Street Fighter V/Abigail/Combos

From SuperCombo Wiki


Combo Theory

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.

  • !GB

This denotes a guard break.

Normals and Basic Combos

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.

New Normals

All of Abigail's new charge heavies guard break on block and lead to wacky new combos on hit. They also have increased juggle potential, allowing them to hit later in combos when charged. For these combos, see the Combos While in V-Trigger 1 section for more details.

Charge HP

Accelerate! A slow punch that crumples when charged. After the crumple, Abigail gets some of the fattest damage known to man. If you block a DP, this is your go-to punish.

Charge f+HP

Wipeout! On charged hit, smacks the opponent for a wall bounce. The follow-up juggle is a bit restrictive, however this move is quick enough to charge it in most situations where his other charge heavies can't.

Charge b+HP xx HP

Crush you! If charged and the opponent is grounded, it behaves identical to his normal b+HP, including the target combo. If the opponent is airborne when the charge b+HP connects, the b+HP xx HP will smack the opponent high into the air for another b+HP xx HP, resulting in massive damage.

Charge cr.HP

GAIIIIL! In terms of combos, this move isn't used very often because you will most likely have something better to go in to. After a charge f+HP is probably the only practical use of this move outside of guard break setups.

Activation Combo Routes

Midscreen

cr.LK

Going from cr.LK into V-Trigger ups the damage of the conversions from your fastest normal. It also gives Abigail forward movement, allowing him to convert from at at max range.

cr.LK xx Activate -> cr.HP xx MP Abigail Punch cr.LK xx Activate -> cr.HP xx HP Abigail Punch (when close)

HP

  • HP xx Activate -> charge f+HP -> charge cr.HP xx HP Giant Flip (Good oki)
  • HP xx Activate -> charge f+HP -> charge cr.HP xx Nitro Blitz xx Dynamite Punch (Damage and stun optimal)
  • HP xx Activate -> cr.HP xx MP Abigail Punch (done at long range)
  • HP xx Activate -> charge cr.HP xx EX Nitro Blitz (3 stomps) xx EX Avalanche Press (Amazing corner carry)
  • HP !CC xx Activate -> charge HP -> charge b+HP xx HP -> charge b+HP xx HP -> LP Abigail Punch

HK

The only combos here are from moderate and further range HKs, since using it up close is suicide on block and meh on hit.

  • HK xx Activate -> cr.HP xx HP Giant Flip (Good oki, done when moderately close)
  • HK xx Activate -> cr.HP xx Nitro Blitz xx Dynamite Punch (Damage and stun optimal, done when moderately close)
  • HK xx Activate -> cr.HK 1st hit (Max range)
  • HK xx Activate -> HK (If a super cancel is needed)
  • HK !CC xx Activate -> dash -> b+HP xx HP (Max range)
  • HK !CC xx Activate -> charge cr.HP xx EX Nitro Blitz (1 stomp) xx EX Avalanche Press

cr.HK

As a long range punish, being able to convert off of it is pretty nice. On a crush counter you actually get worse returns than on a normal hit, with the same combos being available regardless.

  • cr.HK xx Activate -> charge f+HP -> charge cr.HP xx HP Giant Flip (Good oki)
  • cr.HK xx Activate -> charge f+HP -> charge cr.HP xx Nitro Blitz xx Dynamite Punch (Damage and stun optimal)
  • cr.HK xx Activate -> charge cr.HP xx EX Nitro Blitz (3 stomps) xx EX Avalanche Press (Amazing corner carry)

You could also choose to go for a simple grounded combo if you don't feel like spending Trigger resources. For example:

  • cr.HK xx Activate -> walk slightly -> MP -> b+HP xx MP Abigail Punch

LP/MP Abigail Punch

Not mashing the LP Abigail Punch makes the follow-up more consistent. It's generally better to mash the punches at longer ranges as not mashing it doesn't give you any new follow-ups.

