Abel (SFIV): Difference between revisions

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==Combos==
==Combos==
Abel can begin a combo with a forward-jump mk or fp if the jump-in is deep enough.
===No Super Meter===
1. Close fp (one hit) xx fp Change of Direction xx Second High xx Finish High
2. Cr.fp (one hit) xx fp Change of Direction xx Second High xx Finish High
3. Twds+mk xx Forward Dash -> Combo #1
4. Cr.mp '''OR''' cr.mk xx mp Change of Direction xx Second High xx Finish High
5. Cr.fp (both hits) xx lk Marseilles Roll -> fp Sky Fall*
6. cr.lk or cr.lp -> Combo #1
7. cr.lk xx cr.lp xx cr.lp -> far lk (this is also his standard blockstring)
8. cr.lk xx cr.lp xx cr.lp -> far mp
9. Anti-air cr.fp (second hit only) xx lk Marseilles Roll -> fp Sky Fall
*For Combo #5, you do a lk Marseilles Roll to hit-confirm the cr.fp and for the extra meter. However, on some characters you have to omit the roll.
===2 EX bars===
10. Close fp OR cr.fp (one hit) xx fp Change of Direction xx EX Focus Cancel xx Forward Dash -> Combo #3
11. Close fp OR cr.fp (one hit) xx fp Change of Direction -> EX Focus Cancel xx Forward Dash -> Combo #5
12. Cr.mp '''OR''' cr.mk xx mp Change of Direction xx EX Focus Cancel xx Forward Dash -> Combo #3
13. Cr.mp '''OR''' cr.mk xx mp Change of Direction xx EX Focus Cancel xx Forward Dash -> Combo #5
===Full Super Meter===
14. Close fp (both hits) xx Heartless (Super)
15. cr.fp (both hits) xx lk Marseilles Roll xx Heartless (Super)
16. Combo # 8 xx Heartless (Super)
===Ultra combos===
*No Super Meter
17. Cr.fp -> Soulless (Ultra)
*2 EX bars
18. Close fp OR cr.fp (one hit) xx fp Change of Direction xx EX Focus Cancel xx Forward Dash -> cr.fp -> Soulless (Ultra)
19. Cr.mp '''OR''' cr.mk xx mp Change of Direction xx EX Focus Cancel xx Forward Dash -> cr.fp -> Soulless(Ultra)


==Strategy==
==Strategy==

Revision as of 13:25, 31 March 2009

Introduction

Move Analysis

Normal Moves

Normal Throws

Command Normals

Focus / Saving Attack

Special Moves

Super Move

Ultra Move

The Basics

Combos

Abel can begin a combo with a forward-jump mk or fp if the jump-in is deep enough.

No Super Meter

1. Close fp (one hit) xx fp Change of Direction xx Second High xx Finish High

2. Cr.fp (one hit) xx fp Change of Direction xx Second High xx Finish High

3. Twds+mk xx Forward Dash -> Combo #1

4. Cr.mp OR cr.mk xx mp Change of Direction xx Second High xx Finish High

5. Cr.fp (both hits) xx lk Marseilles Roll -> fp Sky Fall*

6. cr.lk or cr.lp -> Combo #1

7. cr.lk xx cr.lp xx cr.lp -> far lk (this is also his standard blockstring)

8. cr.lk xx cr.lp xx cr.lp -> far mp

9. Anti-air cr.fp (second hit only) xx lk Marseilles Roll -> fp Sky Fall

  • For Combo #5, you do a lk Marseilles Roll to hit-confirm the cr.fp and for the extra meter. However, on some characters you have to omit the roll.


2 EX bars

10. Close fp OR cr.fp (one hit) xx fp Change of Direction xx EX Focus Cancel xx Forward Dash -> Combo #3

11. Close fp OR cr.fp (one hit) xx fp Change of Direction -> EX Focus Cancel xx Forward Dash -> Combo #5

12. Cr.mp OR cr.mk xx mp Change of Direction xx EX Focus Cancel xx Forward Dash -> Combo #3

13. Cr.mp OR cr.mk xx mp Change of Direction xx EX Focus Cancel xx Forward Dash -> Combo #5

Full Super Meter

14. Close fp (both hits) xx Heartless (Super) 15. cr.fp (both hits) xx lk Marseilles Roll xx Heartless (Super) 16. Combo # 8 xx Heartless (Super)

Ultra combos

  • No Super Meter

17. Cr.fp -> Soulless (Ultra)

  • 2 EX bars

18. Close fp OR cr.fp (one hit) xx fp Change of Direction xx EX Focus Cancel xx Forward Dash -> cr.fp -> Soulless (Ultra)

