Abel (SFIV)

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Revision as of 11:47, 22 April 2009 by Kikuichimonji (talk | contribs) (EX TT is not throw invincible)

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

222 Damage, 225 Stun, 160 Super Meter


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

212 Damage, 225 Stun, 140 Super Meter


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

280 Damage, 305 Stun, 200 Super Meter


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

207 Damage, 225 Stun, 120 Super Meter


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

270 Damage, 350 Stun, 200 Super Meter


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

230 Damge, 255 Stun, 180 Super Meter


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

119 Damge, 205 Stun, 100 Super Meter


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

130 Damage, 210 Stun, 100 Super Meter


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

200 Damage, 250 Stun, 120 Super Meter


  • 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. Twds-mk xx Forward Dash -> Combo #14

16. Cr.fp (both hits) xx lk Marseilles Roll xx Heartless (Super)

17. Combo # 8 xx Heartless (Super)

Ultra combos

  • No Super Meter

17. Cr.fp -> Soulless (Ultra)

18. Anti-air cr.fp (second hit only) -> Soulless (Ultra)

19. Level 1 Focus Attack (Counterhit only) OR Level 2 Focus Attack OR Level 3 Focus Attack xx Forward Dash -> Soulless (Ultra)

20. Level 1 Focus Attack (Counterhit only) OR Level 2 Focus Attack OR Level 3 Focus Attack xx Forward Dash -> cr.fp -> Soulless (Ultra)

  • 2 EX bars

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

22. Twds-mk xx Forward Dash -> close fp (one hit) xx fp Change of Direction xx Ex Focus Cancel xx Forward Dash -> cr.fp (both hits) -> Soulless (Ultra)

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

Strategy

Matchups

Matchup Videos

Find a great collection of matchup specific videos from top players at streetfighterdojo.com
Contributor: zaspacer

