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Abel Ultra Street Fighter 4 Moves, Combos, Strategy Guide

Guide last updated on
June 2, 2014 at 9:11 p.m. PDT

Abel Ultra Street Fighter 4 Character Guide

Character Overview
Abel is a heavy hitting grappler with a lot of tricks and traps to confuse and ensnare the opponent. He also has quite a few mixup attacks to keep the other player guessing, not to mention a powerful command grab that punishes those who freeze under his pressure. His dash is also great with very little recovery, allowing him to move across the screen much faster than a lot of characters.

Abel isn't without his weaknesses, though. He has slow walk speed, his wide hitbox makes him vulnerable to ambiguous crossups and all of his reversals must be applied specifically to avoid being repeatedly knocked down. His anti-airs require very specific spacing and have a habit of losing to dominant jump in attacks, not to mention that Focus Attacks can give him trouble since his Armor Breaker is slow.

+ High stamina rating, Abel can take more of a beating than most characters.
+ Powerful fighter. Has big-hitting combos.
+ Great mix up games with Step Kick and overhead attack.
+ Two very useful Ultras, depending on the match ups.
+ Fast Dash with little recovery.
+ Excellent rush down game.
+ Has some very good EX moves.

- Characters with strong throw and knockdown games can lock Abel down very effectively.
- Has to be around mid-screen or closer to be a threat to do damage.
- Slow footspeed.
- Has trouble with high-priority pokes.
- Wide hurtbox which makes crossups on him more ambiguous.
- Has trouble fighting pure grapplers such as Zangief.
- Has to commit very heavily to all his reversals.

Notable Normal Moves
Step Kick
Abel's most terrifying normal move. On hit or block, tap your joystick forward once more to dash cancel it. This places you right in your opponent's face where you have a lot of options.

If you landed the Step Kick, you can attempt to do a one-frame link into standing Standing Hard Punch which can be canceled into a bigger combo. If it's blocked, and you dash in, you're still safe from attacks as long as you don't get poked or grabbed first.

Most opponents will either perform an unthrowable reversal, backdash or jump to avoid your mixup after the Step Kick so it's important that you make the correct reads before committing to a move.

Elbow (Launcher)
This hits twice with the second hit launching the opponent into the air. After you launch the opponent you can grab them with Falling Sky, land your Ultra 1 or Super.

This mostly finds its use as a combo extender or a punishing attack.

Jumping Medium Kick (Cross Up)
Abel's jump-in and crossup move of choice.
or or
Anti-Airs: Standing Hard Punch, Crouching Medium Kick, Jumping Hard Punch
Standing Hard Punch is for jump-ins that approach right above Abel. This is a risky anti-air, but if you perform it early you'll have a better chance of countering the opponent.

Use Crouching Medium Kick as an anti air against opponents coming down in front of Abel. This is an alright anti air move if it's spaced and timed properly, but it will sometimes lose out to dominant jump in attacks.

Use Jump Away Hard Punch when you can predict a jump in. In most cases, you'll still be safe even if you don't correctly read a jump, but you will give up spacing.

Crouching Hard Kick (Sweep)
Abel's sweep is unusual because you can Cancel it with Special Moves, something no other character can do. You can cancel your unsafe sweep into a variety of things, such as a Marseilles Roll, which is a very effective and popular tactic.

Close Standing Hard Kick (Overhead)
This is an overhead attack that must be blocked high.
Special Moves
Change of Direction (Rekkas)
2nd Hit Kick
3rd Hit Kick


Abel quickly throws his arm out to attack the opponent, and holding toward and pressing Punch or Kick buttons will result in two more attacks. The range of the initial attack is determined by the strength of the Punch button pressed, with the heavier versions being slower but traveling farther and doing slightly more damage.

The first attack can be blocked high or low, but the follow-up Punch attacks must be blocked high, and the Kicks low. The Punch attack string will combo for three hits, but Kick follow ups never combo. All follow-ups after the initial hit are unsafe if blocked, though. Also, the third hit whether you do it with Punch or Kick is an Armor Breaking move.

