Abel (SSFIV): Difference between revisions

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==Introduction==
#Redirect [[Super Street Fighter IV/Abel]]
 
==Move Analysis==
 
===Normal Moves===
 
===Normal Throws===
 
* '''''Drop Throw''''' - F or N + LP + LK
* '''''Pincer Throw''''' - B + LP + LK
 
===Command Normals===
 
* '''''Step Kick''''' - F+MK
 
===Focus / Saving Attack===
 
===Special Moves===
 
* '''''Change of Direction''''' - QCF + P
: Hold F + P or K for follow-up and finisher:
: -'''Second Mid''' - P
: -'''Second Low''' - K
: -'''Finish Mid''' - P
: -'''Finish Low''' - K
 
* '''''Sky Fall''''' - DP + P
* '''''Marseilles Roll''''' - QCF + K
* '''''Wheel Kick''''' - QCB + K
* '''''Tornado Throw''''' - HCB + P
 
===Super Move===
 
* '''''Heartless''''' - QCF, QCF + P
 
===Ultra Moves===
 
* '''''Soulless''''' - QCF, QCF + PPP
* '''''Breathless''''' - QCF, QCF + KKK
 
==The Basics==
 
==Combos==
 
==Strategy==
 
==Matchups==
 
==Frame Data==
{| border="1em" cellspacing="0" width="100%" style="border: 1px solid #999; background: #F2F2F2;"
|- 
!  |
! align="center"  | Block
! align="center"  |
! align="center"  |
! align="center"  | Super Meter
! align="center"  |
! align="center"  |
! align="center"  |
! align="center"  |
! align="center"  | Frames
! align="center"  |
!  |
|-
!  | Move Name
! align="center"  | HL
! align="center"  | Damage
! align="center"  | Stun
! align="center"  | Gain
! align="center"  | Cancel Ability
! align="center"  | Startup
! align="center"  | Active
! align="center"  | Recovery
! align="center"  | On Guard
! align="center"  | On Hit
! align="center"  | Notes
|-
|  |Close LP
| align="center"  |HL
| align="center"  |25*15
| align="center"  |30*20
| align="center"  |20*20
| align="center"  |ch/sp/su*su
| align="center"  |4
| align="center"  |3(8)3
| align="center"  |11
| align="center"  |-3
| align="center"  |0
|  |
|-
|  |Close MP
| align="center"  |HL
| align="center"  |50*30
| align="center"  |50*50
| align="center"  |40*20
| align="center"  |sp/su*su
| align="center"  |5
| align="center"  |3(8)2
| align="center"  |14
| align="center"  |-2
| align="center"  | +4
|  | [Hit] Forces stand
|-
|  |Close HP
| align="center"  |HL
| align="center"  |80*30
| align="center"  |100*100
| align="center"  |60*20
| align="center"  |sp/su*su
| align="center"  |4
| align="center"  |3(8)2
| align="center"  |20
| align="center"  |-4
| align="center"  |0
|  | [Hit] Forces stand
|-
|  |Close LK
| align="center"  |HL
| align="center"  |30
| align="center"  |50
| align="center"  |20
| align="center"  |-
| align="center"  |5
| align="center"  |2
| align="center"  |9
| align="center"  |0
| align="center"  | +3
|  |
|-
|  |Close MK
| align="center"  |HL
| align="center"  |70
| align="center"  |100
| align="center"  |40
| align="center"  |sp/su
| align="center"  |7
| align="center"  |2
| align="center"  |16
| align="center"  |-4
| align="center"  |-1
|  |
|-
|  |Close HK
| align="center"  |HL[H]
| align="center"  |100[30]
| align="center"  |150[50]
| align="center"  |60[20]
| align="center"  |-
| align="center"  |6
| align="center"  |6
| align="center"  |16
| align="center"  |-4
| align="center"  |0
|  |Hit] Forces stand, active frame 1-4 wont hit crouchers, active frames 5-6 refer to [] (overhead)
|-
|  |Far LP
| align="center"  |HL
| align="center"  |30
| align="center"  |50
| align="center"  |20
| align="center"  |sp/su
| align="center"  |5
| align="center"  |3
| align="center"  |6
| align="center"  | +3
| align="center"  | +6
|  |
|-
|  |Far MP
| align="center"  |HL
| align="center"  |80
| align="center"  |100
| align="center"  |40
| align="center"  |su
| align="center"  |5
| align="center"  |6
| align="center"  |11
| align="center"  |-3
| align="center"  | +1
|  |
|-
|  |Far HP
| align="center"  |HL
| align="center"  |130
| align="center"  |200
| align="center"  |60
| align="center"  |-
| align="center"  |12
| align="center"  |3
| align="center"  |17
