Street Fighter V/Abigail/Combos: Difference between revisions

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(→‎Lights: Formatting and style changes to make it easier to read.)
(→‎Combos: Formatting consistency, added descriptions to normals, added some new combos that use EX Avalance Press. I will update this later on in the day.)
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=== Notation ===
=== Notation ===
* Move 1 -> Move 2
* Move 1 -> Move 2
This denotes a link or juggle, where the entire animation of Move 1 finishes and then the input for Move 2 is performed.  
This denotes a link or juggle, where the entire animation of Move 1 finishes and then the input for Move 2 is performed.  
* Move 1 xx Move 2
* Move 1 xx Move 2
This denotes a cancel, where the recovery of Move 1 is interrupted by cancelling into Move 2 partway through the animation.  
This denotes a cancel, where the recovery of Move 1 is interrupted by cancelling into Move 2 partway through the animation.  
* !CC
* !CC
This denotes a crush counter.  
This denotes a crush counter.  
=== BnB ===
=== BnB ===
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Important as it's Abigail's fastest normal. Good for resisting pressure, but limited range.
Important as it's Abigail's fastest normal. Good for resisting pressure, but limited range.
* cr.LK -> LP xx LP Abigail Punch
* cr.LK -> LP xx LP Abigail Punch
* cr.LK (counter hit) -> b+HP xx HP  (Good okizeme)
* cr.LK (counter hit) -> b+HP xx HP  (Good okizeme)
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'''st.LK'''
'''st.LK'''


Abigail's main tick normal and the only way to reliably tick into HK Abigail Smash. Generally the only time this is used in combos is when you have super, but that's very situational. Combos from it do exist, however.
Abigail's main tick normal and the only way to reliably tick into HK Abigail Smash. Generally the only time this is used in combos is when you have super, but that's very situational. Combos from it do exist, but you would most often use command grab which has the same startup and more damage and stun.  
* st.LK -> cr.LK -> st.LP xx Super
* st.LK -> cr.LK -> st.LP xx Super


==== Mediums ====
==== 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.
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 xx HP (Best oki)
'''MP'''
** 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)
Gives Abigail some nice frame advantage on both hit and block. On hit it allows links into b+HP, on counter hit it links into itself. Abigail's main pressure tool.
* cr.MP
* MP -> b+HP xx HP (Best oki)
** 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)
* MP -> b+HP xx MP Abigail Punch (Damage optimal)
* cr.MK
* MP (counter hit) -> MP xx MP Abigail Punch (More useful at range)
** 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)
'''st.MK'''
 
Only combos on counter hit to cr.LK and nothing else. Completely useless in both combos and everything else, generally speaking.
 
'''cr.MP'''
 
Has bonkers range. However, it doesn't combo into anything besides Super at long range, which is where it is most often used. It might be important in some specific long range punishes but is mostly outclassed by cr.HP in this regard.
* cr.MP xx MP Abigail Punch
 
'''cr.MK'''
 
One of Abigail's simplest but most effective hitconfirms. With V-Trigger, it opens the door to massive conversions. Confirming it takes some practice, but isn't too difficult and gives Abigail some nice low presence.
* cr.MK xx LP Abigail Punch
* cr.MK (counter hit) xx MP Abigail Punch  
 
==== Heavies ====
==== 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.
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
'''HP'''
** cr.HP xx MP Abigail Punch (common after long-range jump-ins)
 
Abigail's main crush counter which gives him a beefy crumple. Otherwise it is used for long-range pressure or as a V-Trigger combo starter. See Crush Counter and V-Trigger sections for combos.
 
'''HK'''
 
Long range and knocks down on hit. Only leads into substantial combos with the aid of V-Trigger. See V-Trigger sections for relevant combos.
 
'''cr.HP'''
 
Abigail's most common long-range cancel, outside of combos it is unsafe on block and hit so always cancel it into something. Good after a jump-in.
* cr.HP xx HP Abigail Punch
* cr.HP xx MP Abigail Punch (Better at longer range)
* cr.HP xx LP Giant Flip (Neutral on block, good for ending blockstrings but prone to V-Reversals)
 
'''cr.HK'''
 
This is Abigail's longest-ranged normal, which makes it useful for punishing unsafe attacks that recover very far out. The first hit cancels to V-Trigger and also hits airborne opponents. For applicable combos, see the V-Trigger section.
 
