's priority against jumping characters is very good, and once you learn the proper range and timing, it's effective.
The Kick button pressed determines the distance and power of this attack, and also how many start up frames of animation it has.
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• Marceaux Roll •
This is most similar to Ken's roll in Alpha 2. It's pretty quick and it can be used to confuse your opponent. This goes through some moves, but you can be thrown out of it.
And being thrown out of it will be your main problem. You have to use this somewhat sparingly and in the right situations, or you'll be tossed all day long. But this works great to slip through some moves and come right out into your Tornado Throw.
The Kick button used determines the distance Abel travels. Light goes the shortest distance while Hard travels a bit beyond sweep distance.
Some people think this is the best move to use to get behind (cross up) the other fighter, because it comes out so quickly.
A popular cheese tactic after a successful Tornado Throw is to take a step forward and do a Hard Kick Marceaux Roll as the other fighter is standing. You'll end up on the back side of your opponent and in good position to do some more damage.
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• Tornado Throw •
A very, very good command grab, although the range it is a bit less than Zangief's Spinning Piledriver. The Light Punch version has the most range, but does the least damage, Hard Punch is the most damage, least range. Medium Punch is a mix of the two.
Coupled with Abel's Marceaux Roll and Dash, you can cover a lot of ground very quickly to get inside on your opponent and repeatedly throw them.
In Street Fighter 4 a character can be thrown after they've been knocked down the moment they're on their feet after getting up. This is unlike previous Street Fighter games where there was a few moments of invulnerability to throws.
This gives characters with command grabs a whole new set of tricks to pull out, and it makes Abel one powerful rush-down fighter.
This move has 5 frames of startup animation (5/60ths of a second). During this time you can be hit by other attacks, but you're invulnerable to throws. The EX version is invulnerable to being struck, but you can be thrown out of it.
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• Sky Fall (Air Grab) •
Abel will grab an aerial opponent who's close to him and slam them into the ground. Note that Abel's feet do not leave the ground when performing this move.
This works great in combination with his Crouching Hard Punch (Elbow Launcher), easy combo, good damage.
The Light Punch version has the most range, but does the least damage (140). Hard Punch does more damage (160) but has the least range.
EX Moves
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• EX-Change of Direction (Quick Combo Grapple) •
The EX-Change of Direction can blow through one hit from your opponent and still let you land the resulting attacks. And this fact alone makes this move NASTY.
Most players you fight against will like to throw out random pokes to try and keep Abel off of them. He's always such a threat to get inside and throw them it's usually a smart idea to get some moves out there to impede his progress.
But when you start to see a pattern to your opponent's random pokes, simply blow through them with an EX-Change of Direction to score a 3-hit combo.
This will help keep them more honest and open up more holes in their defense for you to get through and abuse them with.
Also keep in mind this move is much like the normal version in that it can be punished if blocked, so don't overuse it.
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• EX-Wheel Kick (Flip Kick) •
*Armor Breaking*
This move goes through projectiles and it comes out much faster than the normal version, so quickly in fact you can use it on reaction to through fireballs.
Also hits overhead. If your timing is good, you can also use it as an anti air attack. One of Abel's best moves to help him deal with an onslaught on projectiles.
It also hits twice.
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• EX-Marceaux Roll •
This acts like the Hard Kick Marceaux Roll, except it has invulnerable frames of animation while it's starting up and you're recovering, but you can still be thrown out of it at any time.
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• EX-Tornado Throw •
This attack offers a few frames of invulnerability which helps Abel counter things that would normally smack him. But it's vulnerable to well-timed throws and has slightly less range than Abel's regular Light Punch Tornado Throw.
And it does less damage than the Hard Punch Tornado Throw, plus you'll be spending an EX bar to use it — so you should be careful when and where you throw it out there. But this doesn't mean it's a bad move. Quite the opposite actually.
Those few frames of invulnerability allow you to grab the other fighter out of moves you normally wouldn't be able to.
This can be key in all too many situations as you deal with pokes and pressure tactics from your opponent. Being able to grab them out of almost any attack — as long as you time it correctly, is huge.
Learning how and when to use this attack as a counter will make you a much better Abel player.
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• EX-Sky Fall (Air Grab) •
This does the same amount of damage as the Hard Punch version, but it offers a few frames of invulnerability. Works a little better than the normal version for anti air, but not much. Has about the same range as the Light Punch Sky Fall.
You won't be using this very often, especially considering Abel has better EX moves.
Super and Ultra Moves
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• Mushin (Multiple Punches & Head Twirl Throw) •
You can cancel into this move from the first punch of the Change of Direction. Abel will run at his opponent and hit him with his fist multiple times and finish off with a twirl grab and slam.
Considering how good Abel's EX moves are, you'll rarely use this.
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• Muga (Ultra Head Twirl Throw) • *Armor Breaking*
Abel runs up to his opponent, punches them, proceeds to do a series of grappling moves and finishes by slamming the other fighter into the ground. This move does a lot of damage, but there's a few frames of start up animation which means that it won't hit instantly after you execute it.
