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= Moves = | == Moves == | ||
=== Unique Attacks === | ==== Unique Attacks ==== | ||
{{ | {{SSFIVMoveListHeader}} | ||
{{ | {{SSFIVMoveListRow | Standing Medium | {{#motion: f + mk }} | Dash Cancelable }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
=== Special Moves === | ==== Special Moves ==== | ||
{{ | {{SSFIVMoveListHeader}} | ||
{{ | {{SSFIVMoveListRow | Change of Direction | {{#motion: qcf + p }} | | }} | ||
{{ | {{SSFIVMoveListRow | Second Mid | {{#motion: f + p }} | Perform after Change of Direction; Overhead }} | ||
{{ | {{SSFIVMoveListRow | Second Low | {{#motion: f + k }} | Perform after Change of Direction; Low Hit }} | ||
{{ | {{SSFIVMoveListRow | Finish Mid | {{#motion: f + p }} | Perform after Second Mid or Second Low; Overhead }} | ||
{{ | {{SSFIVMoveListRow | Finish Low | {{#motion: f + k }} | Perform after Second Mid or Second Low; Low Hit }} | ||
{{ | {{SSFIVMoveListRow | Wheel Kick | {{#motion: qcb + k }} | Overhead; Armor Breaker }} | ||
{{ | {{SSFIVMoveListRow | Marseilles Roll | {{#motion: qcf + k }} | }} | ||
{{ | {{SSFIVMoveListRow | Falling Sky | {{#motion: dp + p }} | Whiffs against grounded opponent }} | ||
{{ | {{SSFIVMoveListRow | Tornado Throw | {{#motion: hcb + p }} | }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
=== Super Combo === | ==== Super Combo ==== | ||
{{ | {{SSFIVMoveListHeader}} | ||
{{ | {{SSFIVMoveListRow | Heartless | {{#motion: qcf qcf + p }} | }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
=== Ultra Combos === | ==== Ultra Combos ==== | ||
{{ | {{SSFIVMoveListHeader}} | ||
{{ | {{SSFIVMoveListRow | Soulless | {{#motion: qcf qcf + 3p }} | }} | ||
{{ | {{SSFIVMoveListRow | Breathless | {{#motion: qcf qcf + 3k }} | }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
= Frame Data = | == Frame Data == | ||
{{SSFIVFrameDataHeader}} | {{SSFIVFrameDataHeader}} | ||
{{SSFIVFrameDataSubHeader | Standing Far Attacks}} | {{SSFIVFrameDataSubHeader | Standing Far Attacks}} | ||
{{SSFIVFrameDataRow | [[File:Jab.gif]] | HL | 30 | 50 | 20 | sp/su | 5 | 3 | 6 | +3 | +6 | }} | {{SSFIVFrameDataRow | [[File:Jab.gif]] | HL | 30 | 50 | 20 | sp/su | 5 | 3 | 6 | +3 | +6 | | | }} | ||
{{SSFIVFrameDataRow | [[File:Strong.gif]] | HL | 80 | 100 | 40 | su | 5 | 6 | 11 | -3 | +1 | }} | {{SSFIVFrameDataRow | [[File:Strong.gif]] | HL | 80 | 100 | 40 | su | 5 | 6 | 11 | -3 | +1 | | | }} | ||
{{SSFIVFrameDataRow | [[File:Fierce.gif]] | HL | 130 | 200 | 60 | - | 12 | 3 | 17 | -2 | +2 | }} | {{SSFIVFrameDataRow | [[File:Fierce.gif]] | HL | 130 | 200 | 60 | - | 12 | 3 | 17 | -2 | +2 | | | }} | ||
{{SSFIVFrameDataRow | [[File:Short.gif]] | HL | 40 | 50 | 20 | - | 5 | 3 | 8 | 0 | +3 | }} | {{SSFIVFrameDataRow | [[File:Short.gif]] | HL | 40 | 50 | 20 | - | 5 | 3 | 8 | 0 | +3 | | | }} | ||
{{SSFIVFrameDataRow | [[File:Forward.gif]] | HL | 80 | 100 | 40 | - | 8 | 3 | 15 | -4 | -1 | Whiff against crouchers }} | {{SSFIVFrameDataRow | [[File:Forward.gif]] | HL | 80 | 100 | 40 | - | 8 | 3 | 15 | -4 | -1 | | | Whiff against crouchers }} | ||
{{SSFIVFrameDataRow | [[File:Roundhouse.gif]] | HL | 100 | 200 | 60 | - | 14 | 2 | 19 | -3 | +1 | }} | {{SSFIVFrameDataRow | [[File:Roundhouse.gif]] | HL | 100 | 200 | 60 | - | 14 | 2 | 19 | -3 | +1 | | | }} | ||
{{SSFIVFrameDataSubHeader | Standing Close Attacks}} | {{SSFIVFrameDataSubHeader | Standing Close Attacks}} | ||
{{SSFIVFrameDataRow | [[File:Jab.gif]] | HL | 25*15 | 30*20 | 20*20 | ch/sp/su*su | 4 | 3(8)3 | 11 | -3 | 0 | }} | {{SSFIVFrameDataRow | [[File:Jab.gif]] | HL | 25*15 | 30*20 | 20*20 | ch/sp/su*su | 4 | 3(8)3 | 11 | -3 | 0 | | | }} | ||
{{SSFIVFrameDataRow | [[File:Strong.gif]] | HL | 50*30 | 50*50 | 40*20 | sp/su*su | 5 | 3(8)2 | 14 | -2 | +4 | [Hit] Forces stand }} | {{SSFIVFrameDataRow | [[File:Strong.gif]] | HL | 50*30 | 50*50 | 40*20 | sp/su*su | 5 | 3(8)2 | 14 | -2 | +4 | | | [Hit] Forces stand }} | ||
