Street Fighter X Tekken/Abel

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Street Fighter X Tekken#CharactersStreet Fighter X Tekken/Character HealthStreet Fighter X Tekken/Basic ElementsStreet Fighter X Tekken/MovementStreet Fighter X Tekken/Solo OffenseStreet Fighter X Tekken/Capcom Juggle SystemSFxTHeaderButtons.png

Abel

Sfxt abel face.jpg

Ideal Team Position:

Ideal Team Position: Anchor

When on the offensive, Abel has the ability to quickly and painfully send the opponent into a spiral of pain thanks to a combination of damaging command grapples and several ways to approach the opponent advantageously. He can continue pressuring the opponent to stay still enough for him to throw them, or to force them to desperately try to retreat only to get sucked back into the sprial of pain thanks to having several multi-hitting strikes that blow up an opponent’s backdash, or spiking them with a ground-bounding Wheel Kick if they try to jump away. Unfortunately, his individual combo capabilities are quite limited, thanks to having very few solo combos he can count on to reliably convert into big damage. That’s not to say, however, that he doesn’t have any combos at all: Abel’s tag-in combos are among some of the best in the game as they not only deliver damage, but they have excellent wall-carry and typically place the opponent in a hard knockdown where he can position himself for whatever his next plan of attack happens to be when the opponent wakes up. On hard knockdown, Abel can either pressure the opponent if they stand up normally, or he can chase them effectively should he anticipate a roll. Thanks to this, as well as a lack of reliable reversal that can get him out of danger should he find himself on the defensive, it’s best if Abel acts as an anchor so that his partner can play neutral for him long enough for them to bring him in and finish the job.


TBW

Strengths Weaknesses

{{{5}}}

{{{6}}}


Moves

Normal Attacks

Name
Command
Notes
Standing Light Punch
Lp.png
Rpdfire.png
Standing Medium Punch
Mp.png
Standing Hard Punch
Hp.png
Standing Light Kick
Lk.png
Standing Medium Kick
Mk.png
Standing Hard Kick
Hk.png
Close Light Punch
(near opponent) Lp.png
Speccancel.png
rpdfire
Close Medium Punch
(near opponent) Mp.png
Speccancel.png on 1st hit
Close Hard Punch
(near opponent) Hp.png
Speccancel.png on 1st hit
Close Light Kick
(near opponent) Lk.png
Low.png
Close Medium Kick
(near opponent) Mk.png
Speccancel.png
Close Hard Kick
(near opponent) Hk.png
High.png
Crouching Light Punch
D.png + Lp.png
Rpdfire.png
Speccancel.png
Crouching Medium Punch
D.png + Mp.png
Speccancel.png
Crouching Hard Punch
D.png + Hp.png
Speccancel.png
Knockdown.png
Crouching Light Kick
D.png + Lk.png
Rpdfire.png
Low.png
Speccancel.png
Crouching Medium Kick
D.png + Mk.png
Speccancel.png
Crouching Hard Kick
D.png + Hk.png
Low.png
Hardknockdown.png
Neutral Jump Light Punch
U.png + Lp.png
High.png
Neutral Jump Medium Punch
U.png + Mp.png
High.png
Neutral Jump Hard Punch
U.png + Hp.png
High.png
Neutral Jump Light Kick
U.png + Lk.png
High.png
Neutral Jump Medium Kick
U.png + Mk.png
High.png
Neutral Jump Hard Kick
U.png + Hk.png
High.png
Angled Jump Light Punch
Ub.png / Uf.png + Lp.png
High.png
Angled Jump Medium Punch
Ub.png / Uf.png + Mp.png
High.png
Angled Jump Hard Punch
Ub.png / Uf.png + Hp.png
High.png
Angled Jump Light Kick
Ub.png / Uf.png + Lk.png
High.png
Angled Jump Medium Kick
Ub.png / Uf.png + Mk.png
High.png
crossup
Angled Jump Hard Kick
Ub.png / Uf.png + Hk.png
High.png


Unique Attacks

Name
Command
Notes
Forward Kick
F.png + Mk.png
Can be canceled into Forward Dash
Knockdown.png vs airborne

Throws

Name
Command
Notes
Drop Throw
F.png or N.png + Lp.png + Lk.png
Throw.png
Pincer Throw
B.png + Lp.png + Lk.png
Throw.png