| align="center"  |-2
| align="center"  | +2
|  |
|-
|  |Far LK
| align="center"  |HL
| align="center"  |40
| align="center"  |50
| align="center"  |20
| align="center"  |-
| align="center"  |5
| align="center"  |3
| align="center"  |8
| align="center"  |0
| align="center"  | +3
|  |
|-
|  |Far MK
| align="center"  |HL
| align="center"  |80
| align="center"  |100
| align="center"  |40
| align="center"  |-
| align="center"  |8
| align="center"  |3
| align="center"  |15
| align="center"  |-4
| align="center"  |-1
|  |Whiff against crouchers
|-
|  |Far HK
| align="center"  |HL
| align="center"  |100
| align="center"  |200
| align="center"  |60
| align="center"  |-
| align="center"  |14
| align="center"  |2
| align="center"  |19
| align="center"  |-3
| align="center"  | +1
|  |
|-
|  |crouch LP
| align="center"  |HL
| align="center"  |30
| align="center"  |50
| align="center"  |20
| align="center"  |ch/sp/su
| align="center"  |5
| align="center"  |2
| align="center"  |6
| align="center"  | +3
| align="center"  | +6
|  |
|-
|  |crouch MP
| align="center"  |HL
| align="center"  |70
| align="center"  |100
| align="center"  |40
| align="center"  |sp/su
| align="center"  |7
| align="center"  |3
| align="center"  |10
| align="center"  | +1
| align="center"  | +4
|  |
|-
|  |crouch HP
| align="center"  |HL
| align="center"  |70*40
| align="center"  |100*50
| align="center"  |60*20
| align="center"  |sp/su
| align="center"  |8
| align="center"  |2*2
| align="center"  |22
| align="center"  |-6
| align="center"  |-
|  |1st part [Ground Hit] Forces Stand, 2nd [Hit] Floats opponent
|-
|  |crouch LK
| align="center"  |L
| align="center"  |20
| align="center"  |50
| align="center"  |20
| align="center"  |ch/sp/su
| align="center"  |5
| align="center"  |3
| align="center"  |7
| align="center"  | +1
| align="center"  | +4
|  |
|-
|  |crouch MK
| align="center"  |HL
| align="center"  |70
| align="center"  |100
| align="center"  |40
| align="center"  |sp/su
| align="center"  |8
| align="center"  |5
| align="center"  |13
| align="center"  |-4
| align="center"  | +1
|  |
|-
|  |crouch HK
| align="center"  |L
| align="center"  |100
| align="center"  |200
| align="center"  |60
| align="center"  |sp/su
| align="center"  |11
| align="center"  |3
| align="center"  |25
| align="center"  |-10
| align="center"  |-
|  |[Hit] Hard Knockdown cannot fast recover
|-
|  |Jump up LP
| align="center"  |H
| align="center"  |50
| align="center"  |50
| align="center"  |20
| align="center"  |-
| align="center"  |5
| align="center"  |4
| align="center"  |-
| align="center"  |-
| align="center"  |-
|  |[Projectile Invulnerability] Till end of active frames (leg part only)
|-
|  |Jump up MP
| align="center"  |H
| align="center"  |80
| align="center"  |100
| align="center"  |40
| align="center"  |-
| align="center"  |5
| align="center"  |6
| align="center"  |-
| align="center"  |-
| align="center"  |-
|  |[Projectile Invulnerability] Till end of active frames (leg part only)
|-
|  |Jump up HP
| align="center"  |H
| align="center"  |100
| align="center"  |200
| align="center"  |60
| align="center"  |-
| align="center"  |5
| align="center"  |4
| align="center"  |-
| align="center"  |-
| align="center"  |-
|  |[Projectile Invulnerability] Till end of active frames (leg part only)
|-
|  |Jump up LK
| align="center"  |H
| align="center"  |50
| align="center"  |50
| align="center"  |20
| align="center"  |-
| align="center"  |5
| align="center"  |8
| align="center"  |-
| align="center"  |-
| align="center"  |-
|  |[Projectile Invulnerability] Until just before startup (leg part only)
|-
|  |Jump up MK
| align="center"  |H
| align="center"  |80
| align="center"  |100
| align="center"  |40
| align="center"  |-
| align="center"  |4
| align="center"  |6
| align="center"  |-
| align="center"  |-
| align="center"  |-
|  |[Projectile Invulnerability] Till end of active frames (leg part only)
|-
|  |Jump up HK
| align="center"  |H
| align="center"  |100