==== Unique Attacks ====
==== 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)
'''f+MP'''
* b+HP
 
** b+HP xx HP (Good oki, used for a relatively fast punish when the opponent is outside of command grab range)
As far as overheads go, this one is pretty wacky. It's plus enough on counter-hit to combo out of, which is rare for an overhead. On normal hit it has little pushback and leaves Abigail +3, allowing for a potential mixup. Fun fact: it also hits when the opponent is knocked on the ground (OTG).
** b+HP xx MP Abigail Punch (Damage optimal)
* f+MP (counter hit) -> st.LP xx LP Abigail Punch  
==== Section Notes ====
 
* Cancelling into LP Giant Flip from Abigail's unsafe mediums or heavies in block strings will make them neutral on block. However, this is prone to V-Reversals.
'''b+HP'''
* Mashing Abigail Punch is almost always preferred to the non-mashed version as it adds 20 more damage and 30 more stun with no scaling. The non-mashed version does give a little okizeme, but with the distance it puts you at Abigail will only have time for a meaty long range normal and little else.
 
Quick and high damage, b+HP is used raw for punishing some unsafe attacks because of its 7f startup. As discussed previously, you can also link into it from MP, but you need to be decently close to do so.
* b+HP xx HP (Good oki)
* b+HP xx MP Abigail Punch (Damage optimal)
 
'''db+HK'''
 
This move doesn't really have any match-applicable combos, although it is possible to combo out of it in very rare circumstances. It gives Abigail a Ryu-style sweep.
* db+HK !CC xx Activate -> f+MP (OTG)
 
==== Miscellaneous Notes ====
* Mashing Abigail Punch is generally preferred to the non-mashed version as it adds 20 more damage and 30 more stun with no scaling. The non-mashed versions do give Abigail some OK okizeme if he's close when he does them, which can be preferred sometimes.  


=== Metered Combos ===
=== Metered Combos ===
* EX Giant Flip
Abigail has several great options to spend meter with, whether you want corner carry, okizeme, damage, or mixups.
 
'''EX Giant Flip'''
 
Great as a combo extender, also safe (but minus) on block. Mashing any punch after the initial attack will perform a follow-up attack that leaves Abigail with great oki.
Great as a combo extender, also safe (but minus) on block. Mashing any punch after the initial attack will perform a follow-up attack that leaves Abigail with great oki.
** cr.HP xx EX Giant Flip -> delayed f+HP xx LP Giant Flip (Damage and stun optimal)
* cr.HP xx EX Giant Flip -> delayed f+HP xx LP Giant Flip (Damage and stun optimal)
** cr.HP xx EX Giant Flip
* cr.HP xx EX Giant Flip mashed once (Best oki)
* EX Abigail Smash
* cr.HP xx EX Giant Flip -> HP Abigail Punch (Leads into V-Trigger conversions)
 
'''EX Abigail Smash'''
 
Considering that this is a command grab and the fact that you can combo out of it makes it one of Abigail's most threatening mixup options. The farther away from the corner the opponent is, the more time you will have to combo afterwards. In the corner you only have time for some weaker combos that leave you with less damage; generally it's best to use normal command grabs when the opponent is cornered.
Considering that this is a command grab and the fact that you can combo out of it makes it one of Abigail's most threatening mixup options. The farther away from the corner the opponent is, the more time you will have to combo afterwards. In the corner you only have time for some weaker combos that leave you with less damage; generally it's best to use normal command grabs when the opponent is cornered.
** EX Abigail Smash -> slightly delayed cr.HP xx HP Abigail Punch
* EX Abigail Smash -> slightly delayed cr.HP xx HP Abigail Punch
** EX Abigail Smash -> b+HP xx MP Abigail Punch (only done in the corner, cr.HP is too slow to combo here).
* EX Abigail Smash -> b+HP xx MP Abigail Punch (only done in the corner, cr.HP is too slow to combo here).
* EX Dynamite Punch
 
'''EX Dynamite Punch'''
 