{{SSFIVFrameDataRow | [[File:Fierce.gif]] | HL | 80*30 | 100*100 | 60*20 | sp/su*su | 4 | 3(8)2 | 20 | -4 | 0 | [Hit] Forces stand }} | {{SSFIVFrameDataRow | [[File:Fierce.gif]] | HL | 80*30 | 100*100 | 60*20 | sp/su*su | 4 | 3(8)2 | 20 | -4 | 0 | | | [Hit] Forces stand }} | ||
{{SSFIVFrameDataRow | [[File:Short.gif]] | HL | 30 | 50 | 20 | - | 5 | 2 | 9 | 0 | +3 | }} | {{SSFIVFrameDataRow | [[File:Short.gif]] | HL | 30 | 50 | 20 | - | 5 | 2 | 9 | 0 | +3 | | | }} | ||
{{SSFIVFrameDataRow | [[File:Forward.gif]] | HL | 70 | 100 | 40 | sp/su | 7 | 2 | 16 | -4 | -1 | }} | {{SSFIVFrameDataRow | [[File:Forward.gif]] | HL | 70 | 100 | 40 | sp/su | 7 | 2 | 16 | -4 | -1 | | | }} | ||
{{SSFIVFrameDataRow | [[File:Roundhouse.gif]] | HL[H] | 100[30] | 150[50] | 60[20] | - | 6 | 6 | 16 | -4 | 0 | Hit] Forces stand, active frame 1-4 wont hit crouchers, active frames 5-6 refer to [] (overhead) }} | {{SSFIVFrameDataRow | [[File:Roundhouse.gif]] | HL[H] | 100[30] | 150[50] | 60[20] | - | 6 | 6 | 16 | -4 | 0 | | | [Hit] Forces stand, active frame 1-4 wont hit crouchers, active frames 5-6 refer to [] (overhead) }} | ||
{{SSFIVFrameDataSubHeader | Crouching Attacks}} | {{SSFIVFrameDataSubHeader | Crouching Attacks}} | ||
{{SSFIVFrameDataRow | [[File:Jab.gif]] | HL | 30 | 50 | 20 | ch/sp/su | 5 | 2 | 6 | +3 | +6 | }} | {{SSFIVFrameDataRow | [[File:Jab.gif]] | HL | 30 | 50 | 20 | ch/sp/su | 5 | 2 | 6 | +3 | +6 | | | }} | ||
{{SSFIVFrameDataRow | [[File:Strong.gif]] | HL | 70 | 100 | 40 | sp/su | 7 | 3 | 10 | +1 | +4 | }} | {{SSFIVFrameDataRow | [[File:Strong.gif]] | HL | 70 | 100 | 40 | sp/su | 7 | 3 | 10 | +1 | +4 | | | }} | ||
{{SSFIVFrameDataRow | [[File:Fierce.gif]] | HL | 70*40 | 100*50 | 60*20 | sp/su | 8 | 2*2 | 22 | -6 | - | 1st part [Ground Hit] Forces Stand, 2nd [Hit] Floats opponent }} | {{SSFIVFrameDataRow | [[File:Fierce.gif]] | HL | 70*40 | 100*50 | 60*20 | sp/su | 8 | 2*2 | 22 | -6 | - | | | 1st part [Ground Hit] Forces Stand, 2nd [Hit] Floats opponent }} | ||
{{SSFIVFrameDataRow | [[File:Short.gif]] | L | 20 | 50 | 20 | ch/sp/su | 5 | 3 | 7 | +1 | +4 | }} | {{SSFIVFrameDataRow | [[File:Short.gif]] | L | 20 | 50 | 20 | ch/sp/su | 5 | 3 | 7 | +1 | +4 | | | }} | ||
{{SSFIVFrameDataRow | [[File:Forward.gif]] | HL | 70 | 100 | 40 | sp/su | 8 | 5 | 13 | -4 | +1 | }} | {{SSFIVFrameDataRow | [[File:Forward.gif]] | HL | 70 | 100 | 40 | sp/su | 8 | 5 | 13 | -4 | +1 | | | }} | ||
{{SSFIVFrameDataRow | [[File:Roundhouse.gif]] | L | 100 | 200 | 60 | sp/su | 11 | 3 | 25 | -10 | - | [Hit] Hard Knockdown cannot fast recover }} | {{SSFIVFrameDataRow | [[File:Roundhouse.gif]] | L | 100 | 200 | 60 | sp/su | 11 | 3 | 25 | -10 | - | | | [Hit] Hard Knockdown cannot fast recover }} | ||
{{SSFIVFrameDataSubHeader | Straight Up Jump Attacks}} | {{SSFIVFrameDataSubHeader | Straight Up Jump Attacks}} | ||
{{SSFIVFrameDataRow | [[File:Jab.gif]] | H | 50 | 50 | 20 | - | 5 | 4 | - | - | - | [Projectile Invulnerability] Till end of active frames (leg part only) }} | {{SSFIVFrameDataRow | [[File:Jab.gif]] | H | 50 | 50 | 20 | - | 5 | 4 | - | - | - | | | [Projectile Invulnerability] Till end of active frames (leg part only) }} | ||
{{SSFIVFrameDataRow | [[File:Strong.gif]] | H | 80 | 100 | 40 | - | 5 | 6 | - | - | - | [Projectile Invulnerability] Till end of active frames (leg part only) }} | {{SSFIVFrameDataRow | [[File:Strong.gif]] | H | 80 | 100 | 40 | - | 5 | 6 | - | - | - | | | [Projectile Invulnerability] Till end of active frames (leg part only) }} | ||
{{SSFIVFrameDataRow | [[File:Fierce.gif]] | H | 100 | 200 | 60 | - | 5 | 4 | - | - | - | [Projectile Invulnerability] Till end of active frames (leg part only) }} | {{SSFIVFrameDataRow | [[File:Fierce.gif]] | H | 100 | 200 | 60 | - | 5 | 4 | - | - | - | | | [Projectile Invulnerability] Till end of active frames (leg part only) }} | ||