Kick versions of the followups hit low. Also, you can FADC anywhere up to the first two hits of Change of Direction; FADC after the second hit of either the Kick or Punch input and you can combo into quite a few things, most notable a crouching Hard Punch into Ultra 1. FADC for this move is also useful in making it safe in case it is blocked.

Abel's Change of Direction can be very punishable, especially at high levels of play, so many players tend to either combo into this move or use it very sparingly. If you want to combo into this move, you'll have to rely on the Medium version of Change of Direction. The Hard version can be used for a handy punish because of its range.

EX Version: This attack can absorb a single hit and continue on to attack the opponent. It's also fast and has just as much range as the Medium version. This is one of Abel's options in terms of reversals, but it's still unsafe on block like the non-EX version.

The opponent will often times try to keep Abel from getting inside by using single-hitting 'poke' attacks, in these cases, your EX Change of Direction is a very valuable tool, because it can blow through these moves scoring you some damage and a knock down, setting up other aspects of your offense.

Wheel Kick


Abel turns in place and swings his legs over for an overhead attack that must be blocked high. The range and the startup of the move are dependent on the strength of the Kick button.

To make this move safe, you have to execute it from the proper distance and know how far it will travel. Use the version that will place you as far from the opponent as possible while still hitting them since the recovery of each kick isn't too different.

Abel's Wheel Kick has complete lower-body invincibility on startup but it can still be thrown (and it's very slow) so it can't be used as a reversal. If you do happen to catch someone out of the air with the kick it will place them in an untechable knockdown. It's a great move for flipping over low attacks and pokes due to the invincibility though, so if you are getting harassed by low pokes then use this move to counter them.

EX Version: This is just as fast as the Light version, has the range of the Medium, hits twice, knocks down grounded opponents and goes through projectiles — making it a very valuable tool in your arsenal.

While this recovers twice as fast compared to the regular Wheel Kicks, it's still pretty punishable if you do it from the wrong distance. It still doesn't have any invincibility to normal moves so it cannot be used as a reversal through a 'meaty' attack, but it's a really great EX move.

As a final tip, do not try to finish an opponent off by chipping them with this move. That tactic is so obscenely popular that everyone is watching for it.

Marseilles Roll

Abel rolls forward. This distance he travels is determined by the strength of the Kick button pressed, with Hard traveling the furthest and Light the least distance.

During the roll you cannot be hit by any attacks, but the startup and recovery can be punished with an attack or throw. Also, Abel is vulnerable to throws (including command grabs) the entire time he is rolling. If you make your rolls obvious or you start to spam this move — you will get thrown out of it consistently. You can still avoid attacks with the Roll though.

Where this move really shines is after landing an untechable knockdown, where your opponent cannot get up quickly, because you can roll to either side of the character to confuse them on which side you'll attack — or throw from — creating a very powerful mix up situation.

Abel's Roll can also work well to avoid some projectiles and advance across the screen. Remember in these situations that the Light version recovers the fastest and you'll want to recover outside of your opponent's throw range.

EX Version: The EX Marseilles Roll travels the same distance as the Hard version while having total strike invincibility on startup, but it's still vulnerable to throws. It can be very risky to use when you're getting up off the ground, especially against characters like Zangief, T.Hawk, Hakan and Akuma, but it's still an effective escape tool if you activate in on an early crossup.

Tornado Throw (Command Grab)


Abel's Tornado Throw's range is determined by the strength of the button pressed with Light having the most range but dealing the least damage, Hard is the opposite.

All Tornado Throws slam the opponent a half-screen away from Abel where he must Roll to keep attacking them as they're standing. Also, this command grab is totally invincible to throws, but vulnerable to attacks, so you can be hit out of it before it grabs the opponent..

There's a large amount of moves you can use to "tick" into this grab, such as Crouching Light Kick or the Step Kick. The recovery of this move is very punishable if you whiff though, and lots of players like to neutral jump or backdash to avoid being grabbed, so make sure you have a read on your opponent before you do anything risky.