  • LP/MP Abigail Punch xx Activate -> cr.HP xx HP Giant Flip (Good oki)
  • LP/MP Abigail Punch xx Activate -> cr.HP xx Nitro Blitz xx Dynamite Punch (Damage and stun optimal)
  • LP/MP Abigail Punch xx Activate -> cr.HP xx EX Nitro Blitz (2 stomps) xx EX Avalanche Press (Amazing corner carry)
  • LP/MP Abigail Punch xx Activate -> cr.HK 2nd hit (Only done at max range, like after MP -> b+HP)

HP Abigail Punch

Since HP Abigail Punch is commonly used after juggles, f+HP is used here as it is able to hit in longer juggles (has more JP) than cr.HP.

  • HP Abigail Punch xx Activate -> f+HP xx HP Giant Flip (Good oki)
  • HP Abigail Punch xx Activate -> f+HP xx Nitro Blitz xx Dynamite Punch (Damage and stun optimal)

EX Abigail Punch

  • EX Abigail Punch xx Activate -> Dash -> cr.HP xx HP Giant Flip (Good oki)
  • EX Abigail Punch xx Activate -> Dash -> cr.HP xx Nitro Blitz xx Dynamite Punch (Damage and stun optimal)

EX Dynamite Punch

These charge b+HP juggles give Abigail massive damage and good corner carry if he gets the right starter in VT1. They're challenging links, but they are crucial to achieving combo video material.

  • EX Dynamite Punch xx Activate -> charge HP -> charge b+HP xx HP -> charge b+HP xx HP -> LP Abigail Punch
In the Corner

Most midscreen setups will also work in the corner, but you can now go for the damage optimal combos without having to worry about sacrificing okizeme.

Any non-EX Abigail Punch

  • Abigail Punch xx Activate -> charge b+HP xx HP -> charge b+HP xx HP -> LP Abigail Punch

When doing an Abigail Punch after a juggle, you can only get one charge b+HP xx HP juggle before ending in an Abigail Punch, like so:

  • EX Giant Flip -> HP Abigail Punch xx Activate -> charge b+HP xx HP -> LP Abigail Punch
  • EX Abigail Smash -> b+HP xx MP Abigail Punch xx Activate -> charge b+HP xx HP -> LP Abigail Punch

EX Abigail Punch

Instead of using Jump HP, you can reset the opponent with an air-to-air Jump MP for an ambiguous cross-under. This is one of Abigail's very few ways of resetting the opponent into a mixup scenario, which most opponents aren't ready for.

  • EX Abigail Punch xx Activate -> Air-to-air Jump HP -> charge b+HP xx HP -> LP Abigail Punch

Combos while in V-Trigger 1

If Abigail lands a good combo starter while in VT1, he doesn't have to worry about less scaling from an activation combo, meaning his damage starts to reach ludicrous levels. Not to mention that all of his moves do 15% more damage. Ouch.

Below are combo routes that see a massive increase in damage compared to normal Abigail, as well as some new routes.

EX Giant Flip

  • EX Giant Flip -> charge b+HP xx HP -> LP Abigail Punch

EX Abigail Smash

Getting 435 damage and 570 stun off of a command grab is insane. I would tentatively call this Abigail's toughest combo in terms of execution, but having this in the back pocket with VT1 puts the fear of god into your opponent if they know VT1 Abigail.

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

Charge HP

Upon a successful Charge HP, Abigail can land a beefy juggle that does almost 500 damage and 675 stun METERLESS regardless of screen position, granted you have around 2/3 of your V-Trigger bar remaining. You know what else is great? Since this is meterless, you can combo Super afterwards for hella more damage. With counter hit and super, this combo does 705 damage and 705 stun. Blocked an Akuma DP? Looks like you just won the round.

  • Charge HP -> charge b+HP xx HP -> charge b+HP xx HP -> LP Abigail Punch

Guard Breaks

All of Abigail's heavy normals, when fully charged, give him a guard break. I would advise using meter on these combos unless it's going to kill as guard breaks immediately set the follow-up combo to 60% scaling. However, with the addition of V-Shift comes an easy way out of Abigail's guard breaks unless the opponent has no V-Meter or is in V-Trigger.

