Ultra Street Fighter IV/Abel/Omega

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Ultra Street Fighter IV/OmegaOmegaSF4 Header.png

Abel

SSFIV-Abel Face.jpg


In a nutshell


Omega Abel is vastly different from his Ultra counterpart.


Click for USF4 version


Notable Changes from USF4 to Omega

Bafcord Omega Doc - Abel
Detailed Frame Data with USF4 Comparisons - Abel

  • General/Movement Changes:
    • Forward Dash: 2f faster (16f > 14f), slightly shorter distance
    • Throw: slightly shorter range


  • Normal Move Changes:
    • All close 2-hit punches are now 1-hit, with Target Combos replacing the 2nd hit
      • cl.LP~LP and cl.MP~MP tend to whiff on crouchers
      • cl.HP~HP is a powerful meterless juggle ender with high juggle potential
    • 2MK has a new animation, a real low poke with combo utility

    • Step Kick - 6MK - command normal removed, replaced by Close 5MK; much worse on block and hard to use due to proximity
    • Side Kick - 3MK - Abel's old 2MK animation, can be used to anti-air
    • Back Hand Knuckle - 6MP - new move similar to Change of Direction 2nd hit; far reaching poke
    • Over Hand Hook - 6HP - new move similar to Change of Direction 1st hit, allows FADC combos from long range
    • Palm Drop - j.2HP - new air command normal, good downward angle for jumping in


  • Special Move Changes:
    • Change of Direction - removed
    • Marseilles Roll - can only be used on wakeup with 6K (strength determines roll distance), still throwable and vulnerable at the end of recovery
    • Grappling -
    • Sky High Tornado -


  • Super/Ultra Changes:
    • Super is safe on block, does more damage
    • Ultra 1 is slower, and other changes make it harder to juggle into


  • Moves with ending Input Buffer:
    • Close 5MK~Dash, 5LP~LP, 5MP~MP; Far 5LP, 5MK; 2LP, 2MP, 2LK, Over Hand Hook (6HP), Focus Attack + Forward Dash

Character Specific Data

Abel

VITALS
Health: 1050 Stun: 1050
WALKING
Forward Walk Speed: 0.035 Back Walk Speed: 0.030
JUMPING
Jump Total Frames: 4+36+4 Jump Distance: 2.1 Forward, 1.925 Back
DASHING
Forward Dash Frames: 14 Forward Dash Distance: 1.33
Back Dash Frames: 25 Back Dash Distance: 0.79
FA + Forward Dash Frames: 15 FA + Back Dash Frames: 20
Back Dash Invincibility: 1-8 FA + Back Dash Invincibility: 0
Back Dash Airborne: 9-18 FA + Back Dash Airborne: 6-13
FOCUS ATTACK DATA
Lv1 FA + Forward Dash (Block): 0 Lv1 FA + Back Dash (Block): -5
Lv2 FA + Forward Dash (Block): +6 Lv2 FA + Back Dash (Block): -1

