Showing posts with label Gameplay. Show all posts
Showing posts with label Gameplay. Show all posts

Abel's Anti-Air Options

Abel doesn't have a anti-air special like Shoryuken to depend on but he has a few go-to moves he can use to handle aerial attacks. Check them out below (all pictures sourced from www.iplaywinner.com).



Crouching Medium Kick
One of his best go to anti-air normal. His lower hit-box allows him to counter most jump-in attacks (with the exception of maybe Dhalsim and Zangief) clean and with relatively lenient timing. Its not very damaging but it gets the job done.






Standing Medium Kick
A more situational anti-air normal, this move is often used to counter longer-range jump-ins. It doesn't have long active frames so you need to be precise when using this move.






Crouching Heavy Punch
This is one of Abel's most punishing anti-air moves as you can follow up with Falling Sky or to Soulless after the juggle, if you hit this right. Aim to land this move at the tip of his elbow to launch the opponent.






Close Standing Heavy Punch
Close up, this move does two hits; one straight forward and the follow-up like a small uppercut. This uppercut can actually beat out a lot of jump-ins (or at least trade) up close and even cross-ups. The punch needs to be done when the opponent is quite close, else you'll screw up and get his long standing heavy punch instead which does nothing as an anti-air.





Diagonal Jump Heavy Kick
The angle is perfect for air-to-air combat; just jump and stick it out there the moment you see them jump. It should beat out most jump-ins.







Diagonal Jump Heavy Punch
Pretty much the same as his jump heavy kick, except that the angle is slightly different. I use the two interchangeably depending on where and when the opponent is in his jump.






EX Falling Sky
The only one you should use as an anti-air special, ever. All non-EX versions will 95% of the time trade and the other 5% cause you to get stuffed. EX Falling Sky is a lot more dependable, does a ton of damage and sets you up for Marseilles Roll setups.

Techniques: Escaping Pressure

I suppose that this is something that all Abel players tend to ponder on when starting out. Abel is weak when defending against pressure but he does have a few tools to get out of it. Here are a few:

EX Marseilles Roll
The properties of the EX Marseilles Roll is perfect for escaping out of tight spots. It is strike and projectile invulnerable throughout the start-up and active frames, allowing Abel to easily escape pressure situation. The downside is that all Marseilles Rolls can be thrown so this loses to all sorts of throws. Experienced players know to look out for this especially if Abel is trapped in the corner. It also costs meter which makes it a conditional escape tool.

EX Tornado Throw
EX Tornado Throw is strike invulnerable making it a good option against people who are constantly pressuring with strikes and jump ins. Again, like the EX Marseilles Roll, this loses to throws and costs meter to use so its conditional. Furthermore, the move is risky if telegraphed as they can simply avoid and punish it due to the long recovery frames.

EX Change of Direction
A good tool to escape non-cancelable poke pressure and jump-ins as the armor property of this move allows Abel to focus a blow while countering with the move. Loses to armor break moves, throws, double hitting moves and costs a meter as well which makes this another conditional move.

Abel does not have many options to escape pressure without meter but even with meter, blocking effectively is Abel's best option in most cases. Learn how to block and tech throws well without relying on reversals heavily and look for opportunities for a counter or escape with dashes, rolls or counters when more experienced.

Techniques: Maintaining Corner Advantage

In this section, I focus on how Abel can use the corner to his advantage and maintain his cornering position.

Spacing and Zoning
Characters in the corner have are at a disadvantage as they have less movement options; they cannot move backwards. This makes zoning, poking and pressuring an opponent much easier as you have less variables to consider in terms of range. However, rushing blindly into an opponent into the corner gives him opportunities to escape and worse, puts you into the corner instead. Always maintain a reasonable distance (the rule of thumb being just outside your standing LK range). This gives you the space to (i) react to any attempts to escape by jumping out, throwing or attacking and (ii) keeps you in range to maintain offensive pressure.

Corner Tools
Abel's has multiple tools to pressure an opponent. Step Kick is pretty obvious. Wheel Kick is a much underused tool in the corner to beat crouching opponents (the default defensive position) and to beat those that neutral jump or back jump in the corner. Mid-range Change of Direction also works well as a poke used sparingly.