{{SSFIVFrameDataRow | [[File:Short.gif]] | H | 50 | 50 | 20 | - | 5 | 8 | - | - | - | [Projectile Invulnerability] Until just before startup (leg part only) }} | {{SSFIVFrameDataRow | [[File:Short.gif]] | H | 50 | 50 | 20 | - | 5 | 8 | - | - | - | | | [Projectile Invulnerability] Until just before startup (leg part only) }} | ||
{{SSFIVFrameDataRow | [[File:Forward.gif]] | H | 80 | 100 | 40 | - | 4 | 6 | - | - | - | [Projectile Invulnerability] Till end of active frames (leg part only) }} | {{SSFIVFrameDataRow | [[File:Forward.gif]] | H | 80 | 100 | 40 | - | 4 | 6 | - | - | - | | | [Projectile Invulnerability] Till end of active frames (leg part only) }} | ||
{{SSFIVFrameDataRow | [[File:Roundhouse.gif]] | H | 100 | 200 | 60 | - | 5 | 4 | - | - | - | [Projectile Invulnerability] Till end of active frames (leg part only) }} | {{SSFIVFrameDataRow | [[File:Roundhouse.gif]] | H | 100 | 200 | 60 | - | 5 | 4 | - | - | - | | | [Projectile Invulnerability] Till end of active frames (leg part only) }} | ||
{{SSFIVFrameDataSubHeader | Forward / Back Jump Attacks}} | {{SSFIVFrameDataSubHeader | Forward / Back Jump Attacks}} | ||
{{SSFIVFrameDataRow | [[File:Jab.gif]] | H | 50 | 50 | 20 | - | 5 | 8 | - | - | - | [Projectile Invulnerability] Till end of active frames (leg part only) }} | {{SSFIVFrameDataRow | [[File:Jab.gif]] | H | 50 | 50 | 20 | - | 5 | 8 | - | - | - | | | [Projectile Invulnerability] Till end of active frames (leg part only) }} | ||
{{SSFIVFrameDataRow | [[File:Strong.gif]] | H | 80 | 100 | 40 | - | 5 | 10 | - | - | - | [Projectile Invulnerability] Till end of active frames (leg part only) }} | {{SSFIVFrameDataRow | [[File:Strong.gif]] | H | 80 | 100 | 40 | - | 5 | 10 | - | - | - | | | [Projectile Invulnerability] Till end of active frames (leg part only) }} | ||
{{SSFIVFrameDataRow | [[File:Fierce.gif]] | H | 100 | 200 | 60 | - | 5 | 8 | - | - | - | [Projectile Invulnerability] Till end of active frames (leg part only) }} | {{SSFIVFrameDataRow | [[File:Fierce.gif]] | H | 100 | 200 | 60 | - | 5 | 8 | - | - | - | | | [Projectile Invulnerability] Till end of active frames (leg part only) }} | ||
{{SSFIVFrameDataRow | [[File:Short.gif]] | H | 50 | 50 | 20 | - | 4 | 5 | - | - | - | [Projectile Invulnerability] Till end of active frames (leg part only) }} | {{SSFIVFrameDataRow | [[File:Short.gif]] | H | 50 | 50 | 20 | - | 4 | 5 | - | - | - | | | [Projectile Invulnerability] Till end of active frames (leg part only) }} | ||
{{SSFIVFrameDataRow | [[File:Forward.gif]] | H | 70 | 100 | 40 | - | 5 | 6 | - | - | - | [Projectile Invulnerability] Until just before startup (leg part only) }} | {{SSFIVFrameDataRow | [[File:Forward.gif]] | H | 70 | 100 | 40 | - | 5 | 6 | - | - | - | | | [Projectile Invulnerability] Until just before startup (leg part only) }} | ||
{{SSFIVFrameDataRow | [[File:Roundhouse.gif]] | H | 110 | 200 | 60 | - | 5 | 5 | - | - | - | [Projectile Invulnerability] Till end of active frames (leg part only) }} | {{SSFIVFrameDataRow | [[File:Roundhouse.gif]] | H | 110 | 200 | 60 | - | 5 | 5 | - | - | - | | | [Projectile Invulnerability] Till end of active frames (leg part only) }} | ||
{{SSFIVFrameDataSubHeader | Unique Attacks}} | {{SSFIVFrameDataSubHeader | Unique Attacks}} | ||
{{SSFIVFrameDataRow | [[File:Right.gif]] + [[File:Forward.gif]] | HL | 80 | 100 | 40 | dash | 7 | 2 | 16 | 0 | +3 | Dash cancellable }} | {{SSFIVFrameDataRow | [[File:Right.gif]] + [[File:Forward.gif]] | HL | 80 | 100 | 40 | dash | 7 | 2 | 16 | 0 | +3 | | | Dash cancellable }} | ||
{{SSFIVFrameDataSubHeader | Target Combos}} | {{SSFIVFrameDataSubHeader | Target Combos}} | ||
{{SSFIVFrameDataSubHeader | Focus Attacks}} | {{SSFIVFrameDataSubHeader | Focus Attacks}} | ||