EX Version: The EX Tornado Throw has the same range as the Medium version and it's totally invulnerable to attacks — but not to throws.

This is a good option on wakeup if your opponent is pressuring you endlessly with attacks as you're standing. It's also good to use if your opponent keeps trying to hit you out of your close range offense with Light Attacks.

Sky Fall (Anti Air Grab)


A grab that can only snag aerial opponents. It has good range but it's slow and lacks invincibility, making it almost impossible to use as an anti-air.

The Light Sky Fall has the most range of all three versions. Most Abel players like to whiff this move to build EX meter from full screen if they are fighting a defensive player or character.

You can combo into this move using Abel's Elbow Launcher or an anti-air Change of Direction for really good damage. Besides that, you won't find a lot of uses for this attack unless you're extremely good at predicting someone jumping away from your mixups.

EX Version: This has invincibility frames along with the same range as the Light version. It still does the same damage as the Hard version though, so don't waste meter applying it in combos. Because the startup is still slow, it's hard to use as an anti-air unless you can accurately predict a jump.

Super and Ultra Moves

Super — Heartless


Abel charges at the opponent with a "grab" that can be blocked. It's incredibly easy to combo into this Super since Abel has great hit confirms such as his Change of Direction. You can also land his Super off of juggle attacks like the Elbow Launcher as well. Heartless is also invincible on startup to attacks and throws, so you can use it as a desperado reversal.

The only problem is that Abel's EX moves such as EX Tornado Throw and EX Change of Direction are so good you might not want to use your Super. Also, this Super has awful range and the relative invincibility of the move tends to not be a factor at mid range and farther.

Ultra 1 — Soulless
Ultra 1


During the initial part of this move, while Abel is running forward, he is completely invulnerable to projectiles. It's also very easy to combo into this Ultra because Abel's combos naturally progress towards the required juggles for this combo to land.

You can use the Elbow Launcher to juggle into this Ultra, but you have to wait until the opponent begins to descend if you want the juggle to land properly. If you catch an opponent high enough with an anti-air (EX) Change of Direction, you can also land this Ultra.

Because of its great range and speed, it has its use in many scenarios where you need to punish moves. It's also useful to punish backdashes, if you can make the correct read on your opponent.

Ultra 2 — Breathless
Ultra 2


This Ultra is a fast-moving command grab with many properties to make it a game changer against certain characters. After the Ultra is initiated, Abel crouches down and cannot be hit by high attacks. He also gains one-hit Super Armor and cannot be thrown, either. You can hold down the kick buttons to delay the Ultra, or press a punch button to cancel it entirely.

Once you let go of the Kick buttons, Abel dashes forward and he is strike invincible until the first active frame of the Ultra. He is however completely throwable once he is no longer crouching in place meaning that you can be thrown out of the Breathless dash portion by regular grabs, command grabs and the like.

You cannot combo into this Ultra in any way and against experienced players and/or certain characters it can be very difficult to land Breathless. You must space it perfectly so your opponent can not jump over you or jump out of your range. You also have to watch out for any move that is considered airborne or unthrowable, such as a backdash.

This Ultra has a ton of recovery on whiff, so much that most characters can easily catch up to you and punish you.. Canceling the Ultra has a bit of recovery too, but since most players tend to panic and execute their escape tactics the moment they see your Ultra 2, it is unlikely that you will be punished.

Important note: Not every possible combo is listed here. Instead, you'll find the most common and helpful combos that you should know. There are many variations to these as well.

Cancel into Medium Change of Direction
5 Hits
196 Damage
A great and easy link combo for quick punishes since it starts from a Light Attack.

Cancel into Medium Punch Change of Direction
4 Hits
207 Damage
This is your standard punish combo when you're outside of close range. Crouching Medium Kick has more range but is a bit slower.

  juggle with Ultra 1
11 Hits
514 Damage
A strong punish combo, if your opponent leaves themselves open. A great way to set this up after a knockdown is by doing a Roll so your opponent isn't sure which side you'll end up on and then hitting them with your Elbow Launcher.