This does go through fireballs though, so you can use it against projectile-happy players.
Combos
• Jumping Medium Kick, Crouching Medium Punch, Cancel into Change of Direction 3x •
An easy yet damaging combo. A great way to punish the other fighter for a missed move.
• Level 3 Focus Attack, Dash Cancel, Crouching Hard Punch, Cancel into Sky Fall (Air Grab) •
You need to Cancel Abel's Crouching Hard Punch on the 2nd hit to land this combo. You can also sub in an EX-Sky Fall which has a bit more range and is not as strict on the timing.
• Jumping Medium Kick, Crouching Medium Punch, Cancel into Medium Punch Change of Direction, Focus Attack Dash Cancel, Crouching Hard Punch, juggle with Ultra •
A pretty good combo, and a great way to land Abel's Ultra.
• Jumping Medium Kick, Crouching Hard Punch, Light Kick Marceaux Roll, juggle with Super •
Takes off about half of your opponent's life. This is a good way to land Abel's Super because you can confirm you've hit and nail them with your Super for big damage.
Normal Moves
Note this is not a complete list of all of Abel's normal moves, just the ones we think are noteworthy.
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• Elbow (Launcher) •
An elbow attack that results in two hits with the second one launching your opponent up into the air where you can combo them. It's a lot like Urien's elbow in Street Fighter 3, and can be a solid anti air option if timed correctly.
You can also cancel out of this move on either hit, including into his Super or his Ultra, but the timing is tricky on the latter.
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• Towards + Medium Kick •
This is a good attack for putting pressure on your opponent. You can Dash out of it after it lands by tapping towards on the controller. It allows you to close the gap between you and your opponent and potentially hit them with an Elbow Launcher into Skyfall, Tornado Throw, etc.
It's fast, has good range and can be used to punish as well. This is one of Abel's best normal moves.
Other Resources
Contributions to this guide by Sanchez, Icege, UltraDavid, Humbag, FullMetalRoss, KatanaSwordfish, Berwyn, YFlow and CFAY.

Posted by yflow on September 23, 2008 at 4:39 p.m. #1
In reference to his first special move:
"Pressing Kick after doing the initial motion will do a low kick, and pressing kick again will attempt a low grab."
What's a "low grab"? What's the difference between that and a "high grab"? It makes me think of Tekken, but in Street Fighter, you can't simply crouch to escape a throw. Has that been changed?
Posted by muckamuck on September 30, 2008 at 4:08 p.m. #2
yflow: "Low grab" means it's a grab that has to be blocked low. Most throws can't be blocked or avoided unless you're just out of range, but this grab in particular is blockable.
However, it takes forever to start up to there's almost no point in using it.
Posted by Mackinzie on January 1, 2009 at 4:20 a.m. #3
doesn't he have a normal special twards and medium kick that is dash cancelable? just thought if you hadn't added it, it should be added :) keep up the good work!
Posted by berwyn on January 11, 2009 at 9:54 p.m. #4
this could be useful: c.mp xx change of direction (first hit) FADC immediately, c.hp (2 hit), link into ultra. the ultra will be pretty much buffered though. might wanna just use this to finish people of if they're low on hp and you got the meter to spare.
Posted by D3T0X on January 25, 2009 at 2 a.m. #5
How do you go about fighting Abel without getting caught into his ultra?
Posted by berwyn on January 27, 2009 at 9:14 p.m. #6
why would you get caught into his ultra?
anyway, after comboing into his ultra, the damage gets scaled really badly and it doesn't do huge amounts anymore. so it's not that big a deal, unlike when you get hit by viper's combo into super. oh his EX hoyle kick is awesome as well. invincibility at the start. can use against jump in mashers and can be used as a very good wake up. goes through fireballs as well but has limited range.
Posted by berwyn on January 27, 2009 at 9:23 p.m. #7
oh and his ultra doesn't have instant start up so just don't do any laggy moves upon abel's wake up and you should be safe. if the other fella does ultras randomly he's stupid because 1) he's wasting his ultra meter and 2) it's bloody punishable.
Posted by SF4Ready on January 28, 2009 at 12:27 a.m. #8
Has abel's Ultra really been scaled down?
Posted by berwyn on January 28, 2009 at 4:28 p.m. #9
scaled down from what? i don't get it.
Posted by SF4Ready on January 28, 2009 at 10:25 p.m. #10
@berwyn
You said that abel's ultra was scaled. I was wondering did you mean it is less powerful than before?
Posted by Altier on January 29, 2009 at 7:34 a.m. #11
It says that the second hit of his Change of Direction move when you use a punch is an over head. Even his data has it listed as an attack that must be blocked high. Yet, after viewing many match videos, I see it constantly blocked low. After th initial hit the opponent just crouch blocks the rest of it. Could this be an error? or is the block happening to fast.
