Abel Guide

INTRO

Just like every character in Street Fighter, who they are defines how the character was built. Abel’s character is a mercenary who has no memory of his past. Abel being a mercenary, meaning he always has a tactical approach/strategy; this tells us that Abel is an offensive character but doesn’t rush down until everything is planned, so it’s all about the timing, the moment, the when and where.

To make my Abel guide a little more unique to the other guides you may find on other forums like SRK, Eventhubs, etc. I will focus more on things that make Abel a good character, THE MIX UPS!!

“If you can’t beat the character, beat the player”

Most guides you may find may teach you about Abel but not completely how to use him. I made this guide to highlight the important stuff and some uses that you may find effective. The things I’ve written down here are some of my own personal ideas that I personally came up with.

I have doubts in making this cause like what Abel says “YOU EXPECT ME TO SPILL MY SECRETS!?”


Note: As we all know resets and mix ups are NOT really 100% SAFE, so please be noted by the risks

Definition of Terms:
lp = Light Punch
mp = Medium Punch
hp = Heavy Punch
lk = Light Kick
mk = Medium Kick
hk = Heavy Kick
(cl.) = Close Standing
(st.) = Standing
(cr.) = Crouching
(j.) = Jumping
CoD = Change of Direction
TT = Tornado Throw (Command Throw)
FS = Falling Sky (Air Grab)

HEARTLESS STARTERS

FORWARD MEDIUM KICK > FORWARD DASH (THE STEP KICK)

Has 7 frames of startup and it has 0 frame on block and +3 on hit. This is one of Abel’s best normal moves because it’s used to apply more pressure. From here you can start your pressure mix ups. Since it is a 0 frame on block, you can still pretty much do anything

1. f.mk > dash, cr.lp+lk (option select tech throw)
 
-a good first move to pull out after the dash because it allows you to continue pressure and tech a throw

- After the dash you can cr.lk 4x then st.lk, f.mk > dash, but I recommend you cr.lk up to 3x then cr.lp, f.mk > dash, because even though st.lk gives you the maximum range for your f.mk to hit, the cr.lp gives the f.mk more frame advantage on start up because cr.lp is +3 on block and +6 on hit
Note: cr.lk and cr.lp both have the same distances

-after dash: cr.lk 2x, cl.hk (very fast overhead)

-after dash: cr.lk > st.mp/st.hp > CoD

-mix up your block string by canceling your normals into “Wheel Kick” for an unexpected overhead

-after dash: cr.lk 2x, heavy TT and cr.lk 3x, light TT


2. f.mk > dash, cl.hk (overhead)
 
-cl.st.hk is very very fast for an overhead normal so it’s very hard to react to, 6 frame start up OMG!

-it’s not really a safe move to start with and theres not much you can do after, but its fast
Note: the overhead will trade with shoryuken and some other reversals

-“cl.st.hk > st.mp > FADC”, whut? That can combo?, yes you can link it into st.mp and to safely continue on you have FADC the st.mp, then after that you can TT or pretty much anything since your enemy is too mind blown by that


3. f.mk > dash, normal throw
 
-yes you can just go straight into grab on block but sadly it can be teched

-but if it hit the opponent you have to wait a little bit (like about 3 frames) because the grab will whiff because of hit stun

-if the opponent jumps straight up to escape your normal throw, making it whiff, your grab will recover dast enough to anti air them with cl.hp


4. f.mk > dash, TT
 
-doing command throw straight after the dash will prove that your opponent didn’t do anything after your f.mk, people will say it’s cheap but in truth it’s only a 5 frame grab meaning they can actually escape, unlike Zangief’s command throw which is 2 frames (isn’t that more cheap? you can’t escape it, except jumping before it was entered, so as his ULTRA 1)

-use hp.TT for maximum damage, it recovers faster on whiff, and you're in their face anyways so it's range is not a problem

-a blocked f.mk allows you to instantly enter the TT (yes, feels good right?)

-on hit enter the TT with a slight delay because the hit stun will make your grab whiff (so timing has to be sexy)


5. f.mk > dash, cl.mp/cl.hp
 
-the mark of a true Abel player, it is very essential because it can lead to Abel’s next powerful weapon, the challenge is that its a 1 frame link so you have to get your execution and timing down for this

-it’s character specific whether the st.mp or the st.hp to will hit, but mostly the st.mp is for characters with small hurt boxes, and sometimes it depends on the distance from where you f.mk and sometimes it will require the f.mk to counter hit, so do your research and test it out

- “f.mk > dash, cl.mp/cl.hp > CoD > FADC > cr.hp”, the point of this is to get that cr.hp in because the cr.hp lifts the opponent into the air, making it Abel’s next starter for the next big thing



CROUCHING HEAVY PUNCH (THE LIFT)

It’s one of Abel’s best normals because it lifts the enemy which allows you to juggle and it’s special cancelable. It may be a good move but its start up is kinda slow and it also has bad recovery, so it’s best to do it in a combo or when you’re sure it’s gonna hit. It does 2 hits, the 2nd hit is what lifts and is when you should cancel into a special move