Crumples the opponent on hit. Similar to a Focus Attack in SF4, hitting the opponent early on in the crumple will leave them grounded, but hitting them later will cause them to be airborne. Abigail gets nice damage and stun no matter what range this move connects at, but it's important to know what combos work at what ranges.
Crumples the opponent on hit. Similar to a Focus Attack in SF4, hitting the opponent early on in the crumple will leave them grounded, but hitting them later will cause them to be airborne. Abigail gets nice damage and stun no matter what range this move connects at, but it's important to know what combos work at what ranges.
** EX Nitro Blitz xx EX Dynamite Punch -> MP -> b+HP xx HP (Best oki)
* EX Nitro Blitz xx EX Dynamite Punch -> MP -> b+HP xx HP (Best oki)
** EX Nitro Blitz xx EX Dynamite Punch -> MP -> b+HP xx MP Abigail Punch (Damage/stun optimal)
* EX Nitro Blitz xx EX Dynamite Punch -> MP -> b+HP xx MP Abigail Punch (Damage/stun optimal)
** EX Nitro Blitz xx EX Dynamite Punch -> walk -> cr.HP xx HP Abigail Punch (Outside of point-blank range)
* EX Nitro Blitz xx EX Dynamite Punch -> walk -> cr.HP xx HP Abigail Punch (Outside of point-blank range)
** EX Nitro Blitz xx EX Dynamite Punch -> dash -> b+HP xx HP (Only done at max range)
* EX Nitro Blitz xx EX Dynamite Punch -> dash -> b+HP xx HP (Only done at max range)
* EX Avalanche Press
 
'''EX Avalanche Press'''
 
This move is used after anti-airs and as a juggle ender after V-Trigger. It has amazing corner carry: most combos that utilize it can carry the opponent well over half screen. These combos are covered in later sections.
This move is used after anti-airs and as a juggle ender after V-Trigger. It has amazing corner carry: most combos that utilize it can carry the opponent well over half screen. These combos are covered in later sections.
* 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 combos or to get a VS2 Tire on the screen.
'''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 combos or to get a VS2 Tire on the screen. It has the startup of LP Abigail Punch and range beyond MP Abigail Punch, so it's great for converting in situations and ranges where normal Abigail Punch wouldn't.  


=== Anti-Airs ===
=== Anti-Airs ===
* Jump HP
Ever since the nerf of Abigail's LP as an anti-air, Abigail has a hard time with jumps, especially when opponents jump out of his pressure. To balance this, his other anti-airs all launch the opponent on hit, leading to substantially more damage and stun compared to most of the cast.
** Air-to-Air Jump HP -> HP Abigail Punch (Most consistent)
 
** Air-to-Air Jump HP -> f+HP xx EX Nitro Blitz xx EX Dynamite Punch  
'''Jump HP'''
* cr.HP
 
** cr.HP xx HP Giant Flip (Best Oki)
This is Abigail's hard counter to jumps. Without meter, though, the follow-ups are pretty inconsistent based on height and spacing, but usually you can land f+HP.
** cr.HP xx Nitro Blitz xx Dynamite Punch (Best stun, but no oki)
* Air-to-Air Jump HP -> f+HP (Most consistent, good oki)
** cr.HP xx EX Giant Flip -> HP Abigail Punch (Best damage + stun for 1 bar)
* Air-to Air Jump HP -> f+HP xx Nitro Blitz xx Dynamite Punch (Only possible if f+HP connects at its maximum height)
* f+HP
* Air-to-Air Jump HP -> f+HP xx EX Nitro Blitz xx EX Dynamite Punch (Also pretty consistent)
** f+HP xx MP Giant Flip (Best Oki)
 
** f+HP xx Nitro Blitz xx Dynamite Punch (Good stun + damage, but no oki)
'''cr.HP'''
* VS1  
 
** VS1 xx Nitro Blitz xx Avalanche Press
This is probably Abigail's best anti-air. Abigail has to anti-air earlier than most of the cast because he's so tall, so cr.HP's big and angled hitbox makes it perfect for this role.
** VS1 xx EX Giant Flip (mash punches for 1 follow up attack) (Best oki)
* cr.HP xx HP Giant Flip (Best Oki)
** VS1 xx EX Giant Flip -> delayed f+HP xx LP Giant Flip (Damage and stun optimal)
* cr.HP xx Nitro Blitz xx Dynamite Punch (Best stun, but no oki)
** VS1 xx EX Giant Flip -> HP Abigail Punch (V-Trigger starter)
* cr.HP xx EX Giant Flip -> HP Abigail Punch  
==== Section Notes ====
* cr.HP xx EX Nitro Blitz (2 stomps) xx EX Avalanche Press (Amazing corner carry)
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.
 