Special Moves

Name
Command
Notes
Change of Direction
Qcf.png + P.png
Ex.png version gains Armored.png ; Ex.png
   Second Mid
Change of Direction ---.png F.png + P.png
High.png
   Second Low
Change of Direction ---.png F.png + K.png
Low.png
      Finish Mid
Second Mid or Second Low  ---.png F.png + P.png
High.png Hardknockdown.png
      Finish Low
Second Mid or Second Low  ---.png F.png + K.png
Low.png Hardknockdown.png
Wheel Kick
Qcb.png + K.png
Ex.png High.png
Marseilles Roll
Qcf.png + K.png
Ex.png
Falling Sky
Dp.png + P.png
Ex.png
Throw.png vs airborne
Tornado Throw
Hcb.png + P.png
Throw.png Ex.png
Shoulder Tackle
B.png (charge) F.png + P.png
Ex.png Chrg.png
Knockdown.png
Wallbounce.png on Ex.png

Super Combo

Name
Command
Notes
Breathless
B.png (charge) F.png + 3p.png
Hold P.png to change attack timing, press K.png to cancel the attack; Throw.png
Armored.png

Frame Data (Updated for v2013)

Move Command Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel JP JC JS "Notes
"
Far LP H 30 5 2 8 +7 +3 - 1 1 1 Rapid fire cancelable into light normal attacks
Far MP H 60 6 6 14 +1 -3 - 2 1 1 -
Far HP H 90 12 3 20 +2 -3 - 3 1 1 -
Far LK H 30 5 3 10 +4 0 - 1 1 1 -
Far MK H 60 9 2 19 0 -4 - 2 1 1 -
Far HK H 90 15 2 21 +2 -3 - 3 1 1 -
Close LP H 20,10 4 3(7)3 11 +3 -1 1st hit SM,EX,SA,CA 1,1 1,1 1,1 Rapid fire cancelable into light normal attacks
Close MP H 40,20 5 3(7)2 18 +1 -3 1st hit SM,EX,SA,CA 2,2 1,1 1,1 -
Close HP H 60,30 4 3(7)2 22 +1 -4 1st hit SM,EX,SA,CA 3,3 1,1 1,1 -
Close LK L 30 5 2 8 +7 +3 - 1 1 1 -
Close MK H 60 8 2 20 -1 -5 SM,EX,SA,CA 2 1 1 -
Close HK H/M 90 7 4,2 22 -3/+1 -8 - 3 1 1 1st hit: Whiffs on crouching opponent, 2nd hit: Ground bounces on crouching counter hit
Crouch LP H 30 5 2 8 +7 +3 SM,EX,SA,CA 1 1 1 Rapid fire cancelable into light normal attacks
Crouch MP H 60 6 3 17 +1 -3 SM,EX,SA,CA 2 1 1 -
Crouch HP H 60,30 9 2,2 21 float -1 SM,EX,SA,CA 3,3 1,1 1 Elbow crushes airborne attacks frames 9-13
Crouch LK L 30 5 3 8 +6 +2 SM,EX,SA,CA 1 1 1 Rapid fire cancelable into light normal attacks
Crouch MK H 60 8 5 15 +1 -3 SM,EX,SA,CA 2 1 1 -
Crouch HK L 90 11 3 25 hard knockdown -8 SM,EX,SA,CA 3 1 - -
Jump Up LP M 40 5 4 until ground+4 +12 +4 - 1 1 1 -
Jump Up MP M 70 6 6 until ground+4 +16 +5 - 2 1 1 -
Jump Up HP M 100 5 4 until ground+4 +20 +8 - 3 1 1 -
Jump Up LK M 40 5 8 until ground+4 +12 +4 - 1 1 1 -
Jump Up MK M 70 5 6 until ground+4 +16 +5 - 2 1 1 -
Jump Up HK M 100 6 4 until ground+4 +20 +8 - 3 1 1 -
Jump Diagonal LP M 40 5 8 until ground+4 +12 +4 - 1 1 1 -
Jump Diagonal MP M 70 6 10 until ground+4 +16 +5 - 2 1 1 -
Jump Diagonal HP M 100 5 8 until ground+4 +20 +8 - 3 1 1 -
Jump Diagonal LK M 40 5 5 until ground+4 +12 +4 - 1 1 1 -
Jump Diagonal MK M 70 6 6 until ground+4 +16 +5 - 2 1 1 -
Jump Diagonal HK M 100 6 5 until ground+4 +20 +8 - 3 1 1 -
Launcher **LC HP+HK H 100 13 2 54 switch -34 - 3 - - Crushes crouching attacks frames 1-14, Launches opponent while switching characters
Cross Cancel f+HP+HK (while blocking) H 120 7 8 19 hard knockdown - - - - - Invulnerability frames 1-14, Resembles Shoulder Tackle
Pincer Throw LP+LK throw 130 5 2 20 hard knockdown - - - - - -
Drop Throw b+LP+LK throw 130 5 2 20 hard knockdown - - - - - -
Forward Kick f+MK H 80 8 2 15 +6 -1 Forward dash 2 1 1 60 damage vs airborne opponent
Wheel Kick LK qcb+LK M 80 21 7 19 +1 -7 - 3 1 0 Airborne frames 12-29, Ground bounce on airborne opponent, Hits standing opponent on frame 25, crouching on 27, On hit: +3 on crouching opponent
Wheel Kick MK qcb+MK M 80 25 7 18 +2 -9 - 3 1 0 Airborne frames 15-33, Ground bounce on airborne opponent, Hits standing opponent on frame 29, crouching on 30, On hit: +3 on crouching opponent
