Abel's specials are simple and straight-forward, making him a fairly easy character to learn. Despite that, they are deep and varied enough to allow him to go toe-to-toe in any match-up, even some of his worst ones.
Change of Direction (CoD)
Damage: 30/35/40/40 > 40/50 > 80/150
Stun: 50/50/50/50 > 50/50 > 40/100
Range: Med
Abel hits 1-3 times and can alternate his 2nd and 3rd hit with a high or low attack. COD is Abel's BnB combo ender. However, this move is unsafe on block. LP and MP COD puts him on -3 frames on block while HP COD puts him on -8 frames. The 2nd low hit actually does not combo with the first hit as it comes out too slow. The 3rd low hit comes out even slower but grabs low. EX-COD can absorb one hit.
Wheel Kick:
Damage: 120/140/160/180
Stun: 200/200/200/200
Range: Short/Med/Far
Abel launches forward in a low, arcing wheel kick. This move has high damage and is safe on block at the right spacing. It serves as a limited anti-air option with overhead properties. Great to use as a mix-up with Abel's cr.HK sweep or to close on your opponent from a distance quickly. EX-Wheel Kick is invul to fireballs and hits twice.
Tornado Throw:
Damage: 160/180/200/200
Stun: 100/140/200/200
Range: Close (depends on strength used)
Abel grabs, spins the opponent around then slams him/her on the floor. Abel's signature move, this does high damage and is throw invul. LP TT has the least damage but the longest range while HP TT is the opposite. In SSF4, the damage of TT was reduced by 20 (LP to HP). Great used as part of a tick throw, to break through defense and to counter throws if you can anticipate them. EX-TT has hit invul frames and is useful as a reversal on an anticipated poke or jump in. All TT are unsafe if whiffed but HP recovers the fastest.
Falling Sky:
Damage: 140/150/160/160
Stun: 100/150/200/200
Range: Short, High
Abel reaches upwards to catch opponents and slams them to the floor. Normal versions have better priority in SSF4 making it better as an AA move. Falling sky is normally used as an ender for cr.HP combos. If Falling Sky trades, the opponent falls to the floor and cannot quick stand. EX-Falling Sky has better hit invul frames and a large hit-box making it a good AA move.
Marseilles Roll:
Damage: 0
Stun: 0
Range: Short/Med/Far/Tracks
Abel does a quick evasion move by rolling on the floor. A utility move that can be used for safe spacing, going through projectiles, escaping pressure etc. Hit invul through out the roll. You can get hit during start-up and you can get thrown out of the roll. EX-Roll is faster and has hit invul frames on start-up.
Heartless (Super):
Damage: 335
Range: Short
Abel shoves opponents to the opposite wall, then delivers a few strong punches before doing a spinning back drop. Abel will rarely use this as EX meter is better used for FADC combos and EX moves. His super can be comboed from cr.HP xx Marseilles Roll > Super. Also can be used to catch jump-ins. Super also has different properties depending on the strength of punch used. LP Super has hit invul frames, MP Super has throw invul and HP Super has Fireball Invul.
Soulless (Ultra 1):
Damage: 384-551
Range: Far
Abel rushes forward into a punch which stuns his opponent, combos into him/her with a series of punch and kicks, then throws him into the air and follows with a jump to end the ultra with a massive spinning back drop on the opponent. Soulless is a good-ranged Ultra with high damage. It has upper-body hit invul frames and has many ways to connect it:
1. Hitting it via crumple or dizzy state
Easiest way to connect. Crumple using focus attacks or dizzy by repeatedly connecting hits.
2. From cr.HP launch
The timing is not very tight. Different characters require different timing for execution as some float higher than others (e.g. Cammy) while some are easier to hit (e.g. Sagat, Zangief). The rule of thumb is to execute the move when their falling body just passes the top of Abel's head. Practicing the move in training mode is probably the best way to get the timing down.
3. Through fireballs
Abel's Ultra passes through fireballs due to upper-hit invulnerability. Use it on characters with fireballs at mid-range to ensure a hit. Shotokans (Ryu, Ken, etc.) are an exception as you can hit them from almost full-screen range when they stick their arms out to throw out a Hadoken.
4. From COD FADC
FADC after a COD can be followed up by a cr.HP (5 frame link) followed by number 2 above.
Breathless (Ultra 2):
Damage: 330-500
Range: Far
Abel goes into a low stance and launches forward quickly to grab his opponent in a spinning fireman carry. He then throws his opponent into the air and jumps up knee first into his opponent, does a spinning back drop and ends by throwing him/her at the wall.
This ultra does less damage than Ultra 1 and can't be combo-ed into but is a lot more versatile in its uses. The best property is probably that it is unblockable, so your chances of landing this is higher. It also has a very fast start-up and move speed. Initial frame data states it at 1 frame for start-up and 7 frames for activation. You can hold the ultra to change the timing or cancel it to bait or to get out of a bad position if you're likely to miss. The ultra has no invul frames at all but it has armor, making it useful for catching jump-ins or as a counter to non-armor break moves. This move is also throw invul so stuff like Zangief's SPD and Akuma's Wrath of the Raging Demon won't catch him.
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