Frame Data

Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
5LP (Close) cl. Lp.png 3 3 10 -2 1 30 50 M Sp Su (only 1 hit, 2nd hit replaced with TC)
5MP (Close) cl. Mp.png 5 3 12 -1 2 70 100 M Sp Su Forces stand; (only 1 hit, 2nd hit replaced with TC)
5HP (Close) cl. Hp.png 4 3 17 -2 3 100 150 M Sp Su Forces stand, has juggle potential; (only 1 hit, 2nd hit replaced with TC)
5LK (Close) cl. Lk.png 5 2 9 0 3 30 50 M - -
5MK (Close) cl. Mk.png 7 2 15 -6(-5) 3(4) 100 180 M Dash Forces stand; (advantage when Dash cancelled); buffer only applies to dash cancel version
5HK (Close) cl. Hk.png 6(10) 6 16 -4 0(5) 100(30) 150(50) H - Forces stand; (data vs. crouching opponent)
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
5LP (Far) far. Lp.png 5 2 6 3 6 30 50 M Su Whiffs vs. short/average crouching characters
5MP (Far) far. Mp.png 5 3 11 0 3 80 100 M Su -
5HP (Far) far. Hp.png 8 3 19 -4 0 100 200 M - Whiffs vs. short/average crouching characters
5LK (Far) far. Lk.png 5 3 8 0 3 40 50 M - -
5MK (Far) far. Mk.png 11 1*3 9 2 5 60*60 100*50 M Sp Su / - 2 hits; 1st hit forces stand and is cancellable, 2nd hit whiffs if 1st hit is crouch blocked
5HK (Far) far. Hk.png 13 3 18 -3 1 100 200 M - -
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
2LP Down.gifLp.png 4 2 6 1 6 45 80 M Sp Su -
2MP Down.gifMp.png 6 2 11 1 4 90 150 M Sp Su -
2HP Down.gifHp.png 8 2*2 22 -6 KD 90*40 150*50 M Sp Su 1st hit forces stand, 2nd hit has juggle potential and puts opponent into free juggles state; -3/-8 if 2nd hit whiffs; can FADC 1st hit (+3, links to cl.5LP); KD Adv: +50 if no juggle
2LK Down.gifLk.png 4 3 7 -1 4 40 50 L Sp Su -
2MK Down.gifMk.png 6 3 12 -1 2 70 100 L Sp Su New animation
2HK Down.gifHk.png 11 3 26 -11 KD 120 200 L Sp Su KD Adv: +13; if cancelled into Tackle + Feint, becomes -3 on Block, KD Adv +22/21
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Back Hand Knuckle Right.gifMp.png 9 5 13 -4(-3) -1(0) 90 180 M - Has juggle potential; (advantage vs. crouching opponents)
Over Hand Hook Right.gifHp.png 13 2 23 -3 3 110 200 M Su Has juggle potential, KD vs. airborne opponents; +8/+2 after FADC, links into 2HP
Side Kick Downright.gifMk.png 8 5 13 -4 -1 70 100 M Sp Su Anti-air, uses his old 2MK animation
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
LP Target Combo cl. Lp.png>Lp.png - - - 2 5 30*40 50*50 M*M Sp Su Whiffs on crouching; hard to use against some characters due to short proximity range
MP Target Combo cl. Mp.pngMp.png - - - 2(-8) 5 70*60 100*50 M*M Sp Su 1st hit forces stand; -8 on Block if 2nd hit whiffs, which depends on character height
HP Target Combo cl. Hp.png>Hp.png - - - -5 KD 100*80 150*100 M*M - KD Adv: +16; good juggle ender
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
j.LP (angled) Upright.gifLp.png 5 4 - - - 50 50 H - -
j.MP (angled) Upright.gifMp.png 5 10 - - - 80 100 H - -
j.HP (angled) Upright.gifHp.png 5 8 - - - 100 200 H - -
j.LK (angled) Upright.gifLk.png 4 5 - - - 50 50 H - -
j.MK (angled) Upright.gifMk.png 5 6 - - - 70 100 H - -
j.HK (angled) Upright.gifHk.png 5 5 - - - 110 200 H - -