You can combo on reaction to all of Abigail's guard breaks except cr.HP.

  • Charge HP !GB -> cr.HP xx MP/HP Abigail Punch (choose which one you need for whichever range you're at)
  • Charge f+HP !GB -> cr.HP xx MP/HP Abigail Punch (same as above)
  • Charge b+HP !GB -> MP -> b+HP xx MP Abigail Punch (point blank)
  • Charge b+HP !GB -> b+HP xx MP Abigail Punch (close, but not point blank)
  • Charge b+HP !GB -> MP xx MP Abigail Punch (max range of b+HP)

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 insane like V-Trigger 1, this Trigger allows you to split that damage over more combos, and they still do really good damage and stun. The ability to convert basically any combo Abigail has into more damage and stun (which is high to begin with) is a very appealing one.

New Normals

Metro Crash

WOOGA! A charging tackle that has enough JP to combo after any juggle Abigail has. It also super cancels and is safe but -2 on block when uncharged. The level 2 charge is plus on block and can be comboed into from EX Abigail Punch, and the level 3 version guard breaks with no combo routes into it. Because it adds damage to Abigail's already high output, and it's so easily available, this is probably Abigail's more practical choice for V-Trigger, although both are pretty viable.

Activation Combo Routes

Midscreen

cr.LK

  • cr.LK xx Activate -> cr.HP xx MP Abigail Punch xx Metro Crash

HP

  • HP xx Activate -> cr.HP xx MP/HP Abigail Punch xx Metro Crash (pick depending on range)
  • HP !CC xx Activate -> Dash -> MP -> b+HP xx MP Abigail Punch xx Metro Crash

HK

  • HK xx Activate -> cr.HP xx Metro Crash (only when moderately close)
  • HK xx Activate -> cr.HK 1 hit xx Metro Crash (Max range)
  • HK !CC xx Activate -> Dash -> b+HP xx HP xx Metro Crash (Max range)

cr.HK

  • cr.HK xx Activate -> slight walk -> MP -> b+HP xx MP Abigail Punch xx Metro Crash
  • cr.HK !CC xx Activate -> slight walk -> MP -> b+HP xx MP Abigail Punch xx Metro Crash

LP / MP Abigail Punch

  • LP / MP Abigail Punch xx Activate -> cr.HP xx Nitro Blitz xx Dynamite Punch xx Metro Crash (Point Blank)
  • LP / MP Abigail Punch xx Activate -> cr.HP xx Metro Crash (Medium range)
  • LP / MP Abigail Punch xx Activate -> slightly delayed cr.HK 1 hit xx Metro Crash (Max range)

HP Abigail Punch

  • HP Abigail Punch xx Activate -> cr.HP xx Nitro Blitz xx Dynamite Punch xx Metro Crash
  • HP Abigail Punch xx Activate -> f+HP xx Metro Crash (For longer juggles)

EX Abigail Punch

  • EX Abigail Punch xx Activate -> Dash -> cr.HP xx Nitro Blitz xx Dynamite Punch xx Metro Crash
In the Corner

Any Non-EX Abigail Punch

  • Abigail Punch xx Activate -> delayed f+HP xx HP Abigail Punch xx Metro Crash

EX Abigail Punch

  • EX Abigail Punch xx Activate -> slightly delayed Jump HP -> f+HP xx Nitro Blitz xx Dynamite 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 Breaks

  • Metro Crash (level 3) !GB -> cr.HP xx HP Abigail Punch xx Metro Crash

EX Abigail Punch

  • EX Abigail Punch xx Metro Crash (level 2) -> cr.LK (corner only)

This is Abigail's other way of resetting the opponent into a mixup. The level 2 Metro Crash must be done as early as possible for the cr.LK to come out in time.