{{SSFIVFrameDataRow | Focus Attack LVL 1 | HL | 60 | 100 | 20 | - | 21 | 2 | 35 | -21 | -21 | 1~10F or 1F after button's are released: Has super armor.<br>Crumples on ground Counter Hit. Puts opponent in jugglable state on air hit. From frames 5~11 or on hit/block can cancel into dash/back dash. If charged, saving attack hits on frame 13 after releasing the buttons. }} | {{SSFIVFrameDataRow | Focus Attack LVL 1 | HL | 60 | 100 | 20 | - | 21 | 2 | 35 | -21 | -21 | | | 1~10F or 1F after button's are released: Has super armor.<br>Crumples on ground Counter Hit. Puts opponent in jugglable state on air hit. From frames 5~11 or on hit/block can cancel into dash/back dash. If charged, saving attack hits on frame 13 after releasing the buttons. }} | ||
{{SSFIVFrameDataRow | Focus Attack LVL 2 | HL | 80 | 150 | 40 | - | 17+13 | 2 | 35 | -15 | - | 1~1F after button's are released: Has super armor.<br>Crumples on ground hit. Floats opponent on air hit. From frames 5~ buttons released or on hit/block can cancel into dash/back dash. Charge time: 17-49F. If charged, saving attack hits on frame 13 after releasing the buttons. }} | {{SSFIVFrameDataRow | Focus Attack LVL 2 | HL | 80 | 150 | 40 | - | 17+13 | 2 | 35 | -15 | - | | | 1~1F after button's are released: Has super armor.<br>Crumples on ground hit. Floats opponent on air hit. From frames 5~ buttons released or on hit/block can cancel into dash/back dash. Charge time: 17-49F. If charged, saving attack hits on frame 13 after releasing the buttons. }} | ||
{{SSFIVFrameDataRow | Focus Attack LVL 3 | - | 140 | 200 | 60 | - | 65 | 2 | 35 | - | - | 1~64F has super armor. Breaks super armor.<br>Crumples on ground hit. Floats opponent on air hit. From frames 5~50 can cancel into dash/back dash. Charge time: 50F. }} | {{SSFIVFrameDataRow | Focus Attack LVL 3 | - | 140 | 200 | 60 | - | 65 | 2 | 35 | - | - | | | 1~64F has super armor. Breaks super armor.<br>Crumples on ground hit. Floats opponent on air hit. From frames 5~50 can cancel into dash/back dash. Charge time: 50F. }} | ||
{{SSFIVFrameDataSubHeader | Normal Throws}} | {{SSFIVFrameDataSubHeader | Normal Throws}} | ||
{{SSFIVFrameDataRow | Forward Throw | 0.9 | 130 | 140 | 40 | - | 3 | 2 | 20 | - | - | Hard Knockdown / Opponent gets up 68F after throw recovers (from SF4 vanilla) }} | {{SSFIVFrameDataRow | Forward Throw | 0.9 | 130 | 140 | 40 | - | 3 | 2 | 20 | - | - | | | Hard Knockdown / Opponent gets up 68F after throw recovers (from SF4 vanilla) }} | ||
{{SSFIVFrameDataRow | Back Throw | 0.9 | 130 | 140 | 40 | - | 3 | 2 | 20 | - | - | Hard Knockdown / Opponent gets up 57F after throw recovers (from SF4 vanilla) }} | {{SSFIVFrameDataRow | Back Throw | 0.9 | 130 | 140 | 40 | - | 3 | 2 | 20 | - | - | | | Hard Knockdown / Opponent gets up 57F after throw recovers (from SF4 vanilla) }} | ||
{{SSFIVFrameDataSubHeader | Special Moves}} | {{SSFIVFrameDataSubHeader | Special Moves}} | ||
{{SSFIVFrameDataRow | Change of Direction [[File:Jab.gif]] | HL | 30 | 50 | 20/30 | su | 14 | 3 | 25 | -3 | +2 | [Ground Hit] Forces Stand/ [Air Hit] Puts opponent in jugglable state / 25-26F can follow with second middle/low }} | {{SSFIVFrameDataRow | Change of Direction [[File:Jab.gif]] | HL | 30 | 50 | 20/30 | su | 14 | 3 | 25 | -3 | +2 | | | [Ground Hit] Forces Stand/ [Air Hit] Puts opponent in jugglable state / 25-26F can follow with second middle/low }} | ||
{{SSFIVFrameDataRow | Change of Direction [[File:Strong.gif]] | HL | 35 | 50 | 20/30 | su | 16 | 3 | 25 | -3 | +2 | [Ground Hit] Forces Stand/ [Air Hit] Puts opponent in jugglable state / 27-28F can follow with second middle/low }} | {{SSFIVFrameDataRow | Change of Direction [[File:Strong.gif]] | HL | 35 | 50 | 20/30 | su | 16 | 3 | 25 | -3 | +2 | | | [Ground Hit] Forces Stand/ [Air Hit] Puts opponent in jugglable state / 27-28F can follow with second middle/low }} | ||