j.LP (neutral) Up.gifLp.png 5 4 - - - 50 50 H - -
j.MP (neutral) Up.gifMp.png 5 6 - - - 80 100 H - -
j.HP (neutral) Up.gifHp.png 5 4 - - - 130 250 H - -
j.LK (neutral) Up.gifLk.png 5 8 - - - 50 50 H - -
j.MK (neutral) Up.gifMk.png 4 6 - - - 80 100 H - -
j.HK (neutral) Up.gifHk.png 5 6 - - - 100 200 H - -
Palm Drop Air Down.gifHp.png 9 6 - - - 130 250 H - Good downward angle
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Focus Attack Lv. 1 Mp.pngMk.png 10+11 2 35 -21 KD 110 150 M Dash KD Adv: +11; +32 after Forward Dash, +27 after Back Dash
Focus Attack Lv. 2 Mp.pngMk.png 18+12 2 35 -15 crumple 80 150 M Dash -
Focus Attack Lv. 3 Mp.pngMk.png 65 2 35 crumple crumple 140 200 - Dash Unblockable
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Drop Throw
(Forward Throw)
Lp.pngLk.png 3 2 24 - KD 180 200 T - KD Adv: +21
Pincer Throw
(Back Throw)
Left.gif+Lp.pngLk.png 3 2 24 - KD 180 200 T - KD Adv: +7
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
LK Shoulder Tackle Qcf.pngLk.png
236+LK
16 5 17 -4 KD 130 200 M Su, Feint Feint cancellable 12-25f (freeze glitch if you hit P on frame 11); KD Adv: +26
+ Charged LK Tackle + Hold Lk.png 33 5 14 0 KD 170 200 M Su Must hold LK for 26f; KD Adv: +29
MK Shoulder Tackle Qcf.pngMk.png
236+LK
17 5 17 -3 KD 140 200 M Su, Feint Feint cancellable 12-27f (freeze glitch if you hit P on frame 11); KD Adv: +26
+ Charged MK Tackle + Hold Mk.png 37 5 14 0 KD 180 200 M Su Must hold MK for 28f; KD Adv: +29
HK Shoulder Tackle Qcf.pngHk.png
236+LK
24 5 17 -2 KD 150 200 M Su, Feint Feint cancellable 12-32f (freeze glitch if you hit P on frames 10-11); KD Adv: +26
+ Charged HK Tackle + Hold Hk.png 50 5 14 0 KD 200 200 M Su Must hold HK for 33f; KD Adv: +29
Tackle Feint + P.png
(during 236K)
- - 8 - - - - - - Good for building meter at long range or baiting opponent's approach
Ex.png Shoulder Tackle Qcf.png2k.png
236+KK
13 5 19 -7 KD 80 100 M FA Wall bounces (standard KD vs. airborne opponent); KD Adv: +53 if no juggle
LP Grappling
(Running Grab)
Qcf.pngLp.png
236+LP
15 1 44 - KD 170 200 T - Side switches; can't be special cancelled into; KD Adv: +10
MP Grappling
(Running Grab)
Qcf.pngMp.png
236+MP
15 1 44 - KD 170 200 T - Can't be special cancelled into; KD Adv: +20
HP Grappling
(Running Grab)
Qcf.pngHp.png
236+HP
19 1 44 - KD 70 150 T - Takes opponent to the corner; can't be special cancelled into; KD Adv: +14
Sky High Tornado
Ex.pngEx.png
(Running Grab)
Qcf.png2p.png
236+PP
15 1 44 - KD 200 200 T - 1-15f armor; costs 2 bars, can't be special cancelled into; KD Adv: +8
LP Falling Sky
(AA Grab)
Dp.pngLp.png
623+LP
5 2 31 - KD 150 200 T - vs. airborne only; side switches; KD Adv: +9
MP Falling Sky
(AA Grab)
Dp.pngMp.png
623+MP
6 4 31 - KD 160 200 T - vs. airborne only; side switches; KD Adv: +9
HP Falling Sky
(AA Grab)
Dp.pngHp.png
623+HP
9 6 31 - KD 170 200 T - vs. airborne only; side switches; KD Adv: +9
Ex.png Falling Sky
(AA Grab)
Dp.png2p.png
623+PP
5 3 30 - KD 180 200 T - 1-4f strike invuln, 5-6f upper body invuln, 1-6f projectile invuln; grabs airborne opponents only; KD Adv: +19
