Last updated on Dec. 29, 2011
Notable Normal Moves
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.
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.
Abel's jump-in and crossup move of choice.
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.
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
Damage
Light
150
Medium
155
Hard
160
EX
160
2nd Hit Kick
50
3rd Hit Kick
150
Properties
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.
Damage
Light
120
Medium
140
Hard
160
EX
180
Properties
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.
Properties
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.
Damage
Light
160
Medium
170
Hard
200
EX
200
Properties
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.
Damage
Light
140
Medium
150
Hard
160
EX
160
Properties
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
Properties
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.
Properties
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.
Properties
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.
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
Posted by the_newbie on April 3, 2010 at 9:23 a.m. #106
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 ^_^
Posted by the_newbie on April 3, 2010 at 9:27 a.m. #107
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.
Posted by cuttyb1987 on April 4, 2010 at 3:19 p.m. #108
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
Posted by andriand on April 23, 2010 at 9:17 p.m. #109
Abel's 2nd ultra is AMAZING!! too bad it cannot be used in combo.. but man it has crazy priority n speed!
Posted by OG on April 28, 2010 at 10:24 a.m. #110
Yup, Ultra 2 is very very good. It almost feels broken. Opponents have to be very careful once Abel has an Ultra.
Posted by JohnJohnson on April 28, 2010 at 11:13 p.m. #111
I just played with Abel in arcade mode and learned the most awesome thing about Abel... he has a PUPPY! :D
Posted by andriand on April 30, 2010 at 4:33 p.m. #112
@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.
Posted by cuttyb1987 on April 30, 2010 at 10:55 p.m. #113
I think Abel went up on the tier list he has gotten better in every category beside anti-air top 5 I feel
Posted by JetX on May 16, 2010 at 9:41 p.m. #114
I personaly like ultra 2 for the fact that people jump or block where in I can hold it down and beat thier butt..
Posted by cuttyb1987 on May 21, 2010 at 10:28 a.m. #115
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
Posted by JetX on May 22, 2010 at 1:03 a.m. #116
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.
Posted by cuttyb1987 on May 24, 2010 at 8:23 a.m. #117
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
Posted by VegaBisonAbel on May 24, 2010 at 9:44 a.m. #118
btw vega's cosmic heel can hop over breathless...lol
Posted by cuttyb1987 on May 25, 2010 at 11:06 a.m. #119
Alot of things go ove Abel new Ultra so its about hiding when u are going to do it
Posted by Yofurt on June 14, 2010 at 9:05 p.m. #120
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.
Posted by cuttyb1987 on June 20, 2010 at 7:54 p.m. #121
its real strict timimg online with st.hk and oline u may get hit or some trade
Posted by cuttyb1987 on July 17, 2010 at 1:25 a.m. #122
anyone up for some Able Mirrors Idk y but its a stuff match for me
Posted by OhYouDontSayThat on August 3, 2010 at 4:26 a.m. #123
best abel training vidoe ever
http://www.youtube.com/watch?v=P74vw5...
Posted by cuttyb1987 on August 3, 2010 at 1:55 p.m. #124
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
Posted by Mrb20028 on August 9, 2010 at 3:03 p.m. #125
on my way to Rank A+ with guy. Gotta love him!
Posted by Yofurt on August 10, 2010 at 6:14 a.m. #126
@Mrb20028 doo you play xbl or psn?
if you play xbl lets play sum abel mirror.
xbl: CoolzDown
Posted by SF4junkie on August 17, 2010 at 3:10 a.m. #127
Anyone play random vs random?
PSN: OoDemonSeedoO
XBL: GotDemonSeed
Posted by GUNNAH_MAN on August 28, 2010 at 2:11 p.m. #128
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
Posted by Megatonbeef on September 1, 2010 at 9:05 p.m. #129
@GUNNAH_MAN
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.
Posted by Meety on September 4, 2010 at 2:48 p.m. #130
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
Posted by cuttyb1987 on September 11, 2010 at 2:22 p.m. #131
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
Posted by cuttyb1987 on September 14, 2010 at 6:10 a.m. #132
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
Posted by GUNNAH_MAN on September 22, 2010 at 9:55 a.m. #133
@Megatonbeef
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
Posted by cuttyb1987 on September 22, 2010 at 3:02 p.m. #134
@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
Posted by cuttyb1987 on September 23, 2010 at 8:52 p.m. #135
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
Posted by Megatonbeef on September 25, 2010 at 5:16 p.m. #136
@cuttyb1987
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.
Posted by cuttyb1987 on September 27, 2010 at 5:19 p.m. #137
@ 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
Posted by Megatonbeef on September 27, 2010 at 10:29 p.m. #138
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.
Posted by cuttyb1987 on September 28, 2010 at 4:44 a.m. #139
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?
Posted by hashimoto on October 31, 2010 at 5:58 a.m. #140
Abel U2 must be nerfed, shouldnt be with super armor. Noobs play with Abel now.
Posted by Existent on October 31, 2010 at 8:27 a.m. #141
Skyfall and Heartless aren't grabs. They have normal attack hitboxes.
Posted by Rez_ on October 31, 2010 at 1:51 p.m. #142
@140
Press up :). It's not as bad as you say.
Posted by Endgame on November 6, 2010 at 7:16 p.m. #143
Use Breathless on anyone not familiar with the move. You will catch them every time.
Posted by Nyoronoru on November 7, 2010 at 10:13 a.m. #144
That could be said about almost any ambiguous/complex move in the game.
Posted by PlasmaK on November 20, 2010 at 9:34 p.m. #145
How does Abel have problems with defensive turtle characters when he does well against Dhalsim, Ryu, Sagat, and Gouken ._.?
Posted by PlasmaK on November 20, 2010 at 9:35 p.m. #146
Oh, and Guile
Posted by JohnJohnson on January 28, 2011 at 5:15 p.m. #147
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.
Posted by Mrb20028 on May 19, 2011 at 2:55 p.m. #148
Rank A+ Abel, here I come!! Almost there. Wonder if I have to restart all over when AE edition is released?
Posted by sinecausa on July 15, 2011 at 3:27 a.m. #149
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??
Posted by JetX on July 26, 2011 at 6:21 p.m. #150
@ 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: http://forums.eventhubs.com/viewtopic...
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