'''f+HP'''
 
f+HP can be done very early on an opponent's jump, but juggling afterwards is more restrictive than cr.HP. It is also prone to getting beat clean due to its poor startup.
* f+HP xx MP Giant Flip (Most consistent)
* f+HP xx Nitro Blitz xx Dynamite Punch (Only used if f+HP connects very high up)
* f+HP -> f+HP xx EX Nitro Blitz xx EX Dynamite Punch (Same as above)
 
'''VS1'''
 
Abigail's quickest but most risky anti-air. It puts the opponent into a free juggle state and can be cancelled on hit, giving you some nice follow ups. However, it can be baited by an empty jump (jumping without doing an attack) for a full crush counter grounded combo.
* VS1 xx Nitro Blitz xx Avalanche Press (Nice corner carry)
* VS1 xx HP Giant Flip (Good oki)
* VS1 xx EX Giant Flip mashed once (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)
 
=== Crush Counters ===
=== Crush Counters ===
* HP
 
** HP !CC -> walk/dash -> cr.HP xx HP Abigail Punch
'''HP'''
** HP !CC -> walk/dash -> cr.HP xx EX Giant Flip -> HP Abigail Punch
 
==== Section Notes ====
A crumple very similar to EX Dynamite Punch, except it's on a move with big range and is safe on block (if spaced). One of these will make the opponent think twice about throwing out random normals in neutral.
HK only leads into super on CC, and cr.HK V-Trigger cancels on the first hit but adds a ton of scaling. cr.HP crush counters too, but that requires using it in neutral where it's unsafe and in most situations where you would use cr.HP you generally don't want a launcher or you're in the middle of a combo.
* HP !CC -> walk/dash -> cr.HP xx HP Abigail Punch
* HP !CC -> walk/dash -> cr.HP xx EX Giant Flip -> HP Abigail Punch
 
'''HK'''
 
HK gives you a knockdown crush counter that you can't combo out of except with the use of V-Trigger. It does have large range and can be spaced effectively like HP even though its unsafe, so it's not horrible. See V-Trigger sections for related combos.
 
'''cr.HP'''
 
This only crush counters on the early part of the move, so if you anti-air with it you'll get a normal counter hit. Because you want to combo into this move instead of using it raw, this crush counter is pretty situational. It gives you roughly the same combos as anti-air VS1.
 
* cr.HP !CC xx Nitro Blitz xx Avalanche Press (Good corner carry)
* cr.HP !CC xx HP Giant Flip (Good oki)
* cr.HP !CC xx EX Giant Flip mashed once (Best oki)
* cr.HP !CC xx EX Giant Flip -> delayed f+HP xx LP Giant Flip (Damage and stun optimal)
* cr.HP !CC xx EX Giant Flip -> HP Abigail Punch (V-Trigger starter)
 
'''cr.HK'''
 
Despite the fact that both hits crush counter, on CC it only builds one CC worth of V-Meter instead of two. It does give you a hard knockdown, allowing you to push the opponent into the corner a little bit and set up some nasty meaty pressure. See the V-Trigger section for combos out of the first hit.
 
'''db.HK'''
 
As previously discussed, this doesn't give you any real combos on hit, but it does give you a hard knockdown like cr.HK.
 
=== V-Skills ===
=== V-Skills ===
* VS1
 
This combos into any special move on a successful grounded parry with the exception of Abigail's command grabs.  
When Abigail's V-Skills first came out, VS1 was the clear pick as VS2 was too slow to get out effectively. After a slew of buffs, VS2 acts as a viable alternative. VS1 gives you a 3-frame reversal option and a quick anti-air, while VS2 gives you a slow projectile that allows for obnoxious approach mixups but requires a bit of resources to safely put on the screen.
** VS1 -> cr.HK (easiest to confirm)
 
** VS1 xx Nitro Blitz xx Avalance Press (meterless)
'''VS1'''
** VS1 xx EX Nitro Blitz xx EX Dynamite Punch -> MP -> b+HP xx MP Abigail Punch (Damage optimal)
 
** VS1 xx EX Nitro Blitz xx EX Dynamite Punch -> MP -> b+HP xx HP (Good Oki)
This combos into any special move on a successful grounded parry with the exception of Abigail's command grabs. For anti-air combos, see Anti-Airs.
* VS1 -> cr.HK (easiest to confirm)
* VS1 xx Nitro Blitz xx Avalance Press (meterless)
* VS1 xx EX Nitro Blitz xx EX Dynamite Punch -> MP -> b+HP xx MP Abigail Punch (Damage optimal)
* VS1 xx EX Nitro Blitz xx EX Dynamite Punch -> MP -> b+HP xx HP (Good Oki)
 
'''VS2'''
 
The almighty tire is one of the strangest projectiles in Street Fighter. Both players can hit it with normals to change its trajectory, and the tire follows the same physics as a barrel in the barrel minigame. You can set it up after any EX Abigail Punch, after a hard knockdown, or potentially a f+HP anti-air. A couple of basic useful strings on the tire:
 
* cr.LK -> st.LP -> f+HP
This throws the tire high in the air, making it land around half-screen away from where Abigail hit it. You can cancel the f+HP into a Nitro Blitz for a simple but nasty mixup.
* db.HK
This shoots the tire very quickly across the ground and can catch the opponent off guard.