Wheel Kick HK **LC qcb+HK M 90 28 7 18 +2 -10 - 3 1 0 Airborne frames 17-36, Ground bounce on airborne opponent, Hits standing opponent on frame 32, crouching on 33, On hit: +3 on crouching opponent
Wheel Kick EX qcb+KK M 50,100 18 7,3 18 +2 -7 - 3,4 1,1 0 Airborne frames 12-29, Projectile invulnerability frames 1-17, Leg projectile invulnerability frames 18-27, Hits standing opponent on frame 22, crouching on 25, On Hit: +3 on crouching opponent
Marseilles Roll LK qcf+LK - - - - 28 - - - - - - Strike and projectile invulnerability frames 6-23
Marseilles Roll MK qcf+MK - - - - 31 - - - - - - Strike and projectile invulnerability frames 6-26
Marseilles Roll HK qcf+HK - - - - 33 - - - - - - Strike and projectile invulnerability frames 6-27
Marseilles Roll EX qcf+KK - - - - 33 - - - - - - Strike and projectile invulnerability frames 1-27
Falling Sky LP f,d,df+LP throw 140 6 2 31 hard knockdown - - 4 1 - Whiffs on grounded opponent
Falling Sky MP f,d,df+MP throw 150 7 4 31 hard knockdown - - 4 1 - Whiffs on grounded opponent
Falling Sky HP f,d,df+HP throw 160 10 7 32 hard knockdown - - 4 1 - Whiffs on grounded opponent
Falling Sky EX f,d,df+PP throw 160 7 2 31 hard knockdown - - 4 1 - Strike invulnerability frames 1-8, Whiffs on grounded opponent
Tornado Throw LP hcb+LP throw 160 6 2 51 hard knockdown - - - - - Throw invulnerability frames 1-6
Tornado Throw MP hcb+MP throw 170 6 2 46 hard knockdown - - - - - Throw invulnerability frames 1-6
Tornado Throw HP hcb+HP throw 180 6 2 40 hard knockdown - - - - - Throw invulnerability frames 1-6
Tornado Throw EX hcb+PP throw 200 6 2 55 hard knockdown - - - - - Strike and projectile invulnerability frames 1-5
Shoulder Tackle LP (charge 49F) b,f+LP H 90 20 8 19 knockdown -5 - 3 1 0 Chargeable: 51F for EX Version and 100F for Super Art
Shoulder Tackle MP (charge 49F) b,f+MP H 90 24 8 20 +2 -6 - 3 1 0 Chargeable: 51F for EX Version and 100F for Super Art, 1 point of armor during frames 24-31, Knockdown on airborne opponent
Shoulder Tackle HP (charge 49F) b,f+HP H 90 24 8 21 knockdown -7 - 3 1 0 Chargeable: 51F for EX Version and 100F for Super Art, 1 point of armor during frames 24-31, Wall bounce on counter hit
Shoulder Tackle EX (charge 49F) b,f+PP H 100 9 10 14 wall bounce -2 - 3 1 0 Chargeable: 51F for Super Art
Change of Direction LP qcf+LP H 30 15 3 24 +3 -5 f+P, f+K 3 1 0 Forces standing, Knockdown on airborne opponent
Change of Direction MP qcf+MP H 40 17 3 25 +2 -6 f+P, f+K 3 1 0 Forces standing, Knockdown on airborne opponent
Change of Direction HP qcf+HP H 50 18 3 24 +3 -5 f+P, f+K 3 1 0 Forces standing, Knockdown on airborne opponent
Change of Direction EX qcf+PP H 50 17 3 24 +3 -5 f+P, f+K 3 1 0 Forces standing, Knockdown on airborne opponent, 1 point of armor during frames 1-19
Second Mid **LC f+P after Change of Direction M 70 16 4 26 -3 -9 f+P, f+K 3 1 0 Forces standing, Knockdown on airborne opponent
Second Low **LC f+K after Change of Direction L 90 23 4 24 -1 -6 f+P, f+K 3 1 0 Knockdown on airborne opponent
Finish Mid **LC f+P after Second Mid or Low M 100 11 2 45 knockdown -30 - 3 1 - -
Finish Low **LC f+K after Second Mid or Low L 140 23 2 54 ground bounce -39 - 3 1 0 -
Breathless **LC (charge 49F) b,f+PPP throw 300 6 6 72 hard knockdown - - - - - 64 frames cinematic freeze before attack begins, 1 point of armor, Hold PPP to delay attack 1-90 frames
Breathless (cancel) **LC K during Breathless - - - - 22 - - - - - - -
Cross Art **LC qcf+MP+MK H 150+ 9 2 41 switch -21 - 3 - - 74 frames cinematic freeze before attack begins, Invulnerability frames 1-10