Posted by v-rated on January 29, 2009 at 10:38 a.m. #12
scaled meaning if you use it after a bunch of moves in the same combo, it does less damage. For example, c.hp then 1st hit of rekka then fadc to c.hp to ultra will make the ultra part of it do less dmg than if you just did c.hp to ultra. Look up damage scaling (or proration) in google if it doesnt make sense.
Posted by berwyn on January 29, 2009 at 4:16 p.m. #13
@SF4Ready
yeah what v-rated said is exactly what i meant, as in like damage buffering and all that. the more hits you do in a combo, the less damage the other moves will do in the later part of the combo.
@Altier
after the first hit of Change of Direction, you're given an option of following up with Punch (which is an overhead) or Kick (which is a low attack). what you've been seeing is probably the kick version because everyone normally blocks high on instinct thinking that the Abel player is just going to mash on the punch button. mix it up a bit but don't rely on it too much. If the first hit is blocked, any character with shoryuken can beat out your follow up no matter how fast you press the buttons. anyway, the animation for the second hit is him swinging his hand over your head in a backward fashion if you use the punch follow up, and him doing some sorta sweeplike kick (but does not knockdown) if you do the kick follow up. the third follow up is a blockable grapple, but again, punch hits overhead and kick hits low.
Posted by Bob on January 31, 2009 at 8:22 a.m. #14
I watched a guy in UCDavis MUGA go thirty wins in a row against all comers with Abel. It was unreal. His crossup into focus attack dash cancel combos plus his ability to juggle into his super seemed to be the deciding factors.
Posted by Bob on January 31, 2009 at 8:23 a.m. #15
Edit: I meant juggle into his ULTRA, not SUPER.
Posted by berwyn on February 1, 2009 at 3:22 a.m. #16
but abel lacks serious block strings. his block strings can be countered with shoryuken. he doesn't really have a great get the heck of me move either. i think he's good at crushing scrubs but at higher level play he's a little too slow and doesn't have very good rushing abilities.
Posted by SF4Ready on February 1, 2009 at 8:31 a.m. #17
@berwyn
@v-rated
Thank you for clearing that up! :)
Posted by they call me the bob on February 1, 2009 at 2:10 p.m. #18
@berwyn:
wasn't not having a "get off me" move what kept Dee Jay from being high tier? yet Afrolegends took him up and is now one of the best players in the world. granted, he also plays Boxer but the same could be done here by picking a counter character. I do believe that this character has great potential in higher levels of play, but the game needs some time to evolve before we can all be sure.
oh, why'd they have to take out Dee Jay? :(
Posted by berwyn on February 2, 2009 at 4:57 a.m. #19
hm yeah maybe but i don't see many abel players out there at high level play.
Posted by katanaswordfish on February 2, 2009 at 4 p.m. #20
You should add Abel's Towards+MK to the list of important normals.
Its a great attack for putting on pressure and you can >> dash out of it, allowing you to close the gap between you and your opponent and potentially hit them with an [elbow launcher xx skyfall] , a tornado throw, etc.
Its fast, has good range and can be used to punish very well. Its definitely something that every Abel player should have in the back of their mind and it is a really useful tool.
Posted by denjinhado on February 2, 2009 at 4:06 p.m. #21
http://www.youtube.com/watch?v=C96PIu...
BustaBust playing a really good Abel, especially at the end of the second round.
Posted by julio on February 7, 2009 at 12:44 p.m. #22
is Abel the Father or Remy from street fighter 3 ???
1.both are from France
2.Abel is amnesiac and dose not remember the past
3.in Remy's ending had a sister who had hair like able
4.it would be cool if this was true.
Posted by Jem on February 9, 2009 at 6:45 p.m. #23
@berwyn
Shinro is ranked 5th in Japan and he uses Able.....
Also that BustaBust vid is KILLER!
Posted by berwyn on February 16, 2009 at 4:46 p.m. #24
hm okay i'll reconsider that then. just felt that he had too few anti air options and get the heck off me moves. he seems a little on the slow side as well. and no proper block strings or links.
Posted by monkey bwains on February 19, 2009 at 12:51 a.m. #25
the best punishment in the game for me, is when this dood was shoryuken-happy, missed then > cr.MP > lp change of D > ex dash cancel > cr.HP > Soulless. (pwn combo)
Posted by Geolan1 on March 1, 2009 at 8:02 p.m. #26
i knew i wanted to main this character the moment i saw him pull me out of the air and slam me to the ground. granted he has some flaws but nothing that cant be fixed with some smart playing. The only thing really keeping me from being great with him is the fact that i cant seem to pull of his sky fall consistently.
