Super Street Fighter IV AE/Abel

From SuperCombo Wiki

Introduction

Move Analysis

Normal Moves

Normal Throws

Command Normals

Focus / Saving Attack

Special Moves

Super Move

Ultra Moves

The Basics

Combos

Strategy

Matchups

Frame Data

Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Close LP HL 25*15 30*20 20*20 ch/sp/su*su 4 3(8)3 11 -3 0
Close MP HL 50*30 50*50 40*20 sp/su*su 5 3(8)2 14 -2 +4
Close HP HL 80*30 100*100 60*20 sp/su*su 4 3(8)2 20 -4 0
Close LK HL 30 50 20 - 5 2 9 0 +3
Close MK HL 70 100 40 sp/su 7 2 16 -4 -1
Close HK HL[H] 100[30] 150[50] 60[20] - 6 6 16 -4 0
Far LP HL 30 50 20 ch/su 5 2 6 +3 +6
Far MP HL 80 100 40 su 5 6 11 -3 0
Far HP HL 130 200 60 - 12 3 17 -2 +2
Far LK HL 40 50 20 - 5 3 8 0 +3
Far MK HL 80 100 40 - 8 3 15 -4 -1
Far HK HL 100 200 60 - 14 2 19 -3 +1
crouch LP HL 30 50 20 ch/sp/su 5 2 6 +3 +6
crouch MP HL 70 100 40 sp/su 7 3 10 +1 +4
crouch HP HL 70*40 100*50 60*20 sp/su 8 2*2 22 -6 -
crouch LK L 20 50 20 ch/sp/su 5 3 7 +1 +4
crouch MK HL 70 100 40 sp/su 8 5 13 -4 -1
crouch HK L 100 200 60 sp/su 11 3 25 -10 -
Jump up LP H 50 50 20 - 5 4 - - -
Jump up MP H 80 100 40 - 5 6 - - -
Jump up HP H 100 200 60 - 5 4 - - -
Jump up LK H 50 50 20 - 5 8 - - -
Jump up MK H 80 100 40 - 4 6 - - -
Jump up HK H 100 200 60 - 5 4 - - -
Jump forward LP H 50 50 20 - 5 8 - - -
Jump forward MP H 80 100 40 - 5 10 - - -
Jump forward HP H 100 200 60 - 5 8 - - -
Jump forward LK H 50 50 20 - 4 5 - - -
Jump forward MK H 70 100 40 - 5 6 - - -
Jump forward HK H 110 200 60 - 5 5 - - -
F+MK HL 80 100 40 ??? 7 2 16 0 +3
Focus Attack LVL 1 HL 60 100 20 - 21 2 35 -21 -21
Focus attack LVL 2 HL 80 150 40 - 17+13 2 35 -15 -
Focus attack LVL 3 - 140 200 60 - 65 2 35 - -
Forward Throw 0.91 130 140 40 - 3 2 20 - -
Back throw 0.91 130 140 40 - 3 2 20 - -
Change of Direction LP HL 30 50 20/30 su 14 3 25 -3 +2
Change of Direction MP HL 35 50 20/30 su 16 3 25 -3 +2
Change of Direction HP HL 40 50 20/30 su 17 3 25 -3 +2
Change of Direction EX HL 40 50 -250/0 su 16 3 25 -3 +2
Second Middle H 40 50 10/20 - 15 4 28 -9 -4
Secondoro L 50 50 20/30 su 22 4 24 -5 -1
Middle Finish H 100 50 10/30 - 10 2 44 -35 -
Finishuro L 150 100 30/30 - 22 2 53 -44 -
Kick Wheel LK H 120 200 30/40 - 20 7 2+19 -10 -5
Kick Wheel MK H 140 200 30/40 - 24 7 2+20 -11 -6
Kick Wheel HK H 160 200 30/40 - 27 7 1+22 -12 -7
Kick Wheel EX H 60*120 100*100 -250/0 -- 17 7*3 2+19 -6 0
Rolling Marseille LK - - - 20/- - - - 27 - -
Rolling Marseille MK - - - 20/- - - - 30 - -
Rolling Marseille HK - - - 20/- - - - 32 - -
Rolling Marseille EX - - - -250/- - - - 32 - -
Sky Fall LP - 0*140 100 30/0*100 - 5 2 31 - -
Sky Fall MP - 0*150 150 30/0*100 - 6 4 31 - -
Sky Fall HP - 0*160 200 30/0*100 - 9 6 31 - -
Sky Fall EX - 0*160 150 -250/0 - 6 2 31 - -
Tornado Throw LP 1.33 150 100 30/80 - 5 2 51 - -
Tornado Throw MP 1.13 170 150 30/80 - 5 2 45 - -
Tornado Throw HP 0.93 190 200 30/80 - 5 2 39 - -
Tornado Throw EX 1.27 190 150 -250/0 - 5 2 54 - -
Super Combo HL 0*335 0 -1000/0 - 1+5 2 41 -32 -
Ultra Combo 1 HL 45*416 0 0/0 - 1+13 2 46 -30 -
Ultra Combo 2 2.92 431 0 0/0 - 1+7 6 51 - -
Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Notes: