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Tags: Replaced Manual revert |
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| {{SFxTCrossGuideCharacterBox|{{{2}}}}} | | {{SFxTCrossGuideCharacterBox|{{{2}}}}} |
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| Ideal Team Position: Anchor | | Ideal Team Position: {{{3}}} |
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| When on the offensive, Abel has the ability to quickly and painfully send the opponent into a
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| spiral of pain thanks to a combination of damaging command grapples and several ways to
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| approach the opponent advantageously. He can continue pressuring the opponent to stay still
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| enough for him to throw them, or to force them to desperately try to retreat only to get sucked
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| back into the sprial of pain thanks to having several multi-hitting strikes that blow up an
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| opponent’s backdash, or spiking them with a ground-bounding Wheel Kick if they try to jump
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| away. Unfortunately, his individual combo capabilities are quite limited, thanks to having very
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| few solo combos he can count on to reliably convert into big damage. That’s not to say,
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| however, that he doesn’t have any combos at all: Abel’s tag-in combos are among some of the
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| best in the game as they not only deliver damage, but they have excellent wall-carry and
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| typically place the opponent in a hard knockdown where he can position himself for whatever
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| his next plan of attack happens to be when the opponent wakes up. On hard knockdown, Abel
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| can either pressure the opponent if they stand up normally, or he can chase them effectively
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| should he anticipate a roll. Thanks to this, as well as a lack of reliable reversal that can get him
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| out of danger should he find himself on the defensive, it’s best if Abel acts as an anchor so that
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| his partner can play neutral for him long enough for them to bring him in and finish the job.
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| | {{{4}}} |
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| {{ProConTable | | {{ProConTable |
| |pros= | | |pros= |
| +Very high tag-in damage
| | {{{5}}} |
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| +Most reliable anti-backdash OS in the game
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| +Overhead cl.HK cancels into cross rush, which can be made safe on block by tag canceling
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| with some partners
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| +Damaging command throws
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| +Hard knockdown okizeme on BnB combos and command throws
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| +Possesses an anti-air with the air crush property and can convert into a combo
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| +Fast (16f) dash and f+MK dash cancel (-1 on block) for initiating offense
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| |cons= | | |cons= |
| -Large body character
| | {{{6}}} |
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| -Lacks a reversal that beats both strikes and throws
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| -Reliant on cross rush to convert into damage
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| }} | | }} |