Angled Jump LP
A very underrated normal, this move has amazing priority, active frames and a sizeable hit-box. It can be used as a light attack jump in or to beat out late air-to-air jumps. On hit in the air, this attack resets them allowing you to play the mix-up game as they land.
Angled Jump LK
Similar to angled jump LP but the angle is more horizontal and has less applications. I hardly use this, if ever.
Angled Jump MP
Comes out like angled jump HP with less range and damage. Don't use this.
Angled Jump MK
His best jump normal for generally everything; cross-ups, jump ins and air-to-air combat. Very nice hit box from his knee all the way to the tip of his toe.
Angled Jump HP
Comes out fast, nice active frames and a good hit-box which is placed pretty high up (near Abel's head). His go-to jump AA move.
Angled Jump HK
Another nice neutral jump normal, comes out at a decent speed with good active frames and a lower hit-box (mid). This and jump HP make him a very decent contender in air-to-air battles.
Neutral Jump LP
Comes out like angled jump LP.
Neutral Jump LK
One of his best neutral jump attacks. The hit-box is very wide, all the way from the tip of his knee to the tip of his foot. It can also hit people as a cross-up, typically those trying to dash under his neutral jump.
Neutral Jump MP
Similar to neutral jump HP with less damage and range. Again, I don't use this much.
Neutral Jump MK
The angle is pretty weird, moves from bottom to the top. Can be used as a weird AA move or as to whiff a neutral jump but otherwise pretty unusable.
Neutral Jump HP
Nice damage but the range is pretty short and hit-box is high. That's not to say that this move is bad; you should use this as a late air-to-air normal.
Neutral Jump HK
This and neutral jump LK make up his neutral jump to ground attack game. Comes out at the middle with very good damage and hit/block stun.
Showing posts with label Move List. Show all posts
Showing posts with label Move List. Show all posts
Abel's Standing Normals
Close LP
Jabs out with his palm. Similar to cr.LP. Not much use for this move.
Close MP
Hits at the gut and then the face. Hits crouching characters and twice. You can cancel the first hit into specials.
Close HP
A palm uppercut followed by a hard palm punch forward. Hits twice, 1st hit can whiff on crouching characters and can also be canceled into specials. Often used as an AA move to counter cross-ups and as a link from fwd.MK.
Close LK
Hits out with his leg at the shins. Not much use for this move.
Close MK
Hits with the same animation as his fwd.MK. Cannot be dash canceled like the fwd.MK despite the same animation but can be canceled into specials. The fact that it looks like fwd.MK could be used to trick opponents into thinking you did a fwd.MK.
Close HK
Hits with a reverse roundhouse kick. Comes out very quickly with good hitstun but you can't cancel this into specials nor FADC. Up close, comes out as an overhead.
Far Standing LP
Jabs twice in a reverse pattern of his st.HP. Buffed in SSF4, comes out faster. Might be his new fastest normal (3 frames?). Still not much use for this.
Far Standing MP
Hits out with his palm while standing. A decent poke with good damage. Useful to add damage to a cr.LP block string (links with cr.LP).
Far Standing HP
Strikes out with his palm. Range is slightly further than far st.MP and this has higher damage but this move comes out slow and can whiff on crouchers. Not very useful though I've seen it being used vs. Sagat's st.HK to good effect.
Far Standing LK
Abel's best and fastest poke. Comes out very quickly, has great reach and does good damage for a light poke. Abuse.
Far Standing MK
High angled kick (45 degrees upwards). Effective as an AA against some characters. Moves Abel forward, can be used as a throw set-up when whiffed.
Far Standing HK
Hits at the midriff with a low spinning roundhouse. Does good damage and has long reach but has a very long start-up. Effective as a poke but with care. Has a similar start-up animation as his wheel kick which can trick people into thinking you are doing one.
Jabs out with his palm. Similar to cr.LP. Not much use for this move.
Close MP
Hits at the gut and then the face. Hits crouching characters and twice. You can cancel the first hit into specials.
Close HP
A palm uppercut followed by a hard palm punch forward. Hits twice, 1st hit can whiff on crouching characters and can also be canceled into specials. Often used as an AA move to counter cross-ups and as a link from fwd.MK.
Close LK
Hits out with his leg at the shins. Not much use for this move.
Close MK
Hits with the same animation as his fwd.MK. Cannot be dash canceled like the fwd.MK despite the same animation but can be canceled into specials. The fact that it looks like fwd.MK could be used to trick opponents into thinking you did a fwd.MK.
Close HK
Hits with a reverse roundhouse kick. Comes out very quickly with good hitstun but you can't cancel this into specials nor FADC. Up close, comes out as an overhead.
Far Standing LP
Jabs twice in a reverse pattern of his st.HP. Buffed in SSF4, comes out faster. Might be his new fastest normal (3 frames?). Still not much use for this.
Far Standing MP
Hits out with his palm while standing. A decent poke with good damage. Useful to add damage to a cr.LP block string (links with cr.LP).
Far Standing HP
Strikes out with his palm. Range is slightly further than far st.MP and this has higher damage but this move comes out slow and can whiff on crouchers. Not very useful though I've seen it being used vs. Sagat's st.HK to good effect.
Far Standing LK
Abel's best and fastest poke. Comes out very quickly, has great reach and does good damage for a light poke. Abuse.
Far Standing MK
High angled kick (45 degrees upwards). Effective as an AA against some characters. Moves Abel forward, can be used as a throw set-up when whiffed.