Section Notes

  • The okizeme on Metro Crash depends on how high up the opponent was whenever the Metro Crash hit. On grounded opponents or just after an Abigail Punch, it's neutral on forward dash at the very least; things like a high connect HP Abigail Punch xx Metro Crash can give you 5 plus frames or more.

Super Combos

Abigail can combo super off of basically any meaningful meterless combo or normal with the exception of his f+MP, cr.HK, MK, cr.LK, and HP. The threat of his super is always existent. Below is a list of the most optimal Super combos.

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.
  • 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.

Combo Lists

General legend
Abbreviation Meaning
A,B Link X into Y. This is done by pressing X, then Y after the recovery frames of X.
A xx B Cancel A into B. During A's animation, press B to cancel.
A > B Alternate notation indicating chains or target combos, cancelling A into B.
(N) Multi-hit move hits only N times. Omitted if all hits are used.
xN Normal that chains into itself pressed N times
[X] Hold down X
]X[ Release X
X~Y X then Y done in quick succession
X/Y X or Y
Fastfall Cancelling an air normal into another move to change momentum and land early. The 2nd move is land cancelled during startup.
Kara Quickly cancelling a move into another move before it becomes active. This is done for positioning or to access airborne specials from grounded attacks.
OTG Following move hits off the ground
CH Counter hit
CC Crush Counter
CA Critical Art
GB Guard Break
VS(1/2) V-Skill 1 or 2. Input with MP+MK
VT(1/2) V-Trigger 1 or 2. Input with HP+HK. Combos may either activate V-Trigger or use attack on the same input when Trigger is active.
j. Prefix an attack command with j. to indicate it must be performed in the air. "nj." means neutral jump only.
jc Jump cancel
dl Delay
jf Just Frame (special move with precise button timing, e.g. Karin's Tenko)
TK Tiger knee (doing an air move the moment a jump sends you airborne, typically by inputting a special move motion followed by jump+button.)
whiff / (w) Indicates that the move must not hit the opponent.
(move) Indicates that the move is optional in a sequence.
236 Qcf.png
214 Qcb.png
623 Dp.png
421 Rdp.png
41236 Hcf.png
63214 Hcb.png
[4]6 Cb.png (hold), F.png
[2]8 Cd.png (hold), U.png
360 360.png
720 360.png 360.png
7.gif 8.gif 9.gif
4.gif 6.gif
1.gif 2.gif 3.gif
 = 
7 8 9
4 5 6
1 2 3
 = 
up-back up up-forward
back neutral forward
down-back down down-forward

Light Confirms

Notation Damage Stun Meter Cost Notes

2LK, 5LP xx 236LP

156

229

0

without mash on abipunch

2LK, 5LP xx 236LP

172

253

0

with mash on abipunch.

5LK, 2LK, 5LP

118

189

0

Abigail's only 3-button combo string. Pushback is too extreme for any unmetered followup

Confirms

Notation Damage Stun Meter Cost Notes

5MP, 4HP xx 63214LP

167

259

0

Safe blockstring ender.

5MP, 4HP xx HP

223

355

0

Use at ranges when qcf+mp (mp abipunch) would not connect. Decent oki

5MP, 4HP xx 236MP

239

331

0

without mash on abipunch

5MP, 4HP xx 236MP

255

355

0

with mash on abipunch.

j.HK, 2HP xx 236HP

267

381

0

without mash on abipunch

j.HK, 2HP xx 236HP

283

405

0

with mash on abipunch.

j.HK, 2HP xx 63214PP, 236HP

319

489

1

simple extension with ex giant flip. without mash on abipunch

j.HK, 2HP xx 63214PP, 236HP

333

510

1

with mash on abipunch.

63214KK, 2HP xx 236HP

257

331

1

ex command grab combo, mashed punches. Perform midscreen

63214KK, 4HP xx 236MP

249

331

1

ex command grab combo, mashed punches. Perform in the corner.