| align="center"  |200
| align="center"  |60
| align="center"  |-
| align="center"  |5
| align="center"  |4
| align="center"  |-
| align="center"  |-
| align="center"  |-
|  |[Projectile Invulnerability] Till end of active frames (leg part only)
|-
|  |Jump forward LP
| align="center"  |H
| align="center"  |50
| align="center"  |50
| align="center"  |20
| align="center"  |-
| align="center"  |5
| align="center"  |8
| align="center"  |-
| align="center"  |-
| align="center"  |-
|  |[Projectile Invulnerability] Till end of active frames (leg part only)
|-
|  |Jump forward MP
| align="center"  |H
| align="center"  |80
| align="center"  |100
| align="center"  |40
| align="center"  |-
| align="center"  |5
| align="center"  |10
| align="center"  |-
| align="center"  |-
| align="center"  |-
|  |[Projectile Invulnerability] Till end of active frames (leg part only)
|-
|  |Jump forward HP
| align="center"  |H
| align="center"  |100
| align="center"  |200
| align="center"  |60
| align="center"  |-
| align="center"  |5
| align="center"  |8
| align="center"  |-
| align="center"  |-
| align="center"  |-
|  |[Projectile Invulnerability] Till end of active frames (leg part only)
|-
|  |Jump forward LK
| align="center"  |H
| align="center"  |50
| align="center"  |50
| align="center"  |20
| align="center"  |-
| align="center"  |4
| align="center"  |5
| align="center"  |-
| align="center"  |-
| align="center"  |-
|  |[Projectile Invulnerability] Till end of active frames (leg part only)
|-
|  |Jump forward MK
| align="center"  |H
| align="center"  |70
| align="center"  |100
| align="center"  |40
| align="center"  |-
| align="center"  |5
| align="center"  |6
| align="center"  |-
| align="center"  |-
| align="center"  |-
|  |[Projectile Invulnerability] Until just before startup (leg part only)
|-
|  |Jump forward HK
| align="center"  |H
| align="center"  |110
| align="center"  |200
| align="center"  |60
| align="center"  |-
| align="center"  |5
| align="center"  |5
| align="center"  |-
| align="center"  |-
| align="center"  |-
|  |[Projectile Invulnerability] Till end of active frames (leg part only)
|-
|  |F+MK
| align="center"  |HL
| align="center"  |80
| align="center"  |100
| align="center"  |40
| align="center"  |dash
| align="center"  |7
| align="center"  |2
| align="center"  |16
| align="center"  |0
| align="center"  | +3
|  | Dash cancellable
|-
|  |Focus Attack LVL 1
| align="center"  |HL
| align="center"  |60
| align="center"  |100
| align="center"  |20
| align="center"  |-
| align="center"  |21
| align="center"  |2
| align="center"  |35
| align="center"  |-21
| align="center"  |-21
|  |1~10F or 1F after button's are released: Has super armor.
Crumples on ground Counter Hit. Puts opponent in jugglable state on air hit. From frames 5~11 or on hit/block can cancel into dash/back dash. If charged, saving attack hits on frame 13 after releasing the buttons.
|-
|  |Focus attack LVL 2
| align="center"  |HL
| align="center"  |80
| align="center"  |150
| align="center"  |40
| align="center"  |-
| align="center"  |17+13
| align="center"  |2
| align="center"  |35
| align="center"  |-15
| align="center"  |-
|  |1~1F after button's are released: Has super armor.
Crumples on ground hit. Floats opponent on air hit. From frames 5~ buttons released or on hit/block can cancel into dash/back dash. Charge time: 17-49F. If charged, saving attack hits on frame 13 after releasing the buttons.
|-
|  |Focus attack LVL 3
| align="center"  |-
| align="center"  |140
| align="center"  |200
| align="center"  |60
| align="center"  |-
| align="center"  |65
| align="center"  |2
| align="center"  |35
| align="center"  |-
| align="center"  |-
|  |1~64F has super armor. Breaks super armor.
Crumples on ground hit. Floats opponent on air hit. From frames 5~50 can cancel into dash/back dash. Charge time: 50F.
|-
|  |Forward Throw
| align="center"  |0.9
| align="center"  |130
| align="center"  |140
| align="center"  |40