Posted by FRAGGLEundaROCK on March 7, 2009 at 8:44 a.m. #27
Im pretty sure ya know this already but i been playing with Abel for a while now and i just wanted to let you know that his ultra is a full screen attack when it goes thru tha fireballs....it will hit nuthin but for sum reason it stills connects
Posted by donghammer on March 10, 2009 at 10:04 a.m. #28
for those of you who don't know:
his command throw (hcb +p) has less range the higher punch button used - meaning his jab throw has more range than his medium and heavy versions.
i have yet to find a reason for the ex throw - it doesnt absorb a hit (no ex armor) and has less range than the jab version (seems equivalent to a medium throw)
Posted by bongholio on March 10, 2009 at 9:52 p.m. #29
Has someone able to put this combo into an infinite one?
Standing Hard Punch, Cancel into Change of Direction, Focus Attack Dash Cancel,Standing Hard Punch, Cancel into Change of Direction, Focus Attack Dash Cancel,Standing Hard Punch,etc.
Posted by demonicdrphil on March 15, 2009 at 5:15 a.m. #30
EX command throw is hit invulnerable while the regular version is throw invulnerable.
Focus Attack Dash Cancel uses up two stock so you would only be able to do that twice unless in training mode which is just pointless.
Posted by Voltiare on March 15, 2009 at 9:01 p.m. #31
@bongholio
A FADC costs meter so it would not be infinite and there are better ways to use the meter. I would just stick with a regular combo or FADC -> Elbow -> Roll -> Falling Sky
Posted by rolo18 on March 18, 2009 at 2:21 a.m. #32
We need an analysis on matchups between abel and all other characters because i keep getting rocked against blanka honda and Claw
Posted by l2ampage on March 19, 2009 at 4:33 a.m. #33
I think it should be noted that Elbow Launcer > Ex Wheel Kick does more damage (290) than Elbow Launcer > Roll > HP Falling Sky (270)
Posted by SFIVfan on March 22, 2009 at 3:27 p.m. #34
when I play abel online players dont attack but wait till I attack and just jump around in the corner and kick any suggestions on how to combat there style
Posted by sephirothclone on March 26, 2009 at 11:19 p.m. #35
SFIVfan regaring your question, like the guide says, turles are difficult for Abel. Some of the other characters have this problem as well, so it's common, and it's also why they are considered lower tiers due to that fact. I have encountered the same problem with Abel, in that, they will stay at a distance and wait for you to make the mistake. They'll probably block just when you land the wheel kick, or when you roll toward them they'll poke away or double back to start all over again. This is where you should know your frame data, or if your not disiplined, you should know you attack range. His low HK works well, but don't rely too much on that. Abels anti-air options are limited so most people know thats his big weakness, and they will use it when Abel is close enough for them to attack. Shotos MK and HK work too well in SFIV, and they have that bad tendacy to fireball Abel, then follow in to jumping MK and HK, crouching MK or HK, into fireball repeat. When that starts happening, your now on the defense, you'd best lure them into making the mistake now. Remember, Abel is built to trade blows like Zangief, so you should start figuring out the ways to take that one hit they'll give you, and make them pay for it. Most of his move absorbs attacks, so you gotta to be willing to let some slide, so Abel can dish it back. I have more...but I don't really want to take up any more space.
OH...and Im glad he's considered Mid to Low tier by most standards, it just makes him more underrated and more unpredictable I think.
Posted by qwerty123 on March 30, 2009 at 6:23 a.m. #36
Any got hints for anti-air? Cause hard kick shoryuken lovers are giving me a beating with their rush downs
Posted by Stitchlink on March 30, 2009 at 5:46 p.m. #37
qwerty123 said Any got hints for anti-air? Cause hard kick shoryuken lovers are giving me a beating with their rush downs,
well try doing you marshal roll when they come down on you and use his air grab in an early stage of a jump hope this helped =)
Posted by Loijz on April 2, 2009 at 9:13 a.m. #38
I am already stuck on the 1st combo on normal Trial: 3.
C+hp into wheel kick. I am always a bit late with wheelkick. Do I ve to cancel or something? in the vid it doesnt looks like...thx 4 help
Posted by Whoblehwah on April 3, 2009 at 12:24 p.m. #39
"Posted by Loijz on April 2, 2009 at 9:13 a.m. #66
I am already stuck on the 1st combo on normal Trial: 3.
C+hp into wheel kick. I am always a bit late with wheelkick. Do I ve to cancel or something? in the vid it doesnt looks like...thx 4 help"
You have to do the heel kick right when the second hit of his crouch high punch hits. I had trouble with it for a while but now I can do it with ease.
Posted by Just thought I'd add... on April 23, 2009 at 7:47 a.m. #40
Abel doesn't need a good anti-air as other techniques can be more effective: roll a short distance (LK) if you want to Tornado Throw them when they land or long distance (HK) if you want to do a Wheel Kick.
This is what I generally do... And win.
:)
Posted by wamugladiator on April 27, 2009 at 3:18 p.m. #41
well for those anti air attacks you can use crouching MK which will kick them out of the air hope this helps
Posted by OGHowie on April 28, 2009 at 3:57 p.m. #42
Crouching MK? I don't think that's a reliable anti air since the hitbox is pretty small. I'd stay with crouching HP if you can catch them early.