=== V-Trigger 1: Max Power ===
=== 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.
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 ====
==== Activation Combo Routes ====
* EX Abigail Punch Midscreen
* EX Abigail Punch Midscreen

Revision as of 13:26, 19 June 2021


Combos

These combos were designed for season 5.5.

Introduction

When you think of grapplers, you may think of Zangief, who has trouble stringing more than 3 moves together but can easily turn 2 of them into a reset for a fat command grab. Or you can imagine Alex throwing out his Power Bomb after every single sequence. Abigail is rather unique compared to most grapplers, as his command grab, while powerful, is not what ultimately defines Abigail. His abnormally long-ranged normals, big damage combos, and constant car noises make him a solid choice for those who want to badger the opponent from afar while simultaneously blasting them up close with his oppressive mixup game.

Here, we'll be taking a look at Abigail's combos. Abigail has amazing stun and damage output, several good ways to spend EX for extra damage and okizeme, all mixed in with a close-range command grab that really eats up the opponent's stun bar. Additionally, both of his V-Triggers open the door for several new combos that bump up his damage and stun even higher. In return, Abigail is big, slow and clunky in every aspect of his gameplay. His combo opportunities don't come often, but when they do, the opponent will be holding on for dear life.

Notation

  • Move 1 -> Move 2

This denotes a link or juggle, where the entire animation of Move 1 finishes and then the input for Move 2 is performed.

  • Move 1 xx Move 2

This denotes a cancel, where the recovery of Move 1 is interrupted by cancelling into Move 2 partway through the animation.

  • !CC

This denotes a crush counter.

BnB

Target Combos

  • LP xx LP

Fast, simple combo to check the opponent and create some space. Both hits cancel.

  • cr.LP xx cr.LP

More range than LP xx LP, but slower to come out. Both hits cancel.

  • b+HP xx HP

A good combo ender with a good balance of damage, corner carry, and okizeme. 2nd hit does not special cancel but can go into super, V-Trigger, and V-Skill 2.

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

Long range for a light normal. Combos into LP Abigail Punch up close.

  • LP xx LP xx LP Abigail Punch

cr.LP

Absurd range for a light normal. Can tag on hits easily from afar and combos into LP Abigail Punch up close.

  • cr.LP xx cr.LP xx LP Abigail Punch

cr.LK

Important as it's Abigail's fastest normal. Good for resisting pressure, but limited range.

  • cr.LK -> LP xx LP Abigail Punch
  • cr.LK (counter hit) -> b+HP xx HP (Good okizeme)
  • cr.LK (counter hit) -> b+HP xx MP Abigail Punch (Damage optimal)

st.LK

Abigail's main tick normal and the only way to reliably tick into HK Abigail Smash. Generally the only time this is used in combos is when you have super, but that's very situational. Combos from it do exist, but you would most often use command grab which has the same startup and more damage and stun.

  • st.LK -> cr.LK -> st.LP xx Super

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

Gives Abigail some nice frame advantage on both hit and block. On hit it allows links into b+HP, on counter hit it links into itself. Abigail's main pressure tool.

  • MP -> b+HP xx HP (Best oki)
  • MP -> b+HP xx MP Abigail Punch (Damage optimal)
  • MP (counter hit) -> MP xx MP Abigail Punch (More useful at range)

st.MK

Only combos on counter hit to cr.LK and nothing else. Completely useless in both combos and everything else, generally speaking.

cr.MP

Has bonkers range. However, it doesn't combo into anything besides Super at long range, which is where it is most often used. It might be important in some specific long range punishes but is mostly outclassed by cr.HP in this regard.

  • cr.MP xx MP Abigail Punch

cr.MK

One of Abigail's simplest but most effective hitconfirms. With V-Trigger, it opens the door to massive conversions. Confirming it takes some practice, but isn't too difficult and gives Abigail some nice low presence.

  • cr.MK xx LP Abigail Punch
  • cr.MK (counter hit) xx MP Abigail Punch

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.

HP

Abigail's main crush counter which gives him a beefy crumple. Otherwise it is used for long-range pressure or as a V-Trigger combo starter. See Crush Counter and V-Trigger sections for combos.