| align="center"  |-
| align="center"  |3
| align="center"  |2
| align="center"  |20
| align="center"  |-
| align="center"  |-
|  | Hard Knockdown / Opponent gets up 68F after throw recovers (from SF4 vanilla)
|-
|  |Back throw
| align="center"  |0.9
| align="center"  |130
| align="center"  |140
| align="center"  |40
| align="center"  |-
| align="center"  |3
| align="center"  |2
| align="center"  |20
| align="center"  |-
| align="center"  |-
|  | Hard Knockdown / Opponent gets up 57F after throw recovers (from SF4 vanilla)
|-
|  |Change of Direction LP
| align="center"  |HL
| align="center"  |30
| align="center"  |50
| align="center"  |20/30
| align="center"  |su
| align="center"  |14
| align="center"  |3
| align="center"  |25
| align="center"  |-3
| align="center"  | +2
|  |[Ground Hit] Forces Stand/ [Air Hit] Puts opponent in jugglable state / 25-26F can follow with second middle/low
|-
|  |Change of Direction MP
| align="center"  |HL
| align="center"  |35
| align="center"  |50
| align="center"  |20/30
| align="center"  |su
| align="center"  |16
| align="center"  |3
| align="center"  |25
| align="center"  |-3
| align="center"  | +2
|  |[Ground Hit] Forces Stand/ [Air Hit] Puts opponent in jugglable state / 27-28F can follow with second middle/low
|-
|  |Change of Direction HP
| align="center"  |HL
| align="center"  |40
| align="center"  |50
| align="center"  |20/30
| align="center"  |su
| align="center"  |17
| align="center"  |3
| align="center"  |25
| align="center"  |-3
| align="center"  | +2
|  |[Ground Hit] Forces Stand/ [Air Hit] Puts opponent in jugglable state / 28-29F can follow with second middle/low
|-
|  |Change of Direction EX
| align="center"  |HL
| align="center"  |40
| align="center"  |50
| align="center"  |-250/0
| align="center"  |su
| align="center"  |16
| align="center"  |3
| align="center"  |25
| align="center"  |-3
| align="center"  | +2
|  |1-18F [Armor] / [Ground Hit] Forces Stand/ [Air Hit] Puts opponent in jugglable state / 27-28F can follow with second middle/low
|-
|  |Second Mid
| align="center"  |H
| align="center"  |40
| align="center"  |50
| align="center"  |10/20
| align="center"  |-
| align="center"  |15
| align="center"  |4
| align="center"  |28
| align="center"  |-9
| align="center"  |-4
|  |[Crouch Hit] Frame Adv -5 / [Air Hit] Puts opponent in jugglable state / 30-31F can follow with finish middle/low
|-
|  |Second Low
| align="center"  |L
| align="center"  |50
| align="center"  |50
| align="center"  |20/30
| align="center"  |su
| align="center"  |22
| align="center"  |4
| align="center"  |24
| align="center"  |-5
| align="center"  |-1
|  |[Air Hit] Puts opponent in jugglable state / 36-37F can follow with finish middle/low
|-
|  |Finish Mid
| align="center"  |H
| align="center"  |100
| align="center"  |100
| align="center"  |10/30
| align="center"  |-
| align="center"  |10
| align="center"  |2
| align="center"  |44
| align="center"  |-35
| align="center"  |-
|  |[Hit] Hard Knockdown / Armor Break / Opponent gets up 43F after throw recovers (from SF4 vanilla)
|-
|  |Finish Low
| align="center"  |L
| align="center"  |150
| align="center"  |100
| align="center"  |30/30
| align="center"  |-
| align="center"  |22
| align="center"  |2
| align="center"  |53
| align="center"  |-44
| align="center"  |-
|  |[Hit] Hard Knockdown / Armor Break / Opponent gets up 70F after throw recovers (from SF4 vanilla)
|-
|  |Wheel Kick LK
| align="center"  |H
| align="center"  |120
| align="center"  |200
| align="center"  |30/40
| align="center"  |-
| align="center"  |20
| align="center"  |7
| align="center"  |2+19
| align="center"  |-10
| align="center"  |-5
|  |1-17F [Hit/Projectile Invul.] (lower half part only) / 11F onwards [Air Attack] / [Ground Hit] Forces Stand / [Air Hit] Puts opponent in jugglable state / Armor Break / Hit on crouching opp on the 25F (opp Ryu)
|-
|  |Wheel Kick MK
| align="center"  |H
| align="center"  |140
| align="center"  |200
| align="center"  |30/40