Step Kick, Dash Cancel
Hard Change of Direction
5 Hits
280 Damage
This is a combo you must be able to perform to be a great Abel player. It doesn't work on crouching characters, though. You can also Cancel into Abel's Super after the first hit of your Standing Hard Punch or the Change of Direction.

Light Marseilles Roll, Hard Falling Sky
3 Hits
270 Damage
If you don't have Soulless in stock this is a great punish combo. You can also sub in your Super here, if you have it charged, instead of the Hard Punch Falling Sky.

Change of Direction Focus Attack Dash Cancel   juggle with Ultra 1
12 Hits
504 Damage
You must Focus Attack Dash Cancel (FADC) the first hit of your Change of Direction for this to work. This is one of the main ways for you to combo into your Ultra 1. It's absolutely imperative that you master this set up. Highly damaging.

Anti Air Change of Direction Focus Attack Dash Cancel Ultra 1
10 Hits
444 Damage
Another useful way to land your Ultra 1, if you can successfully connect with the first hit of an anti air Change of Direction.
Tips and Tricks
Abel has lots of tools to deal with projectiles so it's not a very huge issue for him. What is a big deal and what Abel players need to watch for are the priority of the opponent's normal moves.

You'll want to get in close and score knockdowns as much as possible using his Step Kick, sweep or Tornado Throw as the beginning phase, but you can't do that if you getting punched or kicked out of everything you do. So be patient, wait for an opening and poke carefully until you can get into a better position.

Abel has below average reversals, so they have to be applied situationally and you have to read the opponent's habits in order to apply the correct reversal at the right time.

Use an EX Tornado Throw if the opponent is pressuring you with close-range pokes on wakeup. If you notice a pattern with the opponent's tick throws, Tornado Throw (not EX!) through his throw attempts. EX Change of Direction is good against normals that lock Abel down (not Light Punches or Kicks, though).

Abel's backdash has very poor range so use it sparingly as an escape tool. EX Rolling is an okay option on wakeup if the opponent is trying to cross you up.

Other Resources and Credit
You can find more information about playing Abel on the Central Character Discussion Thread on the forums, along with the match up discussion and video hub.
Contributions to this guide by Nyoronoru, Supershinbison, Whitty and Emie.


cuttyb1987 said on March 10, 2010 at 11:28 p.m.

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

cuttyb1987 said on March 17, 2010 at 1:10 p.m.

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

the_newbie said on April 3, 2010 at 9:23 a.m.

I really want a faster command grab for abel, getting ticked hit out of his tornado throw is really annoying. Then again, he'll end up being over powered. I guess i just need to be smarter with him :/ Abel pwns ^_^

the_newbie said on April 3, 2010 at 9:27 a.m.

when ever i use abel, falling sky depends on what version u use and that effects whether or not u trade. A typical jump in i use medium punch but you have to time it so that his hand sticks out first, if its trading then use the light punch version. If that trades, go back to your medium. Tricky, but very important for my abel.

cuttyb1987 said on April 4, 2010 at 3:19 p.m.

I like Abel 2 but I think he needs a get off me move like a dp or if he had a version of the roll whereof would be fine he didn't get thrown out or like in third strike alex had the knee bash as anti air and and high lariat those moves would be fine

andriand said on April 23, 2010 at 9:17 p.m.

Abel's 2nd ultra is AMAZING!! too bad it cannot be used in combo.. but man it has crazy priority n speed!

OG said on April 28, 2010 at 10:24 a.m.

Yup, Ultra 2 is very very good. It almost feels broken. Opponents have to be very careful once Abel has an Ultra.

JohnJohnson said on April 28, 2010 at 11:13 p.m.

I just played with Abel in arcade mode and learned the most awesome thing about Abel... he has a PUPPY! :D

andriand said on April 30, 2010 at 4:33 p.m.