Posted by Side Note on May 2, 2009 at 6:40 p.m. #43
Abel can be swept out of his ultra almost 100% of the time.
Can be grabbed out of his super.
Super can also grab users in the air, if timed correctly.
Posted by Complaint i guess on May 11, 2009 at 4:41 p.m. #44
Abel has virtually no moves to stop offensive onslaughts from opponent's
his EX-Command Grab being really his only escape method, since even his roll has start up frames that leave him hittable
he can really wake up with any moves that are meaty like a Shoryuken, Flash Kick, etc
Posted by Another Combo on May 18, 2009 at 1:40 p.m. #45
the combos section for his has Jumping MK to c.MP -> 1st Change of MP Direction -> FADC -> Elbow Launcher
but if timed correctly, you can just go J.MK -> Elbow Launcher -> Super, Ultra, Skyfall, etc
Posted by Combo Note on May 18, 2009 at 1:48 p.m. #46
same guy as from "Another Combo" post
i tested it out in training
Jumping Medium Kick, Crouching Medium Punch, Cancel into Medium Punch Change of Direction, Focus Attack Dash Cancel, Crouching Hard Punch, juggle with Ultra does 521 Damage, and uses 2 EX-bars while
Jumping Medium Kick, Crouching Hard Punch, Ultra does 568, and uses no EX-bars
this is a result of the reduced damage SF4 has
Posted by CC on May 19, 2009 at 3:38 a.m. #47
Are u sure abel has weak anti air? hes can literally grab you from the air and slam you for heavens sake and hes wheel kick is another killer.
Abel is the only character in the game that gives me a hard time rolling here n there like an idiot and change of direction is almost unblockable at times
Posted by To CC on May 19, 2009 at 6:18 p.m. #48
His anti-air options are bad once an enemy gets too close, like during cross ups
he cant wheel kick that close w/o getting hit and his Skyfall will get hit out of
Posted by Justagoodfrenchabelplayer on May 20, 2009 at 1:25 a.m. #49
Definitely, Abel is my favourite character. When I play with him Nobody try to jump against me because If they do that :
- Light Wheel Kick
- Marceaux Roll after Tornado Throw
- Anticipation with jump Hard Punch
- Crouching Hard punch,Dash + EX-Sky Fall
- Crouching Hard punch + Utra
Take care about this Advice :)
Posted by CC on May 20, 2009 at 1:44 a.m. #50
But when enemy gets too close to abel, the enemy is in much greater danger cause of hes grapples. This guy is really freaking difficult to fight especially when i try to use guile against him lol
Posted by To CC again on May 20, 2009 at 11:38 p.m. #51
The problem when ppl get too close is, his grabbles has start up frames that are vulnerable to attacks and all of his other special moves are too slow in close range
Now this doesn't mean ur completely dead, just takes some good knowledge or guess work of ur oppenent
if hes gonna go for a physical attack, EX-Tornado Throw
If hes gonna grab, regular TT
and to JustaGoodfrenchAbelPlayer
If someone is crossing u up, light wheel kick is useless, as is his crouching hard punch
once again, a good Roll or correct Command grab will get u out the jam ive found
Posted by JustaGoodfrenchAbelPlayer on May 22, 2009 at 2:51 a.m. #52
Posted by To CC again on May 20, 2009 at 11:38 p.m. #93
If someone is crossing u up, light wheel kick is useless
I agree with you CC that depends on the distance of the opponent.
Posted by SFIVfan on May 27, 2009 at 11:34 p.m. #53
Blanka just does the beast roll ,does Abel have a counter move to punish the beast roll , besides crouching light punch I know about hjs ULTRA , which is a perfect counter move but I can only use it once a round .And does Dhalsim have any weakness I see his tele really helps him out against Abel all the other matchups are easy cept maybe Chun
Posted by T.Nall on July 2, 2009 at 9:31 p.m. #54
what can i do when my opponent is always light jabbing when i get close
Posted by TheGreatAliKaz on July 3, 2009 at 8:19 a.m. #55
@ T.Nail
I've become an Abel expert
u can either step back and use the change of the EX* change of directin punch combo
OR simply use ur powerful Wheel Kick frm a reasonale distance
If continues doing jabss do the same or trick him with the roll
The key to winning with Abel is making him unpredictable
Posted by Ikickworstthenyou13 on July 6, 2009 at 8:30 a.m. #56
Actually I found that Abel does have some anti air options. About three or more.
1. Crouching Heavy Punch is a common way to use to leas an ultra to a standing Ryu, Ken, Chun Li, etc. But you can also use it when someone is jumping at you. If the second hit of the elbow hits and you see they are in a juggle motion, do the first hit of the change of direction and then lead to an ultra. This is pretty cool cause if say Ryu is jumping up you can do the elbow and go from there.