| align="center"  |-
| align="center"  |24
| align="center"  |7
| align="center"  |2+20
| align="center"  |-11
| align="center"  |-6
|  | 1-20F [Hit/Projectile Invul.] (lower half part only) / 14F onwards [Air Attack] / [Ground Hit] Forces Stand / [Air Hit] Puts opponent in jugglable state / Armor Break / Hit on crouching opp on the 29F (opp Ryu)
|-
|  |Wheel Kick HK
| align="center"  |H
| align="center"  |160
| align="center"  |200
| align="center"  |30/40
| align="center"  |-
| align="center"  |27
| align="center"  |7
| align="center"  |1+22
| align="center"  |-12
| align="center"  |-7
|  | 1-22F [Hit/Projectile Invul.] (lower half part only) / 15F onwards [Air Attack] / [Ground Hit] Forces Stand / [Air Hit] Puts opponent in jugglable state / Armor Break / Hit on crouching opp on the 31F (opp Ryu)
|-
|  |Wheel Kick EX
| align="center"  |H
| align="center"  |60*120
| align="center"  |100*100
| align="center"  |-250/0
| align="center"  |--
| align="center"  |17
| align="center"  |7*3
| align="center"  |2+19
| align="center"  |-6
| align="center"  |0
|  | 1-26F [Hit Invul.] (lower half part only) / 1-26F [Projectile Invul.] / 11F onwards [Air Attack] / [Ground Hit] Forces Stand / [Air Hit] Puts opponent in jugglable state / Armor Break / 2nd hit can juggle / Hit on crouching opp on the 23F (opp Ryu)
|-
|  |Marseilles Roll LK
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |20/-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |27
| align="center"  |-
| align="center"  |-
|  | 5-26 [Hit Invul.] / 5-23F can cross opponent
|-
|  |Marseilles Roll MK
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |20/-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |30
| align="center"  |-
| align="center"  |-
|  | 5-29 [Hit Invul.] / 5-25F can cross opponent
|-
|  |Marseilles Roll HK
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |20/-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |32
| align="center"  |-
| align="center"  |-
|  | 5-31 [Hit Invul.] / 5-27F can cross opponent
|-
|  |Marseilles Roll EX
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |-250/-
| align="center"  |-
| align="center"  |-
| align="center"  |-
| align="center"  |32
| align="center"  |-
| align="center"  |-
|  | 1-32 [Hit Invul.] / 5-27F can cross opponent
|-
|  |Sky Fall LP
| align="center"  |-
| align="center"  |0*140
| align="center"  |100
| align="center"  |30/0*100
| align="center"  |-
| align="center"  |5
| align="center"  |2
| align="center"  |31
| align="center"  |-
| align="center"  |-
|  | 1st Part [Hit] Limited Juggle / 2nd Part [Hit] Hard Knockdown / Whiff on grounded opp / Opponent gets up 59F after throw recovers (from SF4 vanilla)
|-
|  |Sky Fall MP
| align="center"  |-
| align="center"  |0*150
| align="center"  |150
| align="center"  |30/0*100
| align="center"  |-
| align="center"  |6
| align="center"  |4
| align="center"  |31
| align="center"  |-
| align="center"  |-
|  | 1st Part [Hit] Puts opponent in jugglable state / 2nd Part [Hit] Hard Knockdown / Whiff on grounded opp / Opponent gets up 59F after throw recovers (from SF4 vanilla)
|-
|  |Sky Fall HP
| align="center"  |-
| align="center"  |0*160
| align="center"  |200
| align="center"  |30/0*100
| align="center"  |-
| align="center"  |9
| align="center"  |6
| align="center"  |31
| align="center"  |-
| align="center"  |-
|  | 1st Part [Hit] Puts opponent in jugglable state / 2nd Part [Hit] Hard Knockdown / Whiff on grounded opp / Opponent gets up 59F after throw recovers (from SF4 vanilla)
|-
|  |Sky Fall EX
| align="center"  |-
| align="center"  |0*160
| align="center"  |150
| align="center"  |-250/0
| align="center"  |-
| align="center"  |6
| align="center"  |2
| align="center"  |31
| align="center"  |-
| align="center"  |-
|  | 1-5F [Hit Invul.] / 6-7F [Hit Invul.] (upper half only) / 1st Part [Hit] Puts opponent in jugglable state / 2nd Part [Hit] Hard Knockdown / Whiff on grounded opp / Opponent gets up 62F after throw recovers (from SF4 vanilla) / CAN JUGGLE !!!