Far Standing HK
Hits at the midriff with a low spinning roundhouse. Does good damage and has long reach but has a very long start-up. Effective as a poke but with care. Has a similar start-up animation as his wheel kick which can trick people into thinking you are doing one.
Abel's Crouching Normals
The (xxx/yyy) notation denotes damage and stun.
Crouching LP
Jabs with his palm. This move has decent range for a LP. You'll be using this for block strings along with cr.LK most of the time. Note that it comes out slower than most jabs at 4 frames but is one of your fastest normals. Can be linked into st.MP
Crouching MP
Jabs with his palm even harder. This move has good range and hit-stun making this one of your go to moves to BnB into COD. Can be canceled into specials
Crouching HP
Abel's party starter. It has a slow start-up but hits twice, with the 2nd hit sending the opponent into a juggle state. Landing this leads into big damage (falling sky, ultra 1) and resets. Can be linked from a COD FADC. Using 2nd hit for AA is also viable.
Crouching LK
Jabs out with his foot. Comes out slightly slower than cr.LP but hits low. Use this in conjunction with cr.LP pressure to force opponents to block low.
Crouching MK
Sticks his foot out at a 45 degree angle. One of Abel's best AA normals. The hitbox acts a bit weird, making Abel smaller and hitting most airborne opponents who try to jump in. Also has long active frames for some reason. This is used on opponents wake-up by baiting with a apparent whiff and hitting them with the long frames. Can be canceled into specials.
Crouching HK
Abel does a roundhouse sweep. The range on this was long with a quick but not fast start-up. In SSF4, the range is increased and the start-up time is shorter making this one scary low attack. Can be canceled into specials.
Crouching LP
Jabs with his palm. This move has decent range for a LP. You'll be using this for block strings along with cr.LK most of the time. Note that it comes out slower than most jabs at 4 frames but is one of your fastest normals. Can be linked into st.MP
Crouching MP
Jabs with his palm even harder. This move has good range and hit-stun making this one of your go to moves to BnB into COD. Can be canceled into specials
Crouching HP
Abel's party starter. It has a slow start-up but hits twice, with the 2nd hit sending the opponent into a juggle state. Landing this leads into big damage (falling sky, ultra 1) and resets. Can be linked from a COD FADC. Using 2nd hit for AA is also viable.
Crouching LK
Jabs out with his foot. Comes out slightly slower than cr.LP but hits low. Use this in conjunction with cr.LP pressure to force opponents to block low.
Crouching MK
Sticks his foot out at a 45 degree angle. One of Abel's best AA normals. The hitbox acts a bit weird, making Abel smaller and hitting most airborne opponents who try to jump in. Also has long active frames for some reason. This is used on opponents wake-up by baiting with a apparent whiff and hitting them with the long frames. Can be canceled into specials.
Crouching HK
Abel does a roundhouse sweep. The range on this was long with a quick but not fast start-up. In SSF4, the range is increased and the start-up time is shorter making this one scary low attack. Can be canceled into specials.
Abel's Throw and Unique Moves
Drop Throw & Pincer Throw
Damage: 130
Stun: 140
Range: Close
S/A/R: 3/2/20
Abel grabs his opponent and slams him into the ground. The throws keeps the opponent close to you allowing you to continue pressuring your opponent and apply mix-ups. Use this move as a safer alternative to Tornado Throw if you can't afford the risk.
Step Kick
Damage: 80
Stun: 100
Range: Short
SAR: 7/2/16
GH: GH: 0/+3
Abel kicks forward and can cancel this into a foward dash. One of Abel's best moves. The kick allows you to dash cancel forward, giving you tempo and pressure on offense. You can mix-up with TT, block strings, etc.
Overhead HK
Damage: 30
Stun: 50
Range: Close
SAR: 6/6/16
GH: -4/0
Abel does his st.HK animation. At very close range, this move acts as an overhead. It deals less damage and stun compared to the normal st.HK. This move comes out very quickly and has great priority against normals.
Focus Attack
Damage: 60/80/140
Stun: 100/150/200
Range: Short
Abel has a very decent focus attack. It comes out fairly fast, has a good range and huge hit-box coverage. His FADC puts Abel at +0 and +6 frames on block for FA1 and FA2 respectively, making this as good a tool as the Step Kick for offensive pressure.
Damage: 130
Stun: 140
Range: Close
S/A/R: 3/2/20
Abel grabs his opponent and slams him into the ground. The throws keeps the opponent close to you allowing you to continue pressuring your opponent and apply mix-ups. Use this move as a safer alternative to Tornado Throw if you can't afford the risk.
Step Kick
Damage: 80
Stun: 100
Range: Short
SAR: 7/2/16
GH: GH: 0/+3
Abel kicks forward and can cancel this into a foward dash. One of Abel's best moves. The kick allows you to dash cancel forward, giving you tempo and pressure on offense. You can mix-up with TT, block strings, etc.
Overhead HK
Damage: 30
Stun: 50
Range: Close
SAR: 6/6/16
GH: -4/0
Abel does his st.HK animation. At very close range, this move acts as an overhead. It deals less damage and stun compared to the normal st.HK. This move comes out very quickly and has great priority against normals.
Focus Attack
Damage: 60/80/140
Stun: 100/150/200
Range: Short
Abel has a very decent focus attack. It comes out fairly fast, has a good range and huge hit-box coverage. His FADC puts Abel at +0 and +6 frames on block for FA1 and FA2 respectively, making this as good a tool as the Step Kick for offensive pressure.
Abel's Special Moves
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.
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.
Subscribe to:
Comments (Atom)