1. cr.hp > heavy FS
 
-canceling into Falling Sky (air grab) is simple but scores big damage and gets you ready for the next step


2. cr.hp > light Roll > medium FS/cl.HK (Personally Recommended)
 
-canceling the 2nd hit of the cr.hp into the light roll lands you in front of the opponent's floating body for your next move

-after roll: medium FS or heavy FS (the hp.FS is character specific, I recommend using mp.FS, it works on all characters)

-“cr.hp > lk.roll, cl.hk” the best ender to do to keep you opponent in front of you especially when you wanna leave them in the corner, and on mid-screen after the cl.hk hits and they land back on the ground you are at a good range to do f.mk to continue pressure


3. cr.hp > light Roll > cr.lp/st.lp > light Roll
 
-lands you on the other side of your opponent causing them to block the other way

-this is the most often used mix up because this can be used to confuse and test the concentration of your opponent

-cr.lp is used more often but I wanna point out from my research is that st.lp recovers your opponent faster allowing you to do things more quickly (I believe there’s only 1 frame of a difference in recovery, but it won’t really matter too much since it’s a mix up)

-using other punches in between rolls will require stronger rolls which will have more recovery which gives your opponent more time to escape or beat you out
Note: “cr.hp > lk roll > cr.mp/cr.hp > lk roll” will land you in front and if you want to cross up you need your 2nd roll to be stronger, meaning having more recovery, you can try to confuse them if you’re gonna land in front or at the back if you want

-after 2nd roll: you can go with a combo, pressure to stay up close, or grab

-“cr.hp > lk.roll > cr.lp/st.lp > lk.roll, cr.hp”, this is an awesome reset because it’s a cross up and when it hits the enemy will fly one more time

-“cr.hp > lk.roll > cr.lp/st.lp > lk.roll, hp.TT”, another good way to leave them in the corner and to keep your opponent on the ropes (one of my favorite moves because not many players do it and it’s good against people who know how to block your cross up or try to grab you)


4. cr.hp > light Roll > cr.lp/st.lp > heavy Roll, ???
 
-this is not really an option select but it very useful against characters with good reversals or for people who have the urge to stop you with a throw or throw out a move or do just plain nothing

-this will require a bit of some reaction skills and instinct

-what happens is that after the hk.roll both players will face each other at Abel’s maximum jab distance, from that distance both character’s normal throws will whiff and the good part is that it is the exact distance of Abel’s lp.TT

-I like to call this part the staring contest, after the hk.roll just wait for a quick second, if you are fast enough to spot that the opponent didn’t do anything, go for the lp.TT

-if the opponent tries to normal grab or throw out a reversal move, it will either whiff or you block it, then you can easily punish it



CROUCHING MEDIUM KICK (THE ANTI AIR)

The one of the few true good anti air normal Abel has, but at least you can confuse them as they land causing them to think fast

 
cr.mk (anti air) > lk.roll/mk.roll
-the lk.roll will sometimes land in you in front or cross up depending on character and distance (so it’s confusing for both of you)

-the mk.roll will always cross up, so I recommend using this to prevent self confusion
-after the cross up roll you can instantly go for TT, cr.hp lift, and etc.





SOULESS AWAKENING

Tornado Throw
-Abel’s wake up offense after landing a TT
 
1. forward dash, lk.roll = 8 frames advantage (lands in front/cross up is character dependent)

2. forward dash, mk.roll = 5 frames, can cr.hp lift, exact frames for instant TT (cross up)

3. forward dash/lk.roll, j.mk = perfect cross up, beats a lot of reversal options (recommended on shotos), usually doesn’t work on large characters (character dependent), good wake up option because: BLOCKED = free TT and HIT = free combo

4. one step back, EX/mk wheel kick = hold back a little until Abel makes 1 quick step back then immediately as soon as his foot touches the ground enter the EX/mk wheel kick (perfect/safe range, EX is faster and has more priority), trades with some reversals (sometimes trades or beats shoryuken)

5. forward dash, hk roll, back dash, (f.mk) = it is used to bait out moves/reversals and whether they mashed out a move or remain blocking, you are in a position where your f.mk is still in range


Falling Sky
-Abel’s wake up offense after landing a FS
 
1. back dash, lk.roll = 7 frames advantage (lands in front)

2. back dash, mk.roll = can cr.hp lift, can instant TT (cross up)

3. back dash, j.mk = perfect cross up, beats a lot of reversal options (recommended on shotos), usually doesn’t work on large characters (character dependent), good wake up option because: BLOCKED = free TT and HIT = free combo

4. lk roll, hk roll, wait/f.mk/sweep = good for baiting out reversals, the opponent is still in good range of Abel’s f.mk/sweep, mashing lp shoryuken whiffs if you go for f.mk/sweep, hit/blocked sweep can be canceled into hk.roll/wheel kick (this wake up offense lands you up close, and builds good meter )