|-
|  |Tornado Throw LP
| align="center"  |1.3
| align="center"  |160
| align="center"  |100
| align="center"  |30/80
| align="center"  |-
| align="center"  |5
| align="center"  |2
| align="center"  |51
| align="center"  |-
| align="center"  |-
|  |1-6F [Throw Invul.] / Hard Knockdown / Opponent gets up 51F after throw recovers (from SF4 vanilla)
|-
|  |Tornado Throw MP
| align="center"  |1.1
| align="center"  |180
| align="center"  |150
| align="center"  |30/80
| align="center"  |-
| align="center"  |5
| align="center"  |2
| align="center"  |45
| align="center"  |-
| align="center"  |-
|  |1-6F [Throw Invul.] / Hard Knockdown / Opponent gets up 51F after throw recovers (from SF4 vanilla)
|-
|  |Tornado Throw HP
| align="center"  |0.9
| align="center"  |200
| align="center"  |200
| align="center"  |30/80
| align="center"  |-
| align="center"  |5
| align="center"  |2
| align="center"  |39
| align="center"  |-
| align="center"  |-
|  |1-6F [Throw Invul.] / Hard Knockdown / Opponent gets up 51F after throw recovers (from SF4 vanilla)
|-
|  |Tornado Throw EX
| align="center"  |1.25
| align="center"  |200
| align="center"  |150
| align="center"  |-250/0
| align="center"  |-
| align="center"  |5
| align="center"  |2
| align="center"  |54
| align="center"  |-
| align="center"  |-
|  |1-6F [Hit Invul.] / Hard Knockdown / Opponent gets up 49F after throw recovers (from SF4 vanilla)
|-
|  |Super Combo
| align="center"  |HL
| align="center"  |0*335
| align="center"  |0
| align="center"  |-1000/0
| align="center"  |-
| align="center"  |1+5
| align="center"  |2
| align="center"  |41
| align="center"  |-32
| align="center"  |-
|  | 1F-blackout [Full Invul.] / after blackout, 1-6F LP: [Hit Invul], MP:[Throw Invul.], HP:[Projectile Invul.] / Hard Knockdown / Armor Break / Opponent gets up 57F after throw recovers (from SF4 vanilla)
|-
|  |Ultra Combo 1
| align="center"  |HL
| align="center"  |45*455
| align="center"  |0
| align="center"  |0/0
| align="center"  |-
| align="center"  |1+13
| align="center"  |2
| align="center"  |46
| align="center"  |-30
| align="center"  |-
|  |1-blackout+7 [Full Invul.] / 8-16F [Hit Invul.](Except feet) / 8-16F [Projectile Invul.] / Hard Knockdown / Armor Break / CAN JUGGLE !!! / Opponent gets up 57F after throw recovers (from SF4 vanilla)
|-
|  |Ultra Combo 2
| align="center"  |1.0
| align="center"  |480
| align="center"  |0
| align="center"  |0/0
| align="center"  |-
| align="center"  |1+7
| align="center"  |6
| align="center"  |51
| align="center"  |-
| align="center"  |-
|  |1F-end of blackout [Full Invul.] / 1F after blackout till end of active frames [Armor][Throw Invul.] / [Hit] Hard Knockdown / Hold button to delay (up to 92F) / Active frames come 7F after button release / Can be cancelled with any Punch (20F recovery) / Ground Throw range 1.0
|- 
!  |
! align="center"  | Block
! align="center"  |
! align="center"  |
! align="center"  | Super Meter
! align="center"  |
! align="center"  |
! align="center"  |
! align="center"  |
! align="center"  | Frames
! align="center"  |
!  |
|-
!  | Move Name
! align="center"  | HL
! align="center"  | Damage
! align="center"  | Stun
! align="center"  | Gain
! align="center"  | Cancel Ability
! align="center"  | Startup
! align="center"  | Active
! align="center"  | Recovery
! align="center"  | On Guard
! align="center"  | On Hit
! align="center"  | Notes
|-
|}
=====Notes:=====
Any attack "Puts opponent in jugglable state" can be followed up by any attack that "Can juggle" assuming the follow up attack can reach them.
 
An attack that "floats" the opponent puts them in a "free juggle state" where any attack will continue the juggle assuming the follow up attack can reach them.
 
Better informations here : http://shoryuken.com/f315/juggle-mechanics-guide-all-characters-video-guide-250054/
 
 
{{Super Street Fighter IV}}

Latest revision as of 09:12, 10 February 2012