{{SSFIVFrameDataRow | Change of Direction [[File:Fierce.gif]] | HL | 40 | 50 | 20/30 | su | 17 | 3 | 25 | -3 | +2 | [Ground Hit] Forces Stand/ [Air Hit] Puts opponent in jugglable state / 28-29F can follow with second middle/low }} | {{SSFIVFrameDataRow | Change of Direction [[File:Fierce.gif]] | HL | 40 | 50 | 20/30 | su | 17 | 3 | 25 | -3 | +2 | | | [Ground Hit] Forces Stand/ [Air Hit] Puts opponent in jugglable state / 28-29F can follow with second middle/low }} | ||
{{SSFIVFrameDataRow | Change of Direction [[File:EX.gif]] | HL | 40 | 50 | -250/0 | su | 16 | 3 | 25 | -3 | +2 | 1-18F [Armor] / [Ground Hit] Forces Stand/ [Air Hit] Puts opponent in jugglable state / 27-28F can follow with second middle/low }} | {{SSFIVFrameDataRow | Change of Direction [[File:EX.gif]] | HL | 40 | 50 | -250/0 | su | 16 | 3 | 25 | -3 | +2 | | | 1-18F [Armor] / [Ground Hit] Forces Stand/ [Air Hit] Puts opponent in jugglable state / 27-28F can follow with second middle/low }} | ||
{{SSFIVFrameDataRow | Second Mid | H | 40 | 50 | 10/20 | - | 15 | 4 | 28 | -9 | -4 | [Crouch Hit] Frame Adv -5 / [Air Hit] Puts opponent in jugglable state / 30-31F can follow with finish middle/low }} | {{SSFIVFrameDataRow | Second Mid | H | 40 | 50 | 10/20 | - | 15 | 4 | 28 | -9 | -4 | | | [Crouch Hit] Frame Adv -5 / [Air Hit] Puts opponent in jugglable state / 30-31F can follow with finish middle/low }} | ||
{{SSFIVFrameDataRow | Second Low | L | 50 | 50 | 20/30 | su | 22 | 4 | 24 | -5 | -1 | [Air Hit] Puts opponent in jugglable state / 36-37F can follow with finish middle/low }} | {{SSFIVFrameDataRow | Second Low | L | 50 | 50 | 20/30 | su | 22 | 4 | 24 | -5 | -1 | | | [Air Hit] Puts opponent in jugglable state / 36-37F can follow with finish middle/low }} | ||
{{SSFIVFrameDataRow | Finish Mid | H | 100 | 100 | 10/30 | - | 10 | 2 | 44 | -35 | - | [Hit] Hard Knockdown / Armor Break / Opponent gets up 43F after throw recovers (from SF4 vanilla) }} | {{SSFIVFrameDataRow | Finish Mid | H | 100 | 100 | 10/30 | - | 10 | 2 | 44 | -35 | - | | | [Hit] Hard Knockdown / Armor Break / Opponent gets up 43F after throw recovers (from SF4 vanilla) }} | ||
{{SSFIVFrameDataRow | Finish Low | L | 150 | 100 | 30/30 | - | 22 | 2 | 53 | -44 | - | [Hit] Hard Knockdown / Armor Break / Opponent gets up 70F after throw recovers (from SF4 vanilla) }} | {{SSFIVFrameDataRow | Finish Low | L | 150 | 100 | 30/30 | - | 22 | 2 | 53 | -44 | - | | | [Hit] Hard Knockdown / Armor Break / Opponent gets up 70F after throw recovers (from SF4 vanilla) }} | ||
{{SSFIVFrameDataRow | Wheel Kick [[File:Short.gif]] | H | 120 | 200 | 30/40 | - | 20 | 7 | 2+19 | -10 | -5 | 1-17F [Hit/Projectile Invul.] (lower half part only) / 11F onwards [Air Attack] / [Ground Hit] Forces Stand / [Air Hit] Puts opponent in jugglable state / Armor Break / Hit on crouching opp on the 25F (opp Ryu) }} | {{SSFIVFrameDataRow | Wheel Kick [[File:Short.gif]] | H | 120 | 200 | 30/40 | - | 20 | 7 | 2+19 | -10 | -5 | | | 1-17F [Hit/Projectile Invul.] (lower half part only) / 11F onwards [Air Attack] / [Ground Hit] Forces Stand / [Air Hit] Puts opponent in jugglable state / Armor Break / Hit on crouching opp on the 25F (opp Ryu) }} | ||
{{SSFIVFrameDataRow | Wheel Kick [[File:Forward.gif]] | H | 140 | 200 | 30/40 | - | 24 | 7 | 2+20 | -11 | -6 | 1-20F [Hit/Projectile Invul.] (lower half part only) / 14F onwards [Air Attack] / [Ground Hit] Forces Stand / [Air Hit] Puts opponent in jugglable state / Armor Break / Hit on crouching opp on the 29F (opp Ryu) }} | {{SSFIVFrameDataRow | Wheel Kick [[File:Forward.gif]] | H | 140 | 200 | 30/40 | - | 24 | 7 | 2+20 | -11 | -6 | | | 1-20F [Hit/Projectile Invul.] (lower half part only) / 14F onwards [Air Attack] / [Ground Hit] Forces Stand / [Air Hit] Puts opponent in jugglable state / Armor Break / Hit on crouching opp on the 29F (opp Ryu) }} | ||
