Street Fighter V/Abigail/Combos: Difference between revisions

From SuperCombo Wiki
m (→‎V-Skills: Changed one of the combos to be more optimal.)
m (→‎Activation Combo Routes: HP Abigail punch follow ups can combo even without the juggle.)
Line 90: Line 90:
* EX Abigail Punch Midscreen
* EX Abigail Punch Midscreen
** EX Abigail Punch xx Activate -> Dash -> cr.HP xx MP Giant Flip
** EX Abigail Punch xx Activate -> Dash -> cr.HP xx MP Giant Flip
* Juggle HP Abigail Punch (ex. after a grounded EX Giant Flip) Midscreen
* HP Abigail Punch Midscreen
** HP Abigail Punch xx Activate -> f+HP -> HP Giant Flip
** HP Abigail Punch xx Activate -> f+HP -> HP Giant Flip
* Any non-EX Abigail Punch in the corner
* Any non-EX Abigail Punch in the corner
Line 98: Line 98:
* cr.LK
* cr.LK
** cr.LK xx Activate -> cr.HP xx MP Abigail Punch (Makes your reversal 4 frame a lot more rewarding)
** cr.LK xx Activate -> cr.HP xx MP Abigail Punch (Makes your reversal 4 frame a lot more rewarding)
==== Combos while in V-Trigger 1 ====
==== Combos while in V-Trigger 1 ====
** EX Giant Flip (grounded) -> charge b+HP -> HP -> LP Abigail Punch  
** EX Giant Flip (grounded) -> charge b+HP -> HP -> LP Abigail Punch  

Revision as of 03:51, 26 May 2021


Combos

BnB

Lights

Abigail's light normals generally only lead into substantial conversions when he is pretty close. You can substitute in EX Abigail Punch as an ender for more damage and range or to go into V-Trigger. These combos are important as they serve as Abigail's quick hitconfirms to stop pressure or quickly check the opponent.

  • LP
    • LP -> LP xx LP Abigail Punch
  • cr.LP
    • cr.LP -> cr.LP -> LP Abigail Punch
  • cr.LK (Important as it's Abigail's fastest normal)
    • cr.LK -> LP xx LP Abigail Punch
    • cr.LK (counter hit) -> b+HP -> HP (Good okizeme after forward dash)
    • cr.LK (counter hit) -> b+HP xx MP Abigail Punch (Damage optimal, no oki unless in the corner)

Mediums

This is where a good chunk of Abigail's damage comes from outside of errant hits, considering how oppressive his mediums are in terms of range and/or frame advantage.

  • MP
    • MP -> b+HP -> HP (Best oki)
    • MP -> b+HP xx MP Abigail Punch (Damage optimal)
    • MP (counter hit) -> MP xx MP Abigail Punch (Has more range than b+HP, very common as MP is Abigail's main mid-range pressure tool)
  • cr.MP
    • cr.MP xx MP Abigail Punch (Uncommon, only used after long range jump-ins like Jump MP and even then cr.HP is almost always better)
  • cr.MK
    • cr.MK xx LP Abigail Punch (Abigail's only long range low hitconfirm, pretty tight window to confirm so practice accordingly)
    • cr.MK (counter hit) xx MP Abigail Punch (Same as above, but also reacting to counter hit makes this more difficult)

Heavies

Abigail's heavies are pretty slow and generally unsafe, and only one of them cancels into special moves. They are used in Abigail's main crush counters and V-Trigger routes.

  • cr.HP
    • cr.HP xx HP Abigail Punch
    • cr.HP xx MP Abigail Punch (common after long-range jump-ins)

Unique Attacks

  • f+MP
    • f+MP (counter hit) -> st.LP xx LP Abigail Punch (Combos out of overheads are pretty rare, and this allows you much better returns on an otherwise mediocre attack)
  • b+HP
    • b+HP -> HP (Good oki, used for a relatively fast punish when the opponent is outside of command grab range)
    • b+HP xx MP Abigail Punch (Damage optimal)

Section Notes

  • Cancelling into LP Giant Flip from Abigail's unsafe mediums or heavies will make them neutral on block. It is a true blockstring, however this is prone to V-Reversals.
  • Mashing Abigail Punch is always preferred to the non-mashed version as it adds 20 more damage and stun with no scaling.