@Clovr4lyf: ultra 2 doesn't go full screen. i think it's the same distance with Soulless (ultra 1).

after some trials, i don't think ultra 2 is as good as it seem in the first place. These are couple of things that is not so great about ultra 2:

1. If the enemy does a guard breaking move, ultra 2 will be canceled n abel will get hit.
2. if the enemy does a move that let him/her float for a brief time (like Ken's tatsumaki), ultra 2 won't hit
3. ultra 2 also cannot be put in combos, unlike ultra 1.

not to say that ultra 2 isn't great, but I won't be surprised that many veteran players might still stick with ultra 1.

cuttyb1987 said on April 30, 2010 at 10:55 p.m.

I think Abel went up on the tier list he has gotten better in every category beside anti-air top 5 I feel

JetX said on May 16, 2010 at 9:41 p.m.

I personaly like ultra 2 for the fact that people jump or block where in I can hold it down and beat thier butt..

cuttyb1987 said on May 21, 2010 at 10:28 a.m.

Yea me two Abel is my new fav character in the game Im haing a hard time doing his last trial tho but Ill get it soon

JetX said on May 22, 2010 at 1:03 a.m.

116 good luck to you then. Same hes my fav character. Fast, Powerful, High Stamina I say he deserves a place as a top tier. If we can only get good anti-airs. Then incase that happens...rampage.

cuttyb1987 said on May 24, 2010 at 8:23 a.m.

yea everyday I get closer and closer but people tell me to plink the motion but I play pad so I guess there is no way I can plink it If Abel had an anti-air thats legits he would be to god like so I try to mix-up zone and I might rush down f I have a full super

VegaBisonAbel said on May 24, 2010 at 9:44 a.m.

btw vega's cosmic heel can hop over

cuttyb1987 said on May 25, 2010 at 11:06 a.m.

Alot of things go ove Abel new Ultra so its about hiding when u are going to do it

Yofurt said on June 14, 2010 at 9:05 p.m.

though abel doesnt have any good anti airs besides his crouching mid kick(imo) his new ultra kinda makes up for not having a good anti air.

cuttyb1987 said on June 20, 2010 at 7:54 p.m.

its real strict timimg online with and oline u may get hit or some trade

cuttyb1987 said on July 17, 2010 at 1:25 a.m.

anyone up for some Able Mirrors Idk y but its a stuff match for me

OhYouDontSayThat said on August 3, 2010 at 4:26 a.m.

best abel training vidoe ever

cuttyb1987 said on August 3, 2010 at 1:55 p.m.

Ohyoudontsaythat nice combos lol u advertising your own stuff lol u play on pad or stick? those cammy combos are nice and it killed her nice comeback

Mrb20028 said on August 9, 2010 at 3:03 p.m.

on my way to Rank A+ with guy. Gotta love him!

Yofurt said on August 10, 2010 at 6:14 a.m.

@Mrb20028 doo you play xbl or psn?

if you play xbl lets play sum abel mirror.

xbl: CoolzDown

SF4junkie said on August 17, 2010 at 3:10 a.m.

Anyone play random vs random?

PSN: OoDemonSeedoO
XBL: GotDemonSeed

GUNNAH_MAN said on August 28, 2010 at 2:11 p.m.

i wonder if alex would be better tha abel, alex would probably boost to abels level if he was put into ssf4 engine. does anyone agree

Megatonbeef said on September 1, 2010 at 9:05 p.m.

It could go either way depending on how much recovery Capcom gave to Alex's air dive, if he could follow up a flash chop with a command throw, if you could cross up with air stomp and how much priority (invincibility/absobtion)spiral DDT has. Also like all characters the properties and combo potentil of ultras makes a huge difference. Alex could be unstopable, useless, or anything in between depending on programming.

Meety said on September 4, 2010 at 2:48 p.m.

abel is a really good mixup characterhis change of direction combination is tricky if people dont know which way to block also breatheless is the #1 grab move to move real fast than el fuertes ultra 2

cuttyb1987 said on September 11, 2010 at 2:22 p.m.