Frame Data

Frames Frames Frames of Frames of Super Meter Block Cancel Ability
Move Name Damage Stun Startup Active Recovery Total On Block On Hit Block Stun Hit Stun Gain HL Chain Special Super Notes
Close LP 25*15 30*20 4 3(8)3 11 28 -3 0 13*10 16*13 20*20 HL O O O (translate)
Close MP 50*30 50*50 5 3(8)2 14 31 -2 +4 13 16*13 40*20 HL X O O (translate), (translate)
Close HP 80*30 100*100 4 3(8)2 20 36 -4 0 17 22*21 60*20 HL X O O (translate), (translate)
Close LK 30 50 5 2 9 15 0 +3 10 13 20 HL X X X -
Close MK 70 100 7 2 16 24 -4 -1 13 16 40 HL X O O -
Close HK 100[30] 150[50] 6 6 16 27 -4 0 17 21 60[20] HL[H] X X X 1~4f (translate), 5~6f(translate), Forces stand
Far LP 30 50 5 3 5 12 +3 +6 10 13 20 HL O X O -
Far MP 80 100 5 6 11 21 -3 0 13 16 40 HL X X O -
Far HP 130 200 12 3 17 31 -2 +2 17 21 60 HL X X X -
Far LK 40 50 5 3 8 15 0 +3 10 13 20 HL X X X -
Far MK 80 100 8 3 15 25 -4 -1 13 16 40 HL X X X -
Far HK 100 200 14 2 19 34 -3 +1 17 21 60 HL X X X -
crouch LP 30 50 5 2 6 12 +3 +6 10 13 20 HL O O O -
crouchMP 70 100 7 3 10 19 +1 +4 13 16 40 HL X O O -
crouch HP 70*40 100*50 8 2*2 22 33 -6 D 17 22*- 60*20 HL X O O 1st hit forces stand, 2nd hit (translate)
crouch LK 20 50 5 3 7 14 +1 +4 10 13 20 L O O O Low attack
crouch MK 60 100 8 5 13 25 -4 -1 13 16 40 HL X O O -
crouch HK 100 200 11 3 25 38 -10 D 17 - 60 L X O O Low attack, cannot fast recover
Jump up LP 50 50 5 4 - - - - 8 11 20 H - - - -
Jump up MP 80 100 5 6 - - - - 11 15 40 H - - - -
Jump up HP 100 200 5 4 - - - - 15 18 60 H - - - -
Jump up LK 50 50 5 8 - - - - 8 11 20 H - - - -
Jump up MK 80 100 4 6 - - - - 11 15 40 H - - - -
Jump up HK 100 200 5 4 - - - - 15 18 60 H - - - -
Jump forward LP 50 50 5 8 - - - - 8 11 20 H - - - -
Jump forward MP 80 100 5 10 - - - - 11 15 40 H - - - -
Jump forward HP 100 200 5 8 - - - - 15 18 60 H - - - -
Jump forward LK 50 50 4 5 - - - - 8 11 20 H - - - -
Jump forward MK 70 100 5 6 - - - - 11 15 40 H - - - -
Jump forward HK 110 200 5 5 - - - - 15 18 60 H - - - -
F+MK 80 100 7 2 16 24 0 +3 17 20 40 HL X X X (translate)
Focus Attack LVL 1 60 100 21 2 35 57 -21 -21 15 15 20 HL - - - -
Focus attack LVL 2 80 150 18+12 2 35 66 -15 D 21 - 40 HL - - - -
Focus attack LVL 3 140 200 65 2 35 101 D D - - 60 - - - - -
Forward Throw 130 140 3 2 20 24 - D - - 40 0.9 - - - Throw range 0.9
Back throw 130 140 3 2 20 24 - D - - 40 0.9 - - - Throw range 0.9
Change of Direction LP 30 50 14 3 29 45 -7 -2 24 29 20/30 HL X X O -
Change of Direction MP 35 50 16 3 71 43 -3 +2 24 29 20/30 HL X X O -
Change of Direction HP 40 50 17 3 25 44 -3 +2 24 29 20/30 HL X X O -
Change of Direction EX 40 50 16 3 25 43 -3 +2 24 29 0/0 HL X X O (translate)
Second Middle 40 50 15 4 28 46 -9 -4 22 27 10/20 H X X X Mid attack
Secondoro 50 50 22 4 24 49 -5 -1 - 26 20/30 L X X O Low attack
Middle Finish 80 40 10 2 44 55 -35 D 10 - 10/30 H X X X Armor break
Finishuro 150 100 22 2 53 76 -44 D 10 - 30/30 L X X X Armor break
Kick Wheel LK 120 200 20 7 2+19 47 -8 -3 17 22 30/40 H X X X 1~26f (translate), Forces stand, Mid attack, (translate)
Kick Wheel MK 140 200 24 7 2+20 52 -9 -4 17 22 30/40 H X X X 1~30f (translate), Forces stand, Mid attack, (translate)
Kick Wheel HK 160 200 27 7 1+22 56 -10 -5 17 22 30/40 H X X X 1~32f (translate), Forces stand, Mid attack, (translate)
Kick Wheel EX 120*60 100*100 17 7*3 2+19 47 -6 -1 17 22 0/0 H X X X 1~26f (translate), Forces stand, Mid attack, (translate)
Rolling Marseille LK - - - - 27 27 - - - - 20/0 - - - - 5~26f (translate), (translate), EX(translate)
Rolling Marseille MK - - - - 30 30 - - - - 20/0 - - - - 5~29f (translate), (translate), EX(translate)
Rolling Marseille HK - - - - 32 32 - - - - 20/0 - - - - 5~31f (translate), (translate), EX(translate)
Rolling Marseille EX - - - - 32 32 - - - - 0/0 - - - - 1~31f (translate), (translate), EX(translate)
Sky Fall LP 0*140 100 5 2 31 37 - D - - 30/0*100 - - - - (translate)
Sky Fall MP 0*150 150 6 4 31 40 - D - -- 30/0*100 - - - - (translate)
Sky Fall HP 0*160 200 9 6 31 45 - D - - 30/0*100 - - - - (translate)
Sky Fall EX 0*160 150 6 2 31 38 - D - - 0/0 - - - - (translate)
Tornado Throw LP 180 100 5 2 51 57 - D - - 30/80 1.3 - - - 1~6f cannot be thrown, Throw range 1.3
Tornado Throw MP 200 150 5 2 45 51 - D - - 30/80 1.1 - - - 1~6f cannot be thrown, Throw range 1.1
Tornado Throw HP 220 200 11 2 39 45 - D - - 30/80 0.9 - - - 1~6f cannot be thrown, Throw range 0.9
Tornado Throw EX 200 150 5 2 54 60 - D - - 0/0 1.25 - - - 1~6f strike invincible, Throw range 1.25
Super Combo 0*335 0 1+5 2 41 48 -32 D 10 - 0/0 HL - - - 1f invincible, 2~7f light(translate), medium(translate), hard(translate)
Ultra Combo 60*491 0 1+13 2 46 61 -30 D 17 - 0/0 HL - - - 1~5f invincible, 6~15 (translate), Armor break, Pursuit property
Frames Frames Frames of Frames of Super Meter Block Cancel Ability
Move Name Damage Stun Startup Active Recovery Total On Block On Hit Block Stun Hit Stun Gain HL Chain Special Super Notes