2. Crouching Medium kick is a VERY good anti air if someone is jumping at you. However, there are some characters that can go through it like Blanka, etc. Use it only to most certain characters.
3. Standing Medium kick is also a good anti air if someone is jumping at you. It's also a good counter to one of Cammy's special moves: Hooligan Combination. Just wait till she comes and do a standing medium kick.
4. Jumping Heavy Kick is very good versus say Vega or Bison. Also works on other characters if there are jumping at you.
So there, Abel DOES have some decent anti air options. Tell me if I miss anything and such, yeah?
Posted by ^^^ to ikickworsethenyou on July 6, 2009 at 6:31 p.m. #57
The first 2 u list are all very very situational and have everything to do with precise spacing
a crouching fierce punch will trade at best if some jumps in with their own attack at close range
for crouching medium kick to be good, they have to be jumping in from quite a distance
and for the stand medium, its pretty good wen jumpin in for a ways away
abel's problem is wen ppl jump in from up close, regular Sky Falls dont have much priority over regular moves in the air, so he can be hit out of it easily
Posted by AbelFan2000 on July 27, 2009 at 7:18 a.m. #58
Whenever I play against Shoto players, after I sweeep I stand over them once or twice do they'll get in the habit of shoryuken, then I'll just block that next one, and while then come down FADC to Tornado Throw
Posted by Abel2doanything on July 30, 2009 at 7:45 a.m. #59
If you do a MK roll, grab, Focus Attack to HP Tornado Throw, you take off like 45% health.
And can't you combo into Heartless from c.Hp without the LK roll?
Posted by Seanomega on August 9, 2009 at 8:50 a.m. #60
Hey Catalyst, i don't know how effective this combo is but, you don't have it listed so here it comes. 1st hit of launcher, 1st hit of change of direction, super.
Posted by ableabel on September 3, 2009 at 8:57 a.m. #61
I just mash C.hP and the down forward shortcut HP to get the Falling Sky grab. it's easier than trying to roll on a 360controller but you have to hit deep.
Posted by Brainsplitter on September 20, 2009 at 12:26 p.m. #62
Abel has virtually no moves to stop offensive onslaughts from opponent's
his EX-Command Grab being really his only escape method, since even his roll has start up frames that leave him hittable
he can really wake up with any moves that are meaty like a Shoryuken, Flash Kick, etc
EX ROLL???
Posted by RagingStormX on September 25, 2009 at 8:20 p.m. #63
EX Tornado Throw is and anti-air option.
Posted by Jungle Man on October 1, 2009 at 6:01 p.m. #64
Abel and Seth are the only two characters in the history of fighting games that are easier to beat against human players than against the computer. I find these two characters to be extraordinarily hard to beat when I play the arcade mode on medium difficulty; but they are easy to beat when I play on line against good players with lots of battle points.
Posted by @64 on October 4, 2009 at 1:07 p.m. #65
That's cause they have great moves but need pretty much flawless execution to play well.
Posted by @65 on October 15, 2009 at 1:08 p.m. #66
Sadly that means Abel sucks badly online. Too much lag. :(
Posted by Abel2win on October 18, 2009 at 7:54 a.m. #67
I play with Abel online in Championship Mode, I'm a G3-A, and I win pretty decently. You just have to train against Ken, alot.
Posted by MK on October 18, 2009 at 1:53 p.m. #68
i play with abel in champ mode and im in G1.. winning champ finals in G2 was hardly an issue compared to winning one in G1... with abel that is... never mind though... when you beat the occasional 50,000gp ryu it makes it worthwhile :)
Posted by pierre on November 27, 2009 at 1:36 a.m. #69
It's MARSEILLE roll, not marceaux.
Marceaux mean nothing.
A french player.
Posted by RoelofSetsFire on November 27, 2009 at 6:04 a.m. #70
Shouldn't crouching mk be mentioned as an anti-air?
Posted by arcade on December 3, 2009 at 10:53 a.m. #71
Hey everyone i just want to know what you think about what they should do to abel in ssfiv.
Posted by WantsToKnowAbelStuff on December 6, 2009 at 5:20 p.m. #72
Umm, i dont know why know ones said some of his best basic combos,and i dont use the crouching medium kick into the change of direction cause i cant tell the hit confirm sometimes, only way is jump in medium kick then said combo but his other jumpins suck and people can catch on to jumping abels alout. crouching jab, link to standing fierce punch into hard punch change of direction or ex wheel kick is my goto bread and butter up close combo. Not to mention it can lead to you know what. ;D Did i mention its safe if you stop on standing fierce? and you can exchange his fierce punch for some other moves if they try to get wise and prevent it, (you can whiff it) such as, i dont know, the tornado throw? Abel mind games ftw! and for anti air crossups, they can grab you out of the roll and ex throw, so why not just dash forward when they jump behind you, then when they think to themselves wtf go for the light punch tornado throw :) I want to know some more of his good tactics and they better give him a better priority move in ssf4 please :( What stuff do you guys know?