HK

Long range and knocks down on hit. Only leads into substantial combos with the aid of V-Trigger. See V-Trigger sections for relevant combos.

cr.HP

Abigail's most common long-range cancel, outside of combos it is unsafe on block and hit so always cancel it into something. Good after a jump-in.

  • cr.HP xx HP Abigail Punch
  • cr.HP xx MP Abigail Punch (Better at longer range)
  • cr.HP xx LP Giant Flip (Neutral on block, good for ending blockstrings but prone to V-Reversals)

cr.HK

This is Abigail's longest-ranged normal, which makes it useful for punishing unsafe attacks that recover very far out. The first hit cancels to V-Trigger and also hits airborne opponents. For applicable combos, see the V-Trigger section.

Unique Attacks

f+MP

As far as overheads go, this one is pretty wacky. It's plus enough on counter-hit to combo out of, which is rare for an overhead. On normal hit it has little pushback and leaves Abigail +3, allowing for a potential mixup. Fun fact: it also hits when the opponent is knocked on the ground (OTG).

  • f+MP (counter hit) -> st.LP xx LP Abigail Punch

b+HP

Quick and high damage, b+HP is used raw for punishing some unsafe attacks because of its 7f startup. As discussed previously, you can also link into it from MP, but you need to be decently close to do so.

  • b+HP xx HP (Good oki)
  • b+HP xx MP Abigail Punch (Damage optimal)

db+HK

This move doesn't really have any match-applicable combos, although it is possible to combo out of it in very rare circumstances. It gives Abigail a Ryu-style sweep.

  • db+HK !CC xx Activate -> f+MP (OTG)

Miscellaneous Notes

  • Mashing Abigail Punch is generally preferred to the non-mashed version as it adds 20 more damage and 30 more stun with no scaling. The non-mashed versions do give Abigail some OK okizeme if he's close when he does them, which can be preferred sometimes.

Metered Combos

Abigail has several great options to spend meter with, whether you want corner carry, okizeme, damage, or mixups.

EX Giant Flip

Great as a combo extender, also safe (but minus) on block. Mashing any punch after the initial attack will perform a follow-up attack that leaves Abigail with great oki.

  • cr.HP xx EX Giant Flip -> delayed f+HP xx LP Giant Flip (Damage and stun optimal)
  • cr.HP xx EX Giant Flip mashed once (Best oki)
  • cr.HP xx EX Giant Flip -> HP Abigail Punch (Leads into V-Trigger conversions)

EX Abigail Smash

Considering that this is a command grab and the fact that you can combo out of it makes it one of Abigail's most threatening mixup options. The farther away from the corner the opponent is, the more time you will have to combo afterwards. In the corner you only have time for some weaker combos that leave you with less damage; generally it's best to use normal command grabs when the opponent is cornered.

  • EX Abigail Smash -> slightly delayed cr.HP xx HP Abigail Punch
  • EX Abigail Smash -> b+HP xx MP Abigail Punch (only done in the corner, cr.HP is too slow to combo here).

EX Dynamite Punch

Crumples the opponent on hit. Similar to a Focus Attack in SF4, hitting the opponent early on in the crumple will leave them grounded, but hitting them later will cause them to be airborne. Abigail gets nice damage and stun no matter what range this move connects at, but it's important to know what combos work at what ranges.

  • EX Nitro Blitz xx EX Dynamite Punch -> MP -> b+HP xx HP (Best oki)
  • EX Nitro Blitz xx EX Dynamite Punch -> MP -> b+HP xx MP Abigail Punch (Damage/stun optimal)
  • EX Nitro Blitz xx EX Dynamite Punch -> walk -> cr.HP xx HP Abigail Punch (Outside of point-blank range)
  • EX Nitro Blitz xx EX Dynamite Punch -> dash -> b+HP xx HP (Only done at max range)

EX Avalanche Press

This move is used after anti-airs and as a juggle ender after V-Trigger. It has amazing corner carry: most combos that utilize it can carry the opponent well over half screen. These combos are covered in later sections.

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 combos or to get a VS2 Tire on the screen. It has the startup of LP Abigail Punch and range beyond MP Abigail Punch, so it's great for converting in situations and ranges where normal Abigail Punch wouldn't.

Anti-Airs

Ever since the nerf of Abigail's LP as an anti-air, Abigail has a hard time with jumps, especially when opponents jump out of his pressure. To balance this, his other anti-airs all launch the opponent on hit, leading to substantially more damage and stun compared to most of the cast.