Boost Chain Frame Data

Move Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel "Notes
"
Far LP H 30 5 2 8 +7 +3 - Rapid fire cancelable into light normal attacks
Far MP H 42 6 6 19 -4 -8 - -
Far HP H 63 12 3 29 -7 -12 - -
Far LK H 30 5 3 10 +4 0 - -
Far MK **LC H 42 9 2 25 -6 -10 - -
Far HK H 63 15 2 30 -7 -12 - -
Close LP H 20,10 4 3(7)3 11 +3 -1 - Rapid fire cancelable into light normal attacks
Close MP H 28,14 5 3(7)2 24 -5 -9 1st hit EX,SA,CA -
Close HP **LC H 42,21 4 3(7)2 33 -10 -15 1st hit EX,SA,CA -
Close LK L 30 5 2 8 +7 +3 - -
Close MK H 42 8 2 25 -6 -10 EX,SA,CA -
Close HK **LC H 63 7 4,2 33 -14 -19 - 1st hit: Whiffs on crouching opponent, 2nd hit: Ground bounces on crouching counter hit
Crouch LP H 30 5 2 8 +7 +3 - Rapid fire cancelable into light normal attacks
Crouch MP H 42 6 3 22 -4 -8 EX,SA,CA -
Crouch HP H 42,21 9 2,2 30 float -10 EX,SA,CA Elbow crushes airborne attacks frames 9-13
Crouch LK L 30 5 3 8 +6 +2 - Rapid fire cancelable into light normal attacks
Crouch MK H 42 8 5 20 -4 -8 EX,SA,CA -
Crouch HK L 63 11 3 34 hard knockdown -17 EX,SA,CA -

Move Analysis

Normal Moves

N/A


Unique Attacks

N/A


Normal Throws

N/A


Special Moves

N/A


Super Combos

N/A


The Basics

N/A


Advanced Strategy

N/A


Combos

Bread and Butters

  • st.LK~cr.MK~cl.HP xx [b],f+PP, j.HP, cl.HP(1) xx qcb+LK, dash, cl.HP(1) xx dp+HP (348)

(1bar, medium)

  • f+MK>dash, cl.HP(1) xx qcf+HP>f+P>f+P (289)

(0bar)

  • cr.HP xx qcb+HK, f+MK>dash, cl.HP(1) xx dp+HP (382)

(0bar, easy)


Post-launch

  • cl.HP(1) xx qcb+LK, f+MK>dash, cl.HP(1) xx dp+HP

(0bar, easy)

Hit Confirm Combos

  • cr.LK, cr.LP, cr.MP xx [b],f+P

(0bar, hitconfirm, easy)


Advanced Combos

  • cr.LK, cr.LP, cr.MP xx [b],f+PP, j.HP, cl.HP(1) xx qcb+LK, dash, cl.HP(1) xx dp+HP (350)

(1bar, hitconfirm, midscreen, medium)

Anti-air

  • cr.HP xx qcb+LK, f+MK>dash, cl.HP(1) xx dp+HP (342)

(0bar, easy)

Anti-backdash

  • f+MK>dash, cl.HP(1) xx dp+HP (248)

(0bar, medium)

Combos Into Supers

  • N/A

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