Posted by abelissimo on December 7, 2009 at 2:48 a.m. #73
This is one of my favourite movies of abel in action: http://www.youtube.com/watch?v=PKMOmW...
Rico Suave ftw
Posted by just wondering on January 2, 2010 at 12:11 p.m. #74
It would be nice if the Japanese names of the moves would be shown in this moves list. When he does his wheel kick, his Japanese voice actor seems to be saying something like "garataku" or something. When he does his Marceaux Roll, the Japanese voice actor seems to say something like "hisonic".
Posted by rollin thunder on January 23, 2010 at 11:16 a.m. #75
I need help playing abel any tips? I think he is unique and I pla a more defensive style but I wont to main him advice anyone
Posted by Abel player... on January 23, 2010 at 11:02 p.m. #76
Sigh... I really like Abel, but I have one thing about him that I'd love to see change in Super, it's his wheel kick. I normally use it as my anti air, and every once in awhile it misses. Not because I short it, not because it's too low (I found out that some characters like Chun Li have a high jump arc and can jump over the wheel kick if you mistimed it). No the thing I hate about the wheel kick is its STUPID HIT BOX! What I mean is, when Abel does his WK, the hit box doesn't come out until 12 o'clock or when his leg most vertical. In some matches, my opponent will jump behind me, and Abel's foot will stick out at 10/11 o'clock, touch his/her backside, and they'll be fine. SERIOUSLY, his foot will go right through there body's... IT MAKES ME ANGRY! I especially see this with the medium and hard versions of the WK. It dumb, you look at Geif and Hawk and they have very good anti airs, so why not Abel? I know, I know, C.HP is one, but you need to time it right to work right, the C.MK is his best one, but it sometimes trades, I've never used the S.MK, but I guess his J.HP and J.HK are good air to air moves, but when I think anti air, I think something on the ground, so those don't count for me. Oh, and before I forget, his S.HP is good cross up, neutral jump stuffer. It blows my mind, if the hit box came out sooner, it would teach people not jump around like they are on a poogoo sticks. Now that is what I want in Super, it's nice that his COD is safer, and that his damage has been bumped up (even though he did pretty good damage already), but I want to see the wheel kick knock everyone out of the air like flies. Sign...
At 75, if your going to play Abel, you have to be a little more aggressive. Abel is an in your face character, or as I like to think of him, a bully. Most of his match ups require him to be the aggressor, which is why he has so many different ways to get around zoning tactics, like fire balls. He's about putting you on the ground and exulting his superiority. But because of this, he lacks defensive tools (which I get explains the wheel kick). Not to say he doesn't have any, his EX roll is a good get out of the way move when your under fire, watch out for throws though, and his EX TT is a good reveal move because it can grab people out of moves, DP's on start up even. And as I said before, he's got anti air options, even his wheel kick when used right, but you ten to guess when there going to jump if your like me and use the WK as an anti air. And not to forget, his Ultra eats fire ball thrower for breakfast. Heck, I hope they don't nerf it too badly in Super.
Wow, look at that, I wrote a long post. Guess I was bored or something. Anyway, hope that helps Rollin Thunder.
Posted by rollin thunder on January 24, 2010 at 1:53 p.m. #77
@abel player thanks I will be away for awhile so I can't play for awhile but it seems to learn the focus attack and all his matches and hits are cancelable so maybe it takes practice and its ok I won't somethin u have to go and get it
Posted by Cuttyb87 on February 11, 2010 at 9:58 a.m. #78
what are some good poke strings for abel
cr.lk 2x cr.md into change of direction or the throw
Posted by cowboy_soultaker on February 14, 2010 at 8 p.m. #79
I heard that ABel's special has unique properties depending on which punch button you press, but I don't really notice a difference. Can anyone confirm or deny this?
Posted by joe on February 14, 2010 at 8:52 p.m. #80
at cowboy_soultaker
depends, what do you mean by special? You mean his special moves? CoD, TT, WK... or do you mean his super? I going to guess you mean his super. QCF, QCF, + LP= gives him hit invisibility. Really good if you expect a random poke or meaty. qcf, qcf +MP= throw invisibility. Two words, Red Cyclone. And Hp= fire ball invisibility. Not as useful, only has invisibility if they throw one out in your face.
Posted by cowboy_soultaker on February 15, 2010 at 11:18 a.m. #81
@joe
you guessed right, thats what I meant, sorry. Thanks for the info. I'll see what I can do about getting the info into the guide.
Posted by wait on February 15, 2010 at 4:48 p.m. #82
Abel super can go through different things. so what are his tick throws set-ups and stuff I need help I want to pay Abel better than rico suave lol
Posted by RJMazz on February 17, 2010 at 10:39 a.m. #83
Abel thinks he's Sonic the Hedgehog.
Everytime he does a Merceaux Roll he says "I Sonic!", he thinks he's gonna go rolling like the one lol.