Standing LK in the corner is also quite effective. It's fast and has good range which stuffs a lot of characters as they try to escape or counter-poke. It's also good for reacting against jump outs as the recovery is pretty quick, giving you time to jump backwards and HK to beat him back into the corner.

Remember that Change of Direction actually throws them out of the corner, so if you want to keep them there either FADC the Change of Direction or do it up to the 2nd hit. Tornado Throw also throws them out so I like to fake a cross-up in the corner or tick cross-up and Tornado Throw him right back into it.

Techniques: Cornering Your Opponent

Corners are an aspect of fighting games which defines the 'edges' of the arena/stage/level, whether visible or not. Cornering is the act of getting your opponent into said corners i.e. with his or her back against the wall. In most recorded fighting programmes (for example Mixed Martial Arts, boxing) having your back to the corner is generally where you don't want to be as it limits your movements and makes you more predictable. For Abel, a pressure, in-your-face, close combat fighter, getting an opponent in a corner can reap great benefits. So, how do you corner an opponent with Abel?

The easiest way to do this is to be perceived as an immense threat up close. Think of Zangief, who everyone wants to keep away at all times. With enough work, Zangief will eventually work anyone into the corner. Abel is not as life threatening up close but you have some great mix-ups and damage. Just work your way in slowly and as they back up, they'll realise they have no where else to go. Step Kick pressure is also surprisingly good at pushing opponent's into a corner, especially if they like to jump back to avoid Tornado Throw ticks or what not.

I'm not sure if this is an actual gameplay design for Abel, but if you notice almost all of Abel's moves, when used defensively, put your opponent in the corner. CoD, Falling Sky and TT throw your opponents behind the direction Abel is facing. If you yourself are near the corner (and with Abel's relatively sub par defense, you will be at some stage), landing one of these moves suddenly flips the match in your favor. There's no worse place to be than grounded in the corner. Notice too that his roll gets him behind an opponent; a successful roll out of the corner suddenly puts him in the corner and you out of it.

Another thing I like to use is to use Abel's dash to push opponents into a corner. His dash is one of the fastest and furthest in the game which allows you to dash maybe 2-3 times and push him/her a significant distance. With Abel's capabilities at close range, this sets up for wake-up pressure or as bait for reversals and empty jumps.

Abel's Mix-ups and Resets

Abel has a lot of mix-ups opportunities thanks to his Marseilles Roll. These are an integral part of his offensive game so Abel players should know most of these options and practice using them in matches. Resets are alright but can be risky where else a landed Sky Fall guarantees a 50/50 mix-up afterwards and I prefer the guaranteed option more.


Source: SRK
*****Mix up up after normal throw*****
1. lk roll, lk roll (crosses up)
2. Hk roll (crosses up), lk roll (crosses up)
3. Walk foward barely lk roll (crosses up or doesn't up to you)
4. Walk forward barely jp.mk (crosses up or doesn't up to you)

*****Mix up from Falling Sky*****
1. Dash back lk roll (ambiguous/in front) then:
2. Dash back mk roll (ambiguous/crosses up) then:
3. lk roll (crosses up, lk roll (crosses up) then:
4. Dash back, walk forward barely jp.mk (crosses up or doesn't up to you)

*****Reset Mix-up from c.hp*****
1. xx lk roll, c.fp xx lk roll (in front) then:
2. xx lk roll, c.fp xx mk roll (crosses up) then:
3. xx lk roll, c.lp, dash (crosses up) then:
4. xx lk roll, delayed c.lp (in front) then:
5. xx lk roll, c.lp, dash (crosses up), lk roll (crosses up) then:*avoids reversal dp
6. xx hk roll (crosses up), c.mp xx lk roll (in front) then:
7. xx hk roll (crosses up), c.mp xx mk roll (crosses up) then:
8. xx hk roll (in front), c.lp, dash (in front) then:

Specials: The Tornado Throw

Abel's Tornado Throw defines Abel under the Grappler category. It is an important tool in his mix-up and pressure game by just being in his move list. Both normal Tornado Throw and the EX version have different properties and hence are used differently in terms of gameplay.