5. hk.roll, j.mk = it's a double cross up! very good on charge characters to lose their back charge and it looks confusing to block, and the jumping mk is a very deep cross up


Change Of Direction
-Abel’s wake up offense after landing all 3 CoD punches
 
1. hk.roll = 11 frames advantage (lands in front)

2. forward jump/j.mk = it looks like it will hit but actually all jumping normals will whiff and land exactly in front of them allowing you to trick them into blocking high and instantly go for a low hit, grab or TT and if they try to anti air reversal you will land safely and block, baiting it out

3. cr.mp, EX/mk wheel kick = perfect/safe range, EX is faster and has more priority, trades with some reversals (sometimes trades or beats shoryuken)
 

Normal Throw
-Abel’s wake up offense after landing a normal grab
 
1. st.mk, lk.roll = more frame advantage (cross up)

2. st.mk, mk.roll = can cr.hp lift, can instant TT (cross up)

3. st.mk, j.mk = perfect cross up, beats a lot of reversal options (recommended on shotos), usually doesn’t work on large characters (character dependent), good wake up option because: BLOCKED = free TT and HIT = free combo

4. cr.mp, j.mk = safe jump





BREATHLESS APPROACH

Every player has their own way of approaching other characters, but because of tiers and match ups, some characters may be harder to beat. Watching match videos may help you understand what characters can do in certain situations, but if you you’re good at analyzing matches then you would focus more on what’s going on with the player.

One of the most effective game plans I have ever known will work with no matter character you use

THE MASTER PLAN
1. Knock down
2. Push to corner
3. Sustain them in corner
4. ????
5. WINNING

If you know “Combofiend”, you know he loves to rush down, but we all know rushing in is not really effective especially on characters with high defense and lame ass players who run away.

So following the master plan will make your opponent to lose a lot of options. If your opponent likes to defend or zoning space then try to limit them in the corner, they have no choice but to stay and guard that place (while they’re there just be patient, if they want to defend then let them waste their time). If your opponent likes to jump back run away all the time then make them jump back in to their death by slowly walking them to the corner, now they have nowhere else to jump back to anymore.

This is very effective with any character especially for Abel because he’s good at bringing people to the corner and keeping them there, plus giving high damage and mix ups, so you have to be very aware of your space (slowly walk them there), what combos to use (what combos push them to the corner or put them back there), and be cautious of your mix ups (sometimes it’s better to leave them in the corner than to score big damage)

Note: I made this plan by analyzing player matches, especially watching matches by Peter "Combofiend" Rosas


Abel's Amazing Corner Game

Why?

Among all the characters in the game, I think Abel has one of the best corner games. All his moves can bring them to the corner and also put them back to the corner, and then it is just a matter of how to use them. You’ll notice most of Abel’s special moves throw the opponent behind Abel, so it is just a matter of how you position yourself.


Where?

Most Abel players you may find will do the combo into lift then finish it with Falling Sky, this is okay to do since it’s a strong combo ender and you can set up for a Abel's threatening wake up game, but if you are good at knowing your positioning and spacing of your area and the stage, from the point you lift the opponent you should already think of what to do, whether to go for a mix up or just a regular combo.


How?

If I were to lift the opponent and his body flies towards the corner, I wouldn’t end it with "roll > Falling Sky" but I would roll up close to the opponents juggle state body and end it with cl.HK because it leaves the opponent still towards the corner (because if it was FS it would throw them behind Abel, which is away from the corner). Even though it doesn’t do as much damage as Falling Sky, the power of positioning and the corner is much better, think of it as “would you rather do damage or have a better position where you have the advantage and more opportunity to score more damage and take control of the match?”

Now that we somewhat know how to bring them to the corner, one of the reasons why Abel is amazing in the corner is because Abel gains some new mix ups and set ups.


It’s a TRAP!

And my favorite part about leaving them in the corner is that you can create a barrier that could put them on lock down. To set up the barrier, you have to put them in the corner then move back a little till you're in a position where you see that no matter what forward jump in attack they do (since they have nowhere else to jump anyway since they’re in the corner) you can anti-air them with cr.MK (which can also gives you an opportunity for a mix up, example “anti-air cr.mk > mk. Roll to the other side, then cross up cr.hp lift > FS” since you crossed to the other side and lifted into FS then your opponent falls back again to the corner, get it?) and if you noticed that in that barrier position you are somewhat exactly where your lk.Wheel kick can hit them safely with the tip of his heel. So within this corner barrier it’s either they try to jump in and get stuffed or they just sit back and get hit with a well spaced overhead

There are still many more things Abel can do in the corner but this is all I want to say to get you started on how to bring them and keep them there, now it is all in your imagination on what else you are able to do, so keep practicing and learning (whatever goes on in the corner is up to you)

Note: it is important that you should know what move or mix up will leave your opponent in front or behind Abel for cases where you can bring them to the corner and to place them back

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