{{SSFIVFrameDataRow | Wheel Kick [[File:Roundhouse.gif]] | H | 160 | 200 | 30/40 | - | 27 | 7 | 1+22 | -12 | -7 | 1-22F [Hit/Projectile Invul.] (lower half part only) / 15F onwards [Air Attack] / [Ground Hit] Forces Stand / [Air Hit] Puts opponent in jugglable state / Armor Break / Hit on crouching opp on the 31F (opp Ryu) }} | {{SSFIVFrameDataRow | Wheel Kick [[File:Roundhouse.gif]] | H | 160 | 200 | 30/40 | - | 27 | 7 | 1+22 | -12 | -7 | | | 1-22F [Hit/Projectile Invul.] (lower half part only) / 15F onwards [Air Attack] / [Ground Hit] Forces Stand / [Air Hit] Puts opponent in jugglable state / Armor Break / Hit on crouching opp on the 31F (opp Ryu) }} | ||
{{SSFIVFrameDataRow | Wheel Kick [[File:EX.gif]] | H | 60*120 | 100*100 | -250/0 | -- | 17 | 7*3 | 2+19 | -6 | 0 | 1-26F [Hit Invul.] (lower half part only) / 1-26F [Projectile Invul.] / 11F onwards [Air Attack] / [Ground Hit] Forces Stand / [Air Hit] Puts opponent in jugglable state / Armor Break / 2nd hit can juggle / Hit on crouching opp on the 23F (opp Ryu) }} | {{SSFIVFrameDataRow | Wheel Kick [[File:EX.gif]] | H | 60*120 | 100*100 | -250/0 | -- | 17 | 7*3 | 2+19 | -6 | 0 | | | 1-26F [Hit Invul.] (lower half part only) / 1-26F [Projectile Invul.] / 11F onwards [Air Attack] / [Ground Hit] Forces Stand / [Air Hit] Puts opponent in jugglable state / Armor Break / 2nd hit can juggle / Hit on crouching opp on the 23F (opp Ryu) }} | ||
{{SSFIVFrameDataRow | Marseilles Roll [[File:Short.gif]] | - | - | - | 20/- | - | - | - | 27 | - | - | 5-26 [Hit Invul.] / 5-23F can cross opponent }} | {{SSFIVFrameDataRow | Marseilles Roll [[File:Short.gif]] | - | - | - | 20/- | - | - | - | 27 | - | - | | | 5-26 [Hit Invul.] / 5-23F can cross opponent }} | ||
{{SSFIVFrameDataRow | Marseilles Roll [[File:Forward.gif]] | - | - | - | 20/- | - | - | - | 30 | - | - | 5-29 [Hit Invul.] / 5-25F can cross opponent }} | {{SSFIVFrameDataRow | Marseilles Roll [[File:Forward.gif]] | - | - | - | 20/- | - | - | - | 30 | - | - | | | 5-29 [Hit Invul.] / 5-25F can cross opponent }} | ||
{{SSFIVFrameDataRow | Marseilles Roll [[File:Roundhouse.gif]] | - | - | - | 20/- | - | - | - | 32 | - | - | 5-31 [Hit Invul.] / 5-27F can cross opponent }} | {{SSFIVFrameDataRow | Marseilles Roll [[File:Roundhouse.gif]] | - | - | - | 20/- | - | - | - | 32 | - | - | | | 5-31 [Hit Invul.] / 5-27F can cross opponent }} | ||
{{SSFIVFrameDataRow | Marseilles Roll [[File:EX.gif]] | - | - | - | -250/- | - | - | - | 32 | - | - | 1-32 [Hit Invul.] / 5-27F can cross opponent }} | {{SSFIVFrameDataRow | Marseilles Roll [[File:EX.gif]] | - | - | - | -250/- | - | - | - | 32 | - | - | | | 1-32 [Hit Invul.] / 5-27F can cross opponent }} | ||
{{SSFIVFrameDataRow | Sky Fall [[File:Jab.gif]] | - | 0*140 | 100 | 30/0*100 | - | 5 | 2 | 31 | - | - | 1st Part [Hit] Puts opponent in jugglable state / 2nd Part [Hit] Hard Knockdown / Whiff on grounded opp / Opponent gets up 59F after throw recovers (from SF4 vanilla) }} | {{SSFIVFrameDataRow | Sky Fall [[File:Jab.gif]] | - | 0*140 | 100 | 30/0*100 | - | 5 | 2 | 31 | - | - | | | 1st Part [Hit] Puts opponent in jugglable state / 2nd Part [Hit] Hard Knockdown / Whiff on grounded opp / Opponent gets up 59F after throw recovers (from SF4 vanilla) }} | ||
{{SSFIVFrameDataRow | Sky Fall [[File:Strong.gif]] | - | 0*150 | 150 | 30/0*100 | - | 6 | 4 | 31 | - | - | 1st Part [Hit] Puts opponent in jugglable state / 2nd Part [Hit] Hard Knockdown / Whiff on grounded opp / Opponent gets up 59F after throw recovers (from SF4 vanilla) }} | {{SSFIVFrameDataRow | Sky Fall [[File:Strong.gif]] | - | 0*150 | 150 | 30/0*100 | - | 6 | 4 | 31 | - | - | | | 1st Part [Hit] Puts opponent in jugglable state / 2nd Part [Hit] Hard Knockdown / Whiff on grounded opp / Opponent gets up 59F after throw recovers (from SF4 vanilla) }} | ||