Metered Combos

  • EX Giant Flip
    • cr.HP xx EX Giant Flip -> delayed f+HP xx LP Giant Flip (Damage and stun optimal, best in corner)
    • cr.HP xx EX Giant Flip (mash punches for 1 follow up attack) (Best oki)
  • EX Abigail Smash
    • EX Abigail Smash -> slightly delayed cr.HP xx HP Abigail Punch
    • EX Abigail Smash -> b+HP -> MP Abigail Punch (only done in the corner, cr.HP is too slow to combo here).
  • EX Dynamite Punch
    • EX Nitro Charge xx EX Dynamite Punch -> MP -> b+HP -> HP (when close after EX Dynamite Punch; Best oki)
    • EX Nitro Charge xx EX Dynamite Punch -> MP -> b+HP xx MP Abigail Punch (when close after EX Dynamite Punch; damage/stun optimal)
    • EX Nitro Charge xx EX Dynamite Punch -> walk/dash (depending on distance) -> cr.HP xx HP Abigail Punch (Outside of point-blank range after EX Dynamite Punch; damage optimal)
    • EX Nitro Charge xx EX Dynamite Punch -> dash -> b+HP -> HP (Outside of point-blank range after EX Dynamite Punch; best oki)
  • EX Abigail Punch

This can be substituted in for almost any instance where a normal Abigail Punch would connect for more damage and stun, but most commonly used when you want to start V-Trigger

Anti-Airs

  • Jump HP
    • Air-to-Air Jump HP -> HP Abigail Punch (Most consistent)
    • Air-to-Air Jump HP -> f+HP xx EX Nitro Charge xx EX Dynamite Punch
  • cr.HP
    • cr.HP xx HP Giant Flip (Best Oki)
    • cr.HP xx Nitro Charge xx Dynamite Punch (Best stun, but no oki)
    • cr.HP xx EX Giant Flip -> HP Abigail Punch (Best damage + stun for 1 bar)
  • f+HP
    • f+HP xx MP Giant Flip (Best Oki)
    • f+HP xx Nitro Charge xx Dynamite Punch (Good stun + damage, but no oki)
  • VS1
    • VS1 xx Nitro Charge xx Avalanche Press
    • VS1 xx EX Giant Flip (mash punches for 1 follow up attack) (Best oki)
    • VS1 xx EX Giant Flip -> delayed f+HP xx LP Giant Flip (Damage and stun optimal)
    • VS1 xx EX Giant Flip -> HP Abigail Punch (V-Trigger starter)

Section Notes

VS1 can be baited very easily for a full counter hit grounded combo, so it's generally a better idea to stick to his grounded anti-airs. cr.HP is probably Abigail's best anti-air, but it must be done early to be effective.

Crush Counters

  • HP
    • HP !CC -> walk/dash -> cr.HP xx HP Abigail Punch
    • HP !CC -> walk/dash -> cr.HP xx EX Giant Flip -> HP Abigail Punch

Section Notes

HK only leads into super on CC, and cr.HK V-Trigger cancels on the first hit but adds a ton of scaling.

V-Skills

  • VS1

This combos into any special move on a successful grounded parry with the exception of Abigail's command grabs.

    • VS1 -> cr.HK (easiest to confirm)
    • VS1 xx Nitro Charge xx Avalance Press (meterless)
    • VS1 xx EX Nitro Charge xx EX Dynamite Punch -> MP -> b+HP xx MP Abigail Punch (Damage optimal)
    • VS1 xx EX Nitro Charge xx EX Dynamite Punch -> MP -> b+HP -> HP (Good Oki)

V-Trigger 1: Max Power

This is one of the scariest V-Triggers in the game because it unlocks a bunch of really high damaging combos, some of which can take away 2/3 or more of the opponent's life. One of which does 570 stun and 435 damage midscreen, 1 bar, off of a command grab. Beware.

Activation Combo Routes

  • EX Abigail Punch Midscreen
    • EX Abigail Punch xx Activate -> Dash -> cr.HP xx MP Giant Flip
  • HP Abigail Punch Midscreen
    • HP Abigail Punch xx Activate -> f+HP -> HP Giant Flip
  • Any non-EX Abigail Punch in the corner
    • Abigail Punch xx Activate -> charge b+HP (don't hit too high or the 2nd hit will fall out) -> HP -> charge b+HP -> HP -> LP Abigail Punch
  • EX Dynamite Punch
    • EX Dynamite Punch xx Activate -> charge HP -> charge b+HP -> HP -> charge b+HP -> HP -> LP Abigail Punch
  • cr.LK
    • cr.LK xx Activate -> cr.HP xx MP Abigail Punch (Makes your reversal 4 frame a lot more rewarding)

Combos while in V-Trigger 1

    • EX Giant Flip (grounded) -> charge b+HP -> HP -> LP Abigail Punch
    • EX Abigail Smash Midscreen -> charge b+HP -> HP -> charge b+HP -> HP -> LP Abigail Punch
    • Guard Break -> cr.HP xx HP Abigail Punch (not worth spending much resources here since guard breaks are heavily scaled)
    • Charge HP -> charge b+HP -> HP -> charge b+HP -> HP -> LP Abigail Punch
    • EX Dynamite Punch -> charge b+HP -> HP -> charge b+HP -> HP -> LP Abigail Punch

Section Notes

  • The charge b+HPs are challenging links, but extremely crucial to Abigail's max damage combos. You will have to practice, practice, PRACTICE those charge b+HPs for those combo video materials.