Jump HP

This is Abigail's hard counter to jumps. Without meter, though, the follow-ups are pretty inconsistent based on height and spacing, but usually you can land f+HP.

  • Air-to-Air Jump HP -> f+HP (Most consistent, good oki)
  • Air-to Air Jump HP -> f+HP xx Nitro Blitz xx Dynamite Punch (Only possible if f+HP connects at its maximum height)
  • Air-to-Air Jump HP -> f+HP xx EX Nitro Blitz xx EX Dynamite Punch (Also pretty consistent)

cr.HP

This is probably Abigail's best anti-air. Abigail has to anti-air earlier than most of the cast because he's so tall, so cr.HP's big and angled hitbox makes it perfect for this role.

  • cr.HP xx HP Giant Flip (Best Oki)
  • cr.HP xx Nitro Blitz xx Dynamite Punch (Best stun, but no oki)
  • cr.HP xx EX Giant Flip -> HP Abigail Punch
  • cr.HP xx EX Nitro Blitz (2 stomps) xx EX Avalanche Press (Amazing corner carry)

f+HP

f+HP can be done very early on an opponent's jump, but juggling afterwards is more restrictive than cr.HP. It is also prone to getting beat clean due to its poor startup.

  • f+HP xx MP Giant Flip (Most consistent)
  • f+HP xx Nitro Blitz xx Dynamite Punch (Only used if f+HP connects very high up)
  • f+HP -> f+HP xx EX Nitro Blitz xx EX Dynamite Punch (Same as above)

VS1

Abigail's quickest but most risky anti-air. It puts the opponent into a free juggle state and can be cancelled on hit, giving you some nice follow ups. However, it can be baited by an empty jump (jumping without doing an attack) for a full crush counter grounded combo.

  • VS1 xx Nitro Blitz xx Avalanche Press (Nice corner carry)
  • VS1 xx HP Giant Flip (Good oki)
  • VS1 xx EX Giant Flip mashed once (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)

Crush Counters

HP

A crumple very similar to EX Dynamite Punch, except it's on a move with big range and is safe on block (if spaced). One of these will make the opponent think twice about throwing out random normals in neutral.

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

HK

HK gives you a knockdown crush counter that you can't combo out of except with the use of V-Trigger. It does have large range and can be spaced effectively like HP even though its unsafe, so it's not horrible. See V-Trigger sections for related combos.

cr.HP

This only crush counters on the early part of the move, so if you anti-air with it you'll get a normal counter hit. Because you want to combo into this move instead of using it raw, this crush counter is pretty situational. It gives you roughly the same combos as anti-air VS1.

  • cr.HP !CC xx Nitro Blitz xx Avalanche Press (Good corner carry)
  • cr.HP !CC xx HP Giant Flip (Good oki)
  • cr.HP !CC xx EX Giant Flip mashed once (Best oki)
  • cr.HP !CC xx EX Giant Flip -> delayed f+HP xx LP Giant Flip (Damage and stun optimal)
  • cr.HP !CC xx EX Giant Flip -> HP Abigail Punch (V-Trigger starter)

cr.HK

Despite the fact that both hits crush counter, on CC it only builds one CC worth of V-Meter instead of two. It does give you a hard knockdown, allowing you to push the opponent into the corner a little bit and set up some nasty meaty pressure. See the V-Trigger section for combos out of the first hit.

db.HK

As previously discussed, this doesn't give you any real combos on hit, but it does give you a hard knockdown like cr.HK.

V-Skills

When Abigail's V-Skills first came out, VS1 was the clear pick as VS2 was too slow to get out effectively. After a slew of buffs, VS2 acts as a viable alternative. VS1 gives you a 3-frame reversal option and a quick anti-air, while VS2 gives you a slow projectile that allows for obnoxious approach mixups but requires a bit of resources to safely put on the screen.

VS1

This combos into any special move on a successful grounded parry with the exception of Abigail's command grabs. For anti-air combos, see Anti-Airs.

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

VS2

The almighty tire is one of the strangest projectiles in Street Fighter. Both players can hit it with normals to change its trajectory, and the tire follows the same physics as a barrel in the barrel minigame. You can set it up after any EX Abigail Punch, after a hard knockdown, or potentially a f+HP anti-air. A couple of basic useful strings on the tire:

  • cr.LK -> st.LP -> f+HP

This throws the tire high in the air, making it land around half-screen away from where Abigail hit it. You can cancel the f+HP into a Nitro Blitz for a simple but nasty mixup.