{{SSFIVFrameDataRow | Sky Fall [[File:Fierce.gif]] | - | 0*160 | 200 | 30/0*100 | - | 9 | 6 | 31 | - | - | 1st Part [Hit] Puts opponent in jugglable state / 2nd Part [Hit] Hard Knockdown / Whiff on grounded opp / Opponent gets up 59F after throw recovers (from SF4 vanilla) }} | {{SSFIVFrameDataRow | Sky Fall [[File:Fierce.gif]] | - | 0*160 | 200 | 30/0*100 | - | 9 | 6 | 31 | - | | | - | 1st Part [Hit] Puts opponent in jugglable state / 2nd Part [Hit] Hard Knockdown / Whiff on grounded opp / Opponent gets up 59F after throw recovers (from SF4 vanilla) }} | ||
{{SSFIVFrameDataRow | Sky Fall [[File:EX.gif]] | - | 0*160 | 150 | -250/0 | - | 6 | 2 | 31 | - | - | 1-5F [Hit Invul.] / 6-7F [Hit Invul.] (upper half only) / 1st Part [Hit] Puts opponent in jugglable state / 2nd Part [Hit] Hard Knockdown / Whiff on grounded opp / Opponent gets up 62F after throw recovers (from SF4 vanilla) / CAN JUGGLE !!! }} | {{SSFIVFrameDataRow | Sky Fall [[File:EX.gif]] | - | 0*160 | 150 | -250/0 | - | 6 | 2 | 31 | - | - | | | 1-5F [Hit Invul.] / 6-7F [Hit Invul.] (upper half only) / 1st Part [Hit] Puts opponent in jugglable state / 2nd Part [Hit] Hard Knockdown / Whiff on grounded opp / Opponent gets up 62F after throw recovers (from SF4 vanilla) / CAN JUGGLE !!! }} | ||
{{SSFIVFrameDataRow | Tornado Throw [[File:Jab.gif]] | 1.3 | 160 | 100 | 30/80 | - | 5 | 2 | 51 | - | - | 1-6F [Throw Invul.] / Hard Knockdown / Opponent gets up 51F after throw recovers (from SF4 vanilla) }} | {{SSFIVFrameDataRow | Tornado Throw [[File:Jab.gif]] | 1.3 | 160 | 100 | 30/80 | - | 5 | 2 | 51 | - | - | | | 1-6F [Throw Invul.] / Hard Knockdown / Opponent gets up 51F after throw recovers (from SF4 vanilla) }} | ||
{{SSFIVFrameDataRow | Tornado Throw [[File:Strong.gif]] | 1.1 | 180 | 150 | 30/80 | - | 5 | 2 | 45 | - | - | 1-6F [Throw Invul.] / Hard Knockdown / Opponent gets up 51F after throw recovers (from SF4 vanilla) }} | {{SSFIVFrameDataRow | Tornado Throw [[File:Strong.gif]] | 1.1 | 180 | 150 | 30/80 | - | 5 | 2 | 45 | - | - | | | 1-6F [Throw Invul.] / Hard Knockdown / Opponent gets up 51F after throw recovers (from SF4 vanilla) }} | ||
{{SSFIVFrameDataRow | Tornado Throw [[File:Fierce.gif]] | 0.9 | 200 | 200 | 30/80 | - | 5 | 2 | 39 | - | - | 1-6F [Throw Invul.] / Hard Knockdown / Opponent gets up 51F after throw recovers (from SF4 vanilla) }} | {{SSFIVFrameDataRow | Tornado Throw [[File:Fierce.gif]] | 0.9 | 200 | 200 | 30/80 | - | 5 | 2 | 39 | - | - | | | 1-6F [Throw Invul.] / Hard Knockdown / Opponent gets up 51F after throw recovers (from SF4 vanilla) }} | ||
{{SSFIVFrameDataRow | Tornado Throw [[File:EX.gif]] | 1.25 | 200 | 150 | -250/0 | - | 5 | 2 | 54 | - | - | 1-6F [Hit Invul.] / Hard Knockdown / Opponent gets up 49F after throw recovers (from SF4 vanilla) }} | {{SSFIVFrameDataRow | Tornado Throw [[File:EX.gif]] | 1.25 | 200 | 150 | -250/0 | - | 5 | 2 | 54 | - | - | | | 1-6F [Hit Invul.] / Hard Knockdown / Opponent gets up 49F after throw recovers (from SF4 vanilla) }} | ||
{{SSFIVFrameDataSubHeader | Super Combos}} | {{SSFIVFrameDataSubHeader | Super Combos}} | ||
{{SSFIVFrameDataRow | Heartless | HL | 0*335 | 0 | -1000/0 | - | 1+5 | 2 | 41 | -32 | - | 1F-blackout [Full Invul.] / after blackout, 1-6F LP: [Hit Invul], MP:[Throw Invul.], HP:[Projectile Invul.] / Hard Knockdown / Armor Break / Opponent gets up 57F after throw recovers (from SF4 vanilla) }} | {{SSFIVFrameDataRow | Heartless | HL | 0*335 | 0 | -1000/0 | - | 1+5 | 2 | 41 | -32 | - | | | 1F-blackout [Full Invul.] / after blackout, 1-6F LP: [Hit Invul], MP:[Throw Invul.], HP:[Projectile Invul.] / Hard Knockdown / Armor Break / Opponent gets up 57F after throw recovers (from SF4 vanilla) }} | ||
{{SSFIVFrameDataSubHeader | Ultra Combos}} | {{SSFIVFrameDataSubHeader | Ultra Combos}} | ||
