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Abel Normals I_icon_minitimeMon Apr 16, 2012 10:44 pm by mrmajikbus45
I return in 2 weeks. I'm better than ever. Rested. Recovered completely now from my medical issues... See you soon.

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 Abel Normals

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Teez

Teez


PSN : imnotthatrude
Posts : 130
Location : nfld, Canada

Abel Normals Empty
PostSubject: Abel Normals   Abel Normals I_icon_minitimeTue May 25, 2010 3:31 pm

An attempt to create an all-inclusive guide to learning abel's normal moves. Will continue to update over next couple days. Input and questions are much appreciated.

ABEL

Normal moves:

st. lp (close): A two-hit series of light punches abel does when sufficiently close to the opponent. Not a great amount of practical uses besides that it can be linked off a connected fw. mk (step kick) dash to guarantee a short pressure string for added damage. On counterhit can be linked into lp CoD. Whiffs on crouching opponents with small hitboxes. Abel's infinite on chun and rufus is still in ssf4, and st. lp is important in continuing the combo (see combo thread)

st. lp (far): A light palm strike executed by pressing lp at a sufficiently far distance from the opponent. A mediocre poke when used from ~ 1 character length away, not powerful, but is very fast so can be used to beat other, slower pokes. Often used in pressure strings after a fw. mk xx dash, far st. lp is a good setup for continuing fw. mk pressure as it puts you at a greater frame advantage than moves like cr. lp or cr. lk, so it will catch jumpers and those attempting counterpoke often. Will whiff on crouching opponents, and is character specific as to what range it will whiff from (due to difference in hitbox size). Off of counterhit, far st. lp can be linked into fw. mk which can give you a nice, hit-confirmed combo.

cr. lp: Not much to say here, a standard crouching jab. Relatively slow (5 frames) in comparison to cr. jabs like balrog's and sakura's (3 frames) , but are easily chainable to itself, cr. lk, and when close, a single cr. lp can be linked to st. mp and st. fp fairly easily to give some extra hit-confirm. Important in abel's blockstrings after fw. mk xx dash, also important in ticking to TT, but not a whole lot of combo potential outside of the aforementioned and one other (see combo thread)

st. lk (close): A short toe kick that occurs when abel is sufficiently close to the opponent. Not very useful to abel's game, the only use i've found for it is ticking into TT, and even then, other moves are much more useful for that.

st. lk (far): Definitely one of abel's most important normals. Many abel players often underestimate the importance of this move, but it is incredibly useful, as it is abel's main tool in footsies and setups for closing in on the opponent, which is what all abels want to do. Abel throws out a long-reaching toe kick that hits mid on an opponent when sufficiently far away. This is abel's most important poke. It has a very long reach and is very fast, so it will beat many types of pokes from the opponent that are both slower and of shorter range. One of its main uses is to keep the opponent grounded, as often when abel gets within 1.5 character lengths of another character, they tend to want to back off, neutral jump, jump forward for a cross-up, throw out their own poke or special, etc. far st. lk is not powerful (40 dmg), but it's speed and range allow abel to basically control the opponent from a short distance, and this can lead to a variety of followups. the kick leaves you at a decent frame advantage on block or hit, which allows you to tick into a fw. mk once you've trained them not to jump, a dash in followed by blockstring or TT, a lk wheel kick (also if they're blocking low, decent mixup), a sweep if they're blocking high, or a jump-in if you notice they mash on backdash when you get close. This move is essential to abel's game and is solid considering abel's distinct lack of footsies.

cr. lk: similar to cr. lp, i believe it's a frame slower, and it is used much the same way as cr. lp. The advantage this move has however, is that it causes less pushback on the opponent on block and hit in comparison to cr. lp, and it hits low, so if the opponent is blocking high or jumping, it becomes useful in it's ability to link to st. hp for a good followup combo (though it's a 1-frame link. lol get used to it, abel's bnb is 1 frame as well) if close to the opponent, and can also be linked to close st. hk (an overhead, see below) on counterhit.


st. mp: close, is a two-hit strong punch that serves two purposes, comboing into lp CoD, and allowing you to hitconfirm into super by buffering the motion and inputting punch if you notice it hits. Far st. mp, a palmstrike, is a good standing poke by abel that serves as an anti-air against some weaker jumpins, it prevents close crossups when both opponents are standing, and sets the opponent up for fw. mk by keeping them grounded. can also be combo'd into super the same as close st. mp. can be used in blockstrings following cr. lp and cr. lk for guaranteed damage and for pushing the opponent away.

cr. mp: one of abel's standard combo starter. a crouching palmstrike. is pretty slow so shouldn't really be used for poking, but is useful in comboing to CoD, can be used mid blockstring to catch jumping opponents, can be cancelled into wheel kick for a mixup. close st. fp is more optimal to use when in range, but this is great when you're .5 character lengths away.