V-Trigger 2: Hybrid Charge

Not only does V-Trigger give Abigail a way to make unsafe special moves on block safe, but it also gives him a combo ender with 150 damage and 200 stun base that super cancels. While the damage isn't crazy high like V-Trigger 1, this Trigger allows you to split that damage over more combos.

Activation Combo Routes

  • HP Abigail Punch
    • HP Abigail Punch xx Activate -> f+HP -> HP Giant Flip
    • HP Abigail Punch xx Activate -> f+HP xx Nitro Charge xx Dynamite Punch xx Metro Crash (Only works in the corner)
  • EX Abigail Punch
    • EX Abigail Punch xx Activate -> Dash -> cr.HP xx Nitro Charge xx Dynamite Punch xx Metro Crash
  • LP / MP Abigail Punch
    • LP / MP Abigail Punch xx Activate -> slightly delayed cr.HK 1 hit xx Metro Crash (Midscreen)
    • LP / MP Abigail Punch xx Activate -> delayed f+HP xx HP Abigail Punch xx Metro Crash (Corner only, optimal)
  • cr.LK
    • cr.LK xx Activate -> cr.HP xx MP Abigail Punch xx Metro Crash

Combos while in V-Trigger 2

You can cancel any Abigail Punch into Metro Crash for more damage. For the EX Abigail Punch, you can charge Metro Crash to level 2 for more stun and damage. Essentially, Abigail has the same BnB's with extra damage and stun after each Abigail Punch, Dynamite Punch, or b+HP -> HP target combo. Metro Crash also leaves you closer to the opponent on knockdown than Abigail Punch, so it's the preferred ender when you can use it.

  • Guard Break
    • Guard Break -> cr.HP xx HP Abigail Punch xx Metro Crash

Section Notes

  • Metro Crash leaves you neutral on forward dash when ending a combo. While V-Trigger 2 gives you more of an incentive to forgo the okizeme of b+HP -> HP for even more damage and stun, sometimes it can be best to take the okizeme instead.

Super Combos

Abigail can combo super off of any normal except f+MP, cr.LK, MK, and cr.HK. Usually, though, you'll want to end in Abigail Punch or Metro Crash for the most damage. Here's a list of some of the highest damage Super combos, assuming no counter-hit:

  • Midscreen
    • Jump HP -> MP -> b+HP xx MP Abigail Punch xx Super (545 Damage, 465 Stun)
    • Charge HP -> charge b+HP -> HP -> charge b+HP -> HP -> LP Abigail Punch xx Super (VT1) (684 Damage, 675 Stun)
    • Jump HP -> cr.HP xx HP Abigail Punch xx Activate -> f+HP xx Nitro Charge xx Dynamite Punch xx Super (VT1 Activate) (596 Damage, 560 Stun)
    • Jump HP -> MP -> b+HP xx MP Abigail Punch xx Metro Crash xx Super (VT2) (597 Damage, 585 Stun)
    • Jump HP -> MP -> b+HP xx MP Abigail Punch xx Activate -> slightly delayed cr.HK xx Metro Crash xx Super (VT2 Activate) (573 Damage, 545 Stun)
  • Corner
    • Jump HP -> MP -> b+HP xx MP Abigail Punch xx Super (545 Damage, 465 Stun)
    • Charge HP -> charge b+HP -> HP -> charge b+HP -> HP -> LP Abigail Punch xx Super (VT1) (684 Damage, 675 Stun)
    • Jump HP -> cr.HP xx HP Abigail Punch xx Activate -> charge b+HP -> HP -> charge b+HP -> HP -> LP Abigail Punch xx Super (VT1 Activate) (652 Damage, 630 Stun)
    • Jump HP -> MP -> b+HP xx MP Abigail Punch xx Metro Crash xx Super (VT2) (597 Damage, 585 Stun)
    • Jump HP -> cr.HP xx HP Abigail Punch xx Activate -> f+HP xx Nitro Charge xx Dynamite Punch xx Metro Crash xx Super (VT2 Activate) (603 Damage, 620 Stun)


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