Specials: The Step Kick

The Step Kick is not really a special but a unique normal move. The move is performed by pressing forward + MK and can also be dash canceled on block and on hit. It is the dash cancel property of this move allows him to close in on an opponent almost instantly making it one of Abel's main pressure tools in any match-up. See the Move List section for more technical information on this move.

Abel can link his Step Kick into close standing HP. This is a 1f link and thus is hard to get the timing down right but it is very rewarding as it lets you continue into Change of Direction and FADC combos. Standing HP whiffs on crouching characters so you'll have to be mindful of this if he's crouching on hit. Landing a counter hit with Step Kick allows you to link easily into his standing MP and cancel that to his other combos.

Abel typically uses the Step Kick to get in and keep close to his opponent. This works as a pressure tool forcing opponents to block and keeping you in range to launch your offensive moves. Being up close and at 0 frame advantage also sets you up for some of Abel's mind games and mix-ups. Below are some of the recommended options following a blocked Step Kick:

1. Tornado Throw
This beats: Throws, Blocks
Loses to: Fast Strikes (5f or less), Jumps, Back Dash, Reversals
Trades with: Other Throw Invulnerable Moves
A good option to go for if you anticipate a guard. Not the best option though since it can beaten by a lot of options and is quite risky if avoided.

2. Normal Throw
This beats: Blocks, Strikes
Loses to: Reversals
Trades with: Jumps, Throws, Back Dash
A better option than Tornado Throw in many cases, it loses to less things than the Tornado Throw option and is less risky but it doesn't beat throws and there is no real guarantee (unless your timing is spot on) that this will beat 3f jabs.

3. Crouching LP
This beats: Jumps, Back Dash (potential)
Loses to: Reversals, Block, Fast Jabs, Throws
Trades with: Nothing
The 'scissors' in the Rock Paper Scissor game. If you anticipate a jump or a back dash, use this option. It loses to a lot of other things though. This option can lead as a follow-through to combo strings (like crouching LP to standing MP links) or to tick Tornado Throws/Throws.

4. Neutral Jump
This beats: Jumps, Strikes, Throws
Loses to: Reversals, Block
Trades with: Back Dash
While it doesn't really do anything on its own, neutral jumping will cause the opponent to whiff many of his attacks and follow-up with your own neutral jump attack. I prefer to use neutral jump LK although the HK would also be a good alternative. If he blocks, you can follow up with more mix-ups and combos.

5. Block
This beats: Reversals
Loses to: Strikes, Throws
Trades with: Jumps, Back Dash
The only option that beats reversal moves, it is also the least risky of all the options as it really only loses to throws. I put strikes in there as though you're blocking, the momentum has shifted to your opponent.

2 comments:

  1. Good stuff! I bet a lot of abel players don't know about st.HK being overhead.

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  2. Heh thanks I forget it myself all the time

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