st. mk: close, the kick looks very much like abel's fw. mk, but it can be cancelled into abel's special moves like CoD and wheel kick. not very useful at all imo. far st. mk , however, is a solid poke that stops jumps from a reasonable distance away, and serves as an anti-air to specific jumpins such as zangiefs jumping fp.

cr. mk: functions similar to cr. mp, except slightly slower and slightly longer range, though such differences are insignificant. it's main function is it's AA capability. it beats almost all jumpins (with exceptions being shoto j.fp and zangief j. fp) though it is range specific, should be used when opponent lands in front of you, not above you. can be cancelled into specials, so off an antiair, a solid mixup involves cancelling into any strength roll you choose and continuing pressure.

st. fp: close, a two hit punch by abel. uses include: anti-air when opponent lands above you, hit confirming into super similar to st. mp, it's ability to combo into CoD, wheel kick, and cancellable into roll. can also be comboed into by cr. lp and cr. lk (<- this is optimal as it catches opponents not blocking low, though is a 1 frame link so is tougher) to add extra hit confirm to your combos. st. fp close can be comboed into all strengths CoD whereas st. mp can only combo into lp cod. close st. fp also comes out faster, so it is the close punch of choice. far st. fp is essentially useless, very slow but strong, difficult to catch opponents.

Cr. fp: very interesting and important normal, a two hit elbow uppercut that has a plethora of uses. can be used as a great anti air, which if used with correct timing, hits opponent into juggle state which can be followed up by dash falling sky, ultra, or any form of mixup you choose. it's most essential use is in combo's and mixups, abel's bnb combos mostly all involve fadc into cr. fp which can be followed up by falling sky, wheel kick, ultra, or mixup due to it's ability to launch opponent into a juggle state. another use is abel's ability to ambiguous roll on opponent and hit cr.fp on either side into a follow up. learning the properties of this normal is essential to abel gameplay.

st. fk: close, a fast overhead kick that is a great tool to use in mixups for solid damage, and also gives you slight frame advantage on hit allowing you to follow up with far st. lk into fw. mk to keep up the pressure. mixups is it's main use, but it is essential all the same. far st. hk is much less useful, similar to far st. fp except with more range and slightly faster, a half-decent far poke that does good damage.

cr. fk: abel's sweep. exceptional range, yet pretty slow, so cannot be combo'd into, but is a solid tool in mixups. can be cancelled into abel's specials, most notable wheel kick and roll, so can provide a mixup. can also be followed up with after a blockstring to catch standing opponents. not the most useful sweep in the game, but is pretty solid.

jumping normals:

j. lp, a fast but weak jumping diagonally down palm strike, it's importance is in it's high priority, so can be used to stuff some opponents anti air attempts, and can also be used to stuff air to air attacks, allowing you to mixup by dashing under them before landing for a good cross under.

j.lk, a light jumping knee, not overly useful, similar to j. lp but with less priority

j. mp, not very useful, jumping horizontal palm strike, inferior to j. fp in every way

j. mk, abel's most essential jumping attack, a standard diagonal down jumping kick that has mediocre priority, but is one of the best crossups in the game, making abel a crossup beast

j. fp, very solid jumping horizontal fist that works best for air to air hits, done on reaction to opponents jumps, and also solid for a meaty jump in that can be implemented with various option selects ( a future topic)

j.fk, a diagonal up fierce kick that is good for air to air hitting opponents jumps , but is not as useful as j. fp


Command normal: fw. mk: one of abel's most essential tools. Completely essential to abel's gameplay. a thrust kick that abel sticks horizontally out, high priority, good range, but most importantly, can be dash cancelled. this allows abel to dash in immediately after the kick, putting you right in the opponents face, exactly where you want to be. use it as a poke and buffer the dash, because once you're in, the hell begins for your opponent. you can mixup with any variety of things such as tornado throw, blockstring, overhead, or more advanced mixups after the fw. mk dash, but be wary of opponents who react and try to reversal you after the dash, making rolling after the dash more important. another main use is it's importance in abel's bnb combo, fw. mk xx dash, st. fp xx CoD fadc cr. fp into followup. a 1 frame link between the fw mk dash and the st. fp, but thems the breaks when you use abel. on counterhit however, the link becomes much easier, and it is fairly easy to fish for counterhit from adistance with this move, and on counterhit, you can even combo into cr. fp (1 frame link) for less hits and no meter, allowing for less damage scaling and conserving your meter. use this move a lot when a mediocre distance from opponent, set it up with far st. lk, and tear them up when you get in.

That's all folks
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