19. Cr.mp OR cr.mk xx mp Change of Direction xx EX Focus Cancel xx Forward Dash -> cr.fp -> Soulless(Ultra)

Strategy

Matchups

Frame Data



frame frame frames of frames of super meter cancel
move Name startup active recovery adv.blk adv.hit blockstun hitstun damage stun gain block ability comments
close LP 4 3(8)3 11 -3 0 13*10 16*13 25*15 30*20 20*20 HL CSpS*S -
close MP 5 3(8)2 14 -2 +4 13 16*19 50*30 50*50 40*20 HL SpS*S -
close HP 4 3(8)2 20 -4 0 17 22*21 80*30 100*100 60*20 HL SpS*S -
close LK 5 2 9 0 +3 10 13 30 50 20 HL - -
close MK 7 2 16 -4 -1 13 16 70 100 40 HL SpS -
close HK 6 6 16 -4 0 17 21 100[30] 150[50] 60[20] HL[H] - -
far LP 5 3 5 +3 +6 10 13 30 50 20 HL CS -
far MP 5 6 11 -3 0 13 16 80 100 40 HL S -
far HP 12 3 17 -2 +2 17 21 130 200 60 HL - -
far LK 5 3 8 0 +3 10 13 40 50 20 HL - -
far MK 8 3 15 -4 -1 13 16 80 100 40 HL - -
far HK 14 2 19 -3 +1 17 21 100 200 60 HL - -
crouch LP 5 2 6 +3 +6 10 13 30 50 20 HL CSpS -
crouch MP 7 3 10 +1 +4 13 16 70 100 40 HL SpS -
crouch HP 8 2*2 22 -6 - 17 22*- 70*40 100*50 60*20 HL SpS -
crouch LK 5 3 7 +1 +4 10 13 20 50 20 L CSpS -
crouch MK 8 5 13 -4 -1 13 16 60 100 40 L SpS -
crouch HK 11 3 25 -10 - 17 - 100 200 60 L SpS -
jump up LP 5 4 - - - 8 11 50 50 20 H - -
jump up MP 5 6 - - - 11 15 80 100 40 H - -
jump up HP 5 4 - - - 15 18 100 200 60 H - -
jump up LK 5 8 - - - 8 11 50 50 20 H - -
jump up MK 4 6 - - - 11 15 80 100 40 H - -
jump up HK 5 4 - - - 15 18 100 200 60 H - -
jump forward LP 5 8 - - - 8 11 50 50 20 H - -
jump forward MP 5 10 - - - 11 15 80 100 40 H - -
jump forward HP 5 8 - - - 15 18 100 200 60 H - -
jump forward LK 4 5 - - - 8 11 50 50 20 H - -
jump forward MK 5 6 - - - 11 15 70 100 40 H - -
jump forward HK 5 5 - - - 15 18 110 200 60 H - -
F+MK 7 2 16 0 +3 17 20 80 100 40 HL ??? -
level1 FA 21 2 35 -21 -21 15 15 60 100 20 HL - -
level2 FA 17+13 2 35 -15 - 21 - 80 150 40 HL - -
level3 FA 65 2 35 - - - - 140 200 60 - - -
F+LP+LK 3 2 20 - - - - 130 140 40 0.9 - -
B+LP+LK 3 2 20 - - - - 130 140 40 0.9 - -
Change of Direction LP 14 3 29 -7 -2 24 29 30 50 20/30 HL S -
Change of Direction MP 16 3 25 -3 +2 24 29 35 50 20/30 HL S -
Change of Direction HP 17 3 25 -3 +2 24 29 40 50 20/30 HL S -
Change of Direction EX 16 3 25 -3 +2 24 29 40 50 0/0 HL S -
Second Middle 15 4 28 -9 -4 22 27 40 50 10/20 H - -
Secondoro 22 4 24 -5 -1 22 26 50 50 20/30 L S -
Middle Finish 10 2 44 -35 - 10 - 80 40 10/30 H - -
Finishuro 22 2 53 -44 - 10 - 150 100 30/30 L - -
Kick Wheel LK 20 7 2+19 -8 -3 17 22 120 200 30/40 H - -
Kick Wheel MK 24 7 2+20 -9 -4 17 22 140 200 30/40 H - -
Kick Wheel HK 27 7 1+22 -10 -5 17 22 160 200 30/40 H - -
Kick Wheel Ex 17 7*3 2+19 -6 -1 17 22 120*60 100*100 0/0 H - -
Rolling Marseille LK - - 27 - - - - - - 20/0 - - -
Rolling Marseille MK - - 30 - - - - - - 20/0 - - -
Rolling Marseille HK - - 32 - - - - - - 20/0 - - -
Rolling Marseille EX - - 32 - - - - - - 0/0 - - -
Sky Fall LP 5 2 31 - - - - 0*140 100 30/0*100 - - -
Sky Fall MP 6 4 31 - - - - 0*150 150 30/0*100 - - -
Sky Fall HP 9 6 31 - - - - 0*160 200 30/0*100 - - -
Sky Fall EX 6 2 31 - - - - 0*160 150 0/0 - - -
Tornado Throw LP 5 2 51 - - - - 180 100 30/80 1.3 - -
Tornado Throw MP 5 2 45 - - - - 200 140 30/80 1.1 - -
Tornado Throw HP 5 2 39 - - - - 220 200 30/80 0.9 - -
Tornado Throw EX 5 2 54 - - - - 200 150 0/0 1.25 - -
Super Combo 1+5 2 41 -32 - 10 - 0*335 0 0/0 HL - -
Ultra Combo 1+13 2 46 -30 - 17 - 40*325 0 0/0 HL - -
move name startup active recovery frame frame frames of frames of damage stun super meter block cancel comments
adv.blk adv.hit blockstun hitstun gain ability
Arcade characters AbelAkumaBalrogBlankaC. ViperChun-LiDhalsimE. HondaEl Fuerte
GuileKenM. BisonRufusRyuSagatVegaZangief
Console characters CammyDanFei LongGenGoukenRoseSakuraSeth