  • db.HK

This shoots the tire very quickly across the ground and can catch the opponent off guard.

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 xx HP -> LP Abigail Punch
  • EX Dynamite Punch
    • EX Dynamite Punch xx Activate -> charge HP -> charge b+HP xx HP -> charge b+HP xx 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 xx HP -> LP Abigail Punch
    • EX Abigail Smash Midscreen -> charge b+HP xx HP -> charge b+HP xx 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 xx HP -> charge b+HP xx HP -> LP Abigail Punch
    • EX Dynamite Punch -> charge b+HP xx HP -> charge b+HP xx 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

  • LP / MP Abigail Punch
    • LP / MP Abigail Punch xx Activate -> slightly delayed cr.HK 1 hit xx Metro Crash (Midscreen)
  • HP Abigail Punch
    • HP Abigail Punch xx Activate -> f+HP -> HP Giant Flip
  • Any non-EX Abigail Punch in the corner
    • Abigail Punch xx Activate -> delayed f+HP xx HP Abigail Punch xx Metro Crash
  • EX Abigail Punch
    • EX Abigail Punch xx Activate -> Dash -> cr.HP xx Nitro Blitz xx Dynamite Punch xx Metro Crash
  • EX Abigail Punch in the corner
    • EX Abigail Punch xx Activate -> slightly delayed Jump HP -> delayed f+HP xx Nitro Blitz xx Dynamite Punch xx Metro Crash
  • 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 Punches or Dynamite Punches 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 xx 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 xx 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 xx HP -> charge b+HP xx HP -> LP Abigail Punch xx Super (VT1) (684 Damage, 675 Stun)
    • Jump HP -> cr.HP xx HP Abigail Punch xx Activate -> cr.HP xx Nitro Blitz 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 -> cr.HP xx HP Abigail Punch xx Activate -> cr.HP xx Nitro Blitz xx Dynamite Punch xx Metro Crash xx Super (VT2 Activate) (601 Damage, 620 Stun)
  • Corner
    • Jump HP -> MP -> b+HP xx MP Abigail Punch xx Super (545 Damage, 465 Stun)
    • Charge HP -> charge b+HP xx HP -> charge b+HP xx HP -> LP Abigail Punch xx Super (VT1) (684 Damage, 675 Stun)
    • Jump HP -> cr.HP xx HP Abigail Punch xx Activate -> charge b+HP xx HP -> charge b+HP xx HP -> LP Abigail Punch xx Super (VT1 Activate) (652 Damage, 630 Stun)
    • Jump HP -> cr.HP xx HP Abigail Punch xx Metro Crash xx Super (VT2) (614 Damage, 545 Stun)
    • Jump HP -> cr.HP xx HP Abigail Punch xx Activate -> delayed f+HP xx HP Abigail Punch xx Metro Crash xx Super (VT2 Activate) (618 Damage, 600 Stun)

Section Notes

  • Abigail's Jump HP on a grounded opponent does 20 more damage than Jump HK, but is much harder to land. In almost all jump-in scenarios you will be starting with Jump HK instead of Jump HP; Jump HP should be used when the opponent is stunned.
  • Abigail Punch super cancels on the first hit as well as the last hit, so be careful to mash a little bit and then do the super cancel at the end so you don't lose out on extra damage.
  • You can also cancel any version of Giant Flip on the 2nd hit to super. The only instances where this is applicable is a VT1 HP Abigail Punch Activate midscreen or an anti-air, since most other routes that end in Giant Flip are metered.
  • Special note about anti-airing with raw super - Abigail's super is one of the best anti-airs in the entire game. The hitbox is absurdly tall, it's fully invincible until the frame it hits, and Abigail gets a pushbox above him once it starts that prevents cross-ups even if the opponent is already passing over him. Just be careful about using it too close; sometimes the opponent gets behind Abigail before you have time to do the input and you get an auto-correct special move instead.

Final Notes

Abigail's combos are important to learn as they are very damaging compared to most of the cast. He has great ways to spend meter for extra damage and stun, and with his EX command grab can punish his opponents with a full combo for blocking too much. The most important part, however, is to be patient and wait for a combo opportunity to present itself, as Abigail is generally fine with keeping opponents out, counter-poking them, and tagging them with long range normals, with most of his mix-ups geared towards mid-range and close range pressure. For matchups where you don't want to sit at long-range, like in fireball matchups, it's more important to keep the opponent close and vulnerable to a mix-up with combos that leave Abigail with good okizeme.

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