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
LP Tornado Throw
(Command Grab)
Hcb.pngLp.png
63214+LP
5 2 51 - KD 180 200 T - No invuln; KD Adv: +11
MP Tornado Throw
(Command Grab)
Hcb.pngMp.png
63214+MP
5 2 45 - KD 190 200 T - No invuln; KD Adv: +11
HP Tornado Throw
(Command Grab)
Hcb.pngHp.png
63214+HP
5 2 39 - KD 200 200 T - No invuln; KD Adv: +11
Ex.png Tornado Throw
(Command Grab)
Hcb.png2p.png
63214+PP
5 2 54 - KD 240 200 T - 1-6f full invuln; KD Adv: +11
LK Wheel Kick
(Overhead Kick)
Qcb.pngLk.png
214+LK
20 8 18 -8(-5) -2(3) 120 200 H - 11-28f Airborne
MK Wheel Kick
(Overhead Kick)
Qcb.pngMk.png
214+MK
22 7 18 -7(-5) -1(3) 120 200 H - 12-29f Airborne
HK Wheel Kick
(Overhead Kick)
Qcb.pngHk.png
214+HK
23 8 17 -7(-5) -1(3) 120 200 H - 13-30f Airborne
Ex.png Wheel Kick
(Overhead Kick)
Qcb.png2k.png
214+KK
17 7*3 19 -4 1(2) 60*120 100*100 H - 11-28f Airborne
LK Marseilles Roll
(Wakeup Roll)
Right.gifLk.png
6LK
- - 27 - - - - - - 5-26f strike/projectile invuln; 1.75 Distance; 6f window to input, on wakeup only.
MK Marseilles Roll
(Wakeup Roll)
Right.gifMk.png
6MK
- - 30 - - - - - - 5-29f strike/projectile invuln; 2.06 Distance; 6f window to input, on wakeup only.
HK Marseilles Roll
(Wakeup Roll)
Right.gifHk.png
6HK
- - 32 - - - - - - 5-31f strike/projectile invuln; 2.88 Distance; 6f window to input, on wakeup only.
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Heartless
(Super)
Qcf.pngQcf.pngP.png
236236+P
1+5 5 16 0 KD 420 - M - 1-10f full invuln; can be plus on block if done from long range; KD Adv: +56; Full Dmg Distribution: 30x4*50*250
Soulless
(Ultra 1)
Qcf.pngQcf.png3p.png
236236+PPP
0+14 2 46 -30 KD 461 - M - 1-6f full invuln, 7-15f upper body/projectile/throw invuln; can be easily counterhit by low attacks after startup; KD Adv: +56; Full Dmg Distribution: 45*8x6*45*323
Breathless
(Ultra 2)
Qcf.pngQcf.png3k.png
236236+KKK
0+10 6 71 - KD 431 - T Feint 1f full invuln, 1-3f armor/throw invuln or until release, strike invuln for 6f after release; 7f startup after release beginning on frame 4 at the earliest; KD Adv: +49
+ Feint P.png or Down.gifDown.gif - - 40 - - - - - - 90 frame window to input feint
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes

Combos

Confirms:

Punishes:

Ultra Setups:

Useful Info

Reversals:

  • EX Tornado Throw (Hcb.png2p.png / 63214+PP) - Fully invincible, decent range; meterless versions have no invincibility
  • EX Grappling (Qcf.png2p.png / 236+PP) - Has armor, but costs 2 bars and is fairly unrewarding
  • Roll (Wakeup Right.gifK.png / 6K) - On wakeup, has some strike invincibility to escape pressure; vulnerable to throws and the roll itself can be punished
  • Ultra 1 (Qcf.pngQcf.png3p.png - 236236+PPP) - Somewhat slow and loses to lows before it becomes active, but can be useful if the opponent is predictable
  • Ultra 2 (Qcf.pngQcf.png3k.png - 236236+KKK) - Faster than U1 with some invincibility and armor, can also be feint cancelled if you realize it won't connect

Anti-Airs:

Anti-Focus:

Anti-Projectile:

Juggles:

Miscellaneous:


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