If Alex would be in the game I would hopehe would play like Bison and Abel mix because he has charge moves and he is a mobile grappler he would be broken in this game I think if he plays like any of the sf3 version of himself... I hope they add him lol
But Abel is nice tho he has gotten better with every version of the game so hopefully they can work on his roll... and his elbow launcher... I think if it trades free juggle but whatever

cuttyb1987 said on September 14, 2010 at 6:10 a.m.

they will addthings and take things away I hope they make cod faster and less recovery on block. ANd allow his U1 to work in corners after an elbow launcher

GUNNAH_MAN said on September 22, 2010 at 9:55 a.m.

Just think of the the mix up pontential, it would be similar to abels, although i don't main abel i like his stratergies, it was his look and personality that put me off so i didnt really use him much. I'd imagine Alex would have to lose atleast 1 special move like spiral d.d.t because that was barely useful and he'd have to move a little like abel (movement speed) and have good pokes, I don't really mind if he doesn't have much combos as he's most likey going to do a good amount of damage just from his specials and normals ..... anywho this is just what i hope from Alex if he is put in the ssf4 cast

cuttyb1987 said on September 22, 2010 at 3:02 p.m.

@Gunnah and Megaton beef Alex would be a cross between Bison and Abel if he were to be playable. A command grappler that has mobility and has a charge based move that makes him safe on block.
His ex bull rush attack would have to be invulnerable to fireballs or give him armor.
His two boot stomp would be like hondas butt slam
His flashchops should break fireballs and his ex flash chop should reflect fireballs or recover quickly.
His spiral DDT ( IMO my favo move) would be there to stop back dasher off of wakeups and e version grab people from jumping away
what do yall think

cuttyb1987 said on September 23, 2010 at 8:52 p.m.

BTW Able U2 really helps him match against Akuma the raging demon doesnt grab him was he is in the animation zangief cant and Akuma cant so dont be afraid dont cancel hold it and once he touches you release conncects

Megatonbeef said on September 25, 2010 at 5:16 p.m.

I agree with you about boot stomp being like butt stomp, rushing slash elbow atleast the EX version would have invicibility or armor. Spiral DDT like always will miss on crouching opponents so punishing back dashes is ideal but on jumping opponents will probably be as effective as falling sky.
Air dive has huge recovery so unless you could Fadc the roll it would be useless. I disagree with you on Flash chop I don't think Alex has a problem with projectiles so I think FLash Chop should be FADCable so you can land a command throw after it.
I think Bommerang Raid would be his Super, Hyper Bomb as a standard 720 ultra, Stun Gun headbutt as his second ultra that would work similar to Bison's U2. Finally I hope he keeps his massive range on his normals especially standing and crouching roundhouse.

cuttyb1987 said on September 27, 2010 at 5:19 p.m.

@ Megatonbeef yea your changes are cool but do you think he can make the cut in the SSTF4 system? I think since he is a grappler and has qcf and charge moves he would be a mixtureof Bison and Abel. He would have limited combos but I would hope he is in the game tho
I disagree with the 720 I think hyperbomb should be 360 imagine pulling off a standing ultra against a shoto or a runaway character

Megatonbeef said on September 27, 2010 at 10:29 p.m.

No I don't beleive he will ever be in the SF4 line of games all though I wan't him to be. 720 may be a bad idea probably 2 half circles instead. I'm not a battle director so I can't be sure how he should play or even what would need to be buffed or nerfed, but I think we can both agree he'd be really fun character in 4.

cuttyb1987 said on September 28, 2010 at 4:44 a.m.

yea he would be fun in 4 like Dudley was toned down with his juggles and Makoto isnt as aggressive as she could of been so I dont know who else can be in the game... Are there anymore characters that will be in Ae or just yun and yang?

hashimoto said on October 31, 2010 at 5:58 a.m.

Abel U2 must be nerfed, shouldnt be with super armor. Noobs play with Abel now.

Existent said on October 31, 2010 at 8:27 a.m.