The normal Tornado Throw is used up close as part of his mix-ups and allows Abel to open up an opponent's defense with potential mind games and break through tough guards. Tornado Throws are throw invulnerable and since most player's instinct is to try and tech a throw up close, this works quite well during quick pressure situations. Here are some setups that help you connect with the Tornado Throw:

1. After a blocked Step Kick (forward MK)
2. After a light attack (crouching LP or LK); also known as a tick Tornado Throw
3. After a forward dash
4. From an empty or blocked jump in/cross up
5. To break guard (on a defensive opponent)

His EX Tornado Throw has more applications as a counter tool since it has strike invulnerable properties. It's most often used to try and counter poorly timed links/pokes/block strings and to counter deep jump ins. Keep in mind that EX Tornado Throw is no longer throw invulnerable and has long recovery frames. You'll need to have a good feel about what your opponent is likely to do before going ahead with this.

Always keep in mind that TT is Abel's best tool not because its abusable or because its a throw, but because opponents who become afraid of this move will tend to open up their defense by jumping, backdashing or reversal moves. This lends you two advantages; more of their resources are going into figuring out how to beat your mind games and it also conditions them to play the match a certain way, and at your pace. Work your mind games and capitalise on these opportunities.

Specials: The Marseilles Roll

The Marseilles Roll (roll) is Abel's utility tool for mobility, mix-ups and, in more niche situations, reversals.

I use the roll as a sort of footsie and spacing maneuver. Staying just out of poke range can create a lot of tension to try and poke you out, at which point you should roll in reaction and punish. This keeps your opponent a lot more honest with his pokes giving you the opening you need to dash in and do your stuff.

Another use would be as a counter to a jump-in. Given Abel's limited AA options jumping in on him seems a good idea. Abel can negate this by rolling under a jump and punishing on the other side. Cr.MK or cr.HP does this too but sometimes the range isn't right.

Escaping is the next use I have for the roll. Sometimes you get trapped in a corner and the roll is really the best tool to get you out of that corner. Opponents who know this will watch for the roll so be careful of that.

Other things I use the roll for would be to gain ground as opposed to using his front dash. Reason being roll gives me meter while dash does not. Both have their pros and cons but I typically use the roll to get in from far or when I scored a knockdown where else dashing would be as sort of a surprise move from the front, or if I really need to chase someone down.

Of all the moves in Abel's arsenal, the Roll is the most versatile and sets him up for a variety of things. Given his lack of dependable counter moves learning how to use this effectively as a defense and offense mechanism is important to play a top level Abel.

Abel's Ultras: What Can They Punish?

Before I listed down character specific moves that Abel's Soulless could tag. I'm expanding on this to list down to what Abel's ultra 2 can tag as well on reaction or on block which makes the fight lean a bit more in your favor.

Blanka:
Soulless - Punish Blanka Balls on standing block or on hit (anytime)
Breathless - Punish Blanka Balls on any block or on hit (timing slightly delayed)

Ryu and Ken:
Soulless - Punish Hadoken from any distance on screen on reaction

Cammy:
Soulless - Well-timed ultra 1 can punish Cannon Spike on block
Breathless - Punish Cannon Spike on block, counters air Cannon Spike

Balrog:
Soulless - Any dash punch except for the Dash Low Punch can be countered
Breathless - Any dash punch except for Dashing Smash and TAP can be countered

Sagat:
Soulless - Standing Tiger Shot can be hit from full screen (timing is tight) or hit any Tiger Shot from about 3/4 screen

Chun-Li, Guile, Gouken, Dhalsim, Rose, Sakura, Seth, Dee Jay, Cody:
Soulless - Ultra can go through projectiles from 2/3 screen (timing and difficulty varies)

Zangief:
Souless - Can tag Zangief's Double Lariat (strict timing)
Breathless - Hits through anything except for EX Banishing Flat

E.Honda:
Soulless - Punish HP Sumo Headbutt on standing block (must be reversal)

Abel:
Soulless - Punish Breathless on reaction (armor breaks)

T.Hawk:
Soulless - Punish Condor Dive on block
Breathless - Punish Condor Dive on block

M.Bison:
Soulless - Punish Devil's Reverse if poorly spaced
Breathless - Punish Devil's Reverse if poorly spaced

Akuma:
Soulless - Punish Hadoken from full screen
Soulless - Punish jump back air Hadoken after a LK Marseilles Roll

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.