2LK, 5LP xx 5LP xx CA

345

189

3

light confirm into super

5MP, 4HP xx HP xx CA

468

355

3

medium confirm into super (works at all ranges)

5MP, 4HP xx 236MP xx CA

500

355

3

medium confirm into super (works from up-close, mashed abipunch input)

Punishes

Notation Damage Stun Meter Cost Notes

2LK, 5LP xx 236LP

172

253

0

mashed punches - 4f punish option

63214HK

220

250

0

6f punish option

4HP xx HP

171

285

0

7f punish option

5HP CC, 4HP xx HP

228

405

0

cc punish (near)

nj.HK, 2HP xx 236HP

323

435

0

Neutral jump punish. Use against Kage/Akuma/Ken/Sakura EX DP

Ranged Punishes

Notation Damage Stun Meter Cost Notes

5HP CC, 2HK

204

300

0

cc punish (far)

CH Combos

Notation Damage Stun Meter Cost Notes

2LK CH, 4HP xx HP

201

339

0

4f startup counterhit string. You would use this to challenge people who aren't solid on their meaties.

5MP CH, 5MP xx 236MP

251

330

0

Counterhit string. You can loop st. mp up to 3 times, with a 4f gap in between each one

Juggle Combos

Notation Damage Stun Meter Cost Notes

2HP xx 63214HP

180

285

0

Anti-air juggle

6HP xx KK xx P

180

330

0

Anti-Air juggle

Punish with VTrigger

Notation Damage Stun Meter Cost Notes

VT1 activate, 5HP level 1, 4HP level 1 xx HP, 4HP level 1 xx HP, 236LP

539

705

0

Equivalent to a neutral jump punish. Use against Kage/Akuma/Ken/Sakura EX DP. Wait until opponent's knees hit the ground before letting b+hp go, that guarantees the juggle state. Overall, fairly finnicky but also incredibly damaging. Can also go into CA. You should not receive a crush counter when hitting with your charged st. hp. Mashed inputs for abipunch

VT2 activate, 5HP CC, 4HP xx HP xx HPHK

333

525

0

CC punish. Use against regular CCable uppercuts.

VT1 activate, 5HP no charge CC, 4HP level 1, xx HP, 4HP level 1 xx HP, 236LP

444

630

0

Equivalent to a CC punish against a regular CCable uppercut. Use against nonmetered CCable DPs. Can also go into CA. Mashed inputs for abipunch

VT1 activate, 5HP no charge CC, 4HP level 1 xx HP, 236LP

360

495

0

The lesser cousin of the above two combos, this is far simpler to execute, but does far less damage.

VT2 activate, nj.HK, 4HP xx HP xx HPHK

388

575

0

Neutral jump punish. Use against Kage/Akuma/Ken/Sakura EX DP

VT Activation Combos

Notation Damage Stun Meter Cost Notes

2HK xx VT1, 2HP xx 63214PP, 236HP

260

320

1

VT1 activation conversion, note that this requires you to be point blank

2HK xx VT1, 4HP xx HP

184

245

0

vt1 activation conversion, works at all ranges (as long as it's the first hit of cr. hk)

2HK xx VT2, 2HP xx 236HP mashed xx HPHK

272

345

0

VT2 activation conversion, works at point blank

2HK xx VT2, 4HP xx HP xx HPHK

242

345

0

VT2 activation conversion, works at all ranges

External Sources

SFV Navigation

General
FAQ
Controls
HUD
Glossary
Movement
Offense
Defense
Combos
V-System
Advanced
Game Data
Changelist
Links
Characters
Abigail
Akira
Akuma
Alex
Balrog
Birdie
Blanka
Cammy
Chun-Li
Cody
Dan
Dhalsim
Ed
E.Honda
Falke
F.A.N.G
G
Gill
Guile
Ibuki
Juri
Kage
Karin
Ken
Kolin
Laura
Lucia
Luke
M.Bison
Menat
Nash
Necalli
Oro
Poison
Rashid
Rose
R.Mika
Ryu
Sagat
Sakura
Seth
Urien
Vega
Zangief
Zeku (Old)
Zeku (Young)
Eleven