Skyfall and Heartless aren't grabs. They have normal attack hitboxes.

Rez_ said on October 31, 2010 at 1:51 p.m.


Press up :). It's not as bad as you say.

Endgame said on November 6, 2010 at 7:16 p.m.

Use Breathless on anyone not familiar with the move. You will catch them every time.

Nyoronoru said on November 7, 2010 at 10:13 a.m.

That could be said about almost any ambiguous/complex move in the game.

PlasmaK said on November 20, 2010 at 9:34 p.m.

How does Abel have problems with defensive turtle characters when he does well against Dhalsim, Ryu, Sagat, and Gouken ._.?

PlasmaK said on November 20, 2010 at 9:35 p.m.

Oh, and Guile

JohnJohnson said on January 28, 2011 at 5:15 p.m.

I read a comment a while back taking about Abels Soulless, and how it being touned down was needed because it was too powerful and too easy to get the damage... -_-" LET ME SAY this: Soulless is 500 base damage at max, CHp-U1 is 514, CMp-LpCod-FADC-Chp-U1 is 490, and FMK-dash-SHp-HpCod-FADC-Chp-U1 is 520. These are Abels basic ways to combo into his Ultra 1. Here are a list of characters and combos that do simular or more damage (rule of thump being that I have to use only up to 2 ex bars and Ultra are at max)

Dudley: FMp-SHp-MpJetUC-FADC-Ultra= 490
Ken: CHp-FireBall-U2= 496
Sakura: CHp-EXTatsu-U1= 503
Sagat: SMp-TigerUC-FADC-FHk-U1= 506
Ryu: CHp-EXTatsu-U1= 513
Dee Jay: CMp-EXMGUC-U2= 530
Cody: SHp(or CHp)-HKRuffinKick-FADC-U1= 530
Juri: EXDiveKick-U2= 532
Rufus: SHp-HpGT-U1= 545
Viper: SHp(or CHp)-EXSeimo-SJ-JBK-U1= 575
Gouken: SHp-EXPalmRush-U1= 604

All those excamples are basic, easy to do, things you'll likely see in a match (granted, most of them are coner only but still). And no, I won't get over it, Abel got screwed the worst, and all the changes and nerfs to AE are completely unnessery. Mike Ross said that no one needed nerfs, they needed buffs, I 2nd that notion.

Mrb20028 said on May 19, 2011 at 2:55 p.m.

Rank A+ Abel, here I come!! Almost there. Wonder if I have to restart all over when AE edition is released?

sinecausa said on July 15, 2011 at 3:27 a.m.

I need Help D: When im doing his Combo: (StepKick + Dash Cancel + link to Hard Punch + Hard Change of direction), there is sometimes a link between STEPKICK and HARD PUNCH. but not always...and i tried it now for a quite long time :/ does anyone know the reason??

JetX said on July 26, 2011 at 6:21 p.m.

@ sinecausa

Well you see, that's 1 frame link, you need to have perfect timing if you want to get it right. Here try this, notice when Abel dashes his head goes down? Well, after your dash, press Hard punch the moment his head goes back up. To make it even easier, you can try plinking by pressing HP and MP at the same time, so your imput would be:

f.MK -> Dash cancel -> s.MP+s.HP -> Change of Direction x3

Before I used to watch the guys at Vesper arcade do trials so I can get audio or visual cues to get the timing for links. Hope this helps. If you need more help, you guys can ask here:

SamuraiGhost63 said on June 4, 2012 at 11:47 p.m.

Took me forever to actually win matches with Abel, although I'm still learning him. I do know a lot with him now!

ShoryuKick said on March 27, 2014 at 2:56 a.m.

Thanks for this guide! It has totally upped my Abel game!

x0scorpion0x said on July 28, 2014 at 10:32 a.m.

Can someone tell me who are the best counter pick for Abel? i play Rolento and Abel destroy Rolento free... like playing Blanka vs T Hawk.. also Dalsim.. so i have to learn another character just to beat this lame Character.. :(


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