Posted by Cheese on February 17, 2010 at 6:09 p.m. #84
Here are some Abel tricks I use
I usually set these up with jumping Mk, either crossing up or not
c.lp c.lp light tornado
c.mp light tornado
c.lk c.lk light tornado
some cheese tactics
c.HP cancel to roll c.lp cancel to roll to tornado throw(crossup)
c.HP cancel to roll c.mp cancel to roll to tornado throw(not cross up)
Posted by Honda problem on February 17, 2010 at 6:19 p.m. #85
how do I escape honda's sumo splash mixups?
Posted by frenchman on February 19, 2010 at 10:31 a.m. #86
What about block stun if I lp. And get aomeone how long do I wait before I go into my throw?
Posted by @Honda prob on February 24, 2010 at 12:39 a.m. #87
Perhaps you're trying to block the slam by pressing db? Both parts of the slam can be blocked standing
Posted by Frenchman on February 25, 2010 at 9:51 a.m. #88
Yea sometimes ex rolls can stop from being hit and maybe use the ultra to get away but I like fighting honda wit Abel cuz its easier for me to make a honda player lose his charge
Posted by tick throw on February 25, 2010 at 9:53 a.m. #89
Okay abel page iss getting to be alive lol but I need to know some tick throws and which tornado throw do I use the lp or the hp?
Posted by MP on February 26, 2010 at 3:18 a.m. #90
To #89
Abel's Main Tick Throws (#84 Already posted a few)
Cr.Lp,Cr.Lp, Light Tornado
Cr.Mp, Light Tornado
Cr.Lk, Medium Tornado
Cr.Lk,St.Lk, Medium Tornado
Posted by All abel needs on February 26, 2010 at 10:48 a.m. #91
all abel need to be god like is to have his j.HK aim down instead of up
Posted by tick throw on February 26, 2010 at 4:32 p.m. #92
y don't u use the hp tornado throw? is the properties of the light throw is it b/c its fast and invulnerable frames
Posted by MP on February 26, 2010 at 8:53 p.m. #93
The range on HP Tornado is pretty terrible, and when you end up missing it you are gonna get punished pretty bad.
Posted by @91 on February 26, 2010 at 9:34 p.m. #94
How is making his JHk aim down ward going to make him God? No, the way to make Abel God is by making his cHp overpowered. How? a) give it faster start up to make it a better reactionary anti air. b) instead juggle when it hits an opponent in mid air. Why do those things? Because everyone would be too scared to jump on a standing Abel, afraid they'll get hit by the cHp, then Abel can do a) Wheel Kick (180 on the Ex) b) Falling Sky (160 on the Ex) or c) Ultra (551 when hit with raw ultra). Not to mention his resets and mix ups.
Posted by d'oh on February 26, 2010 at 9:36 p.m. #95
I spelled instant wrong.
Posted by @94 on February 26, 2010 at 11:38 p.m. #96
well a j.HK that points down would make it easier to combo into cr.HP. Imagine being able to set up his ultra(or any mixups) just after j.HK to cr.HP, especially on smaller opponents.
I haven't heard any news for abel in ssf4 though...which kinda worries me.
Posted by MP on February 27, 2010 at 1:18 p.m. #97
Why can't you just use J.MK.
Posted by frenchmen on February 27, 2010 at 1:30 p.m. #98
Only thing I heard of for Abel is that his new ultra goes full screen command grab and has ex armor and is also Cancelable and can be charged up no joke I seen it on youtube but I think the rest of his stuff is the same tho
Posted by Abel's new ultra on February 27, 2010 at 3:24 p.m. #99
it's like a faster raging demon with armor. can't be connected to launcher though...
Posted by frenchmen on February 28, 2010 at 3:28 p.m. #100
Yea but I'am not sure if it can be connected wit the launcher hmmm it should be its a grab and its possible to fadc zangief ultra after a spninning lariat ( I hate gief)
Posted by falling sky on March 1, 2010 at 11:54 p.m. #101
anyone find it odd that falling sky trade hits with other attacks? It is supposed to a throw right?
Posted by frenchmen on March 2, 2010 at 10:25 a.m. #102
@101 the dumbiest thing ever abel AA game is lacking so if ur playing someone is a "fairy" ur in big trouble cuz its hard trying to protect yourself. But I think sometimes depending on the heght u can dash forward and slamm or ultra after hte trade
Posted by falling sky on March 3, 2010 at 9:55 p.m. #103
also apparently when falling sky trades, it does NO DAMAGE!
Posted by cuttyb1987 on March 10, 2010 at 11:28 p.m. #104
I think Abel is so rewarding to when you win with him he makes the game interesting even against his tougher match-up against Gief is not very a lost cause but its hard work
Posted by cuttyb1987 on March 17, 2010 at 1:10 p.m. #105
I think abel needs a get the heck of me move cuz his roll get punished his cr mk trades and his crouching elbow trades I think he needs a move like Alex shoulder launcher in third strike
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