{{SSFIVFrameDataRow | Soulless | HL | 45*455 | 0 | 0/0 | - | 1+13 | 2 | 46 | -30 | - | 1-blackout+7 [Full Invul.] / 8-16F [Hit Invul.](Except feet) / 8-16F [Projectile Invul.] / Hard Knockdown / Armor Break / CAN JUGGLE !!! / Opponent gets up 57F after throw recovers (from SF4 vanilla) }} | {{SSFIVFrameDataRow | Soulless | HL | 45*455 | 0 | 0/0 | - | 1+13 | 2 | 46 | -30 | - | | | 1-blackout+7 [Full Invul.] / 8-16F [Hit Invul.](Except feet) / 8-16F [Projectile Invul.] / Hard Knockdown / Armor Break / CAN JUGGLE !!! / Opponent gets up 57F after throw recovers (from SF4 vanilla) }} | ||
{{SSFIVFrameDataRow | Breathless | 1.0 | 480 | 0 | 0/0 | - | 1+7 | 6 | 51 | - | - | 1F-end of blackout [Full Invul.] / 1F after blackout till end of active frames [Armor][Throw Invul.] / [Hit] Hard Knockdown / Hold button to delay (up to 92F) / Active frames come 7F after button release / Can be cancelled with any Punch (20F recovery) / Ground Throw range 1.0 }} | {{SSFIVFrameDataRow | Breathless | 1.0 | 480 | 0 | 0/0 | - | 1+7 | 6 | 51 | - | - | | | 1F-end of blackout [Full Invul.] / 1F after blackout till end of active frames [Armor][Throw Invul.] / [Hit] Hard Knockdown / Hold button to delay (up to 92F) / Active frames come 7F after button release / Can be cancelled with any Punch (20F recovery) / Ground Throw range 1.0 }} | ||
{{SSFIVFrameDataFooter}} | {{SSFIVFrameDataFooter}} | ||
= Move Analysis = | == Move Analysis == | ||
=== Normal Moves === | ==== Normal Moves ==== | ||
Standing Short is a great poke. Use it to mostly try to gauge your distance from the opponent, as it is a very difficult move to whiff punish. The Standing Shorts, however, are mostly just a way for you to figure out when to land your Step Kick. The Step Kick will be the basis of your offense, as it sets up your main combos on hit and creates a mix-up situation on block. | Standing Short is a great poke. Use it to mostly try to gauge your distance from the opponent, as it is a very difficult move to whiff punish. The Standing Shorts, however, are mostly just a way for you to figure out when to land your Step Kick. The Step Kick will be the basis of your offense, as it sets up your main combos on hit and creates a mix-up situation on block. | ||
=== Normal Throws === | ==== Normal Throws ==== | ||
Abel's Normal Throws are good Throws because they blah blah blah. | Abel's Normal Throws are good Throws because they blah blah blah. | ||
=== Focus Attack === | ==== Focus Attack ==== | ||
Abel has one of the weaker Focus Attacks in the game, as the actual Attack Phase is rather slow. The range isn't also great, so it's a very average Focus Attack. Bummer. | Abel has one of the weaker Focus Attacks in the game, as the actual Attack Phase is rather slow. The range isn't also great, so it's a very average Focus Attack. Bummer. | ||
=== Special Moves === | ==== Special Moves ==== | ||
Change of Direction will be your main Bread and Butter move for combos. Landing it also allows you to FADC the first hit to connect an even more powerful combo than finishing the Change of Direction, especially if you are using Ultra I: Soulless. EX Version gets armor. | Change of Direction will be your main Bread and Butter move for combos. Landing it also allows you to FADC the first hit to connect an even more powerful combo than finishing the Change of Direction, especially if you are using Ultra I: Soulless. EX Version gets armor. | ||
Line 158: | Line 158: | ||
=== Super Combos === | ==== Super Combos ==== | ||
Heartless isn't as useful because you will be spending most of your meter on FADCs. However, it is easily hit confirmed off of Close Standing MP. | Heartless isn't as useful because you will be spending most of your meter on FADCs. However, it is easily hit confirmed off of Close Standing MP. | ||
=== Ultra Combos === | ==== Ultra Combos ==== | ||
Ultra Combo I: Soulless - THE default Combo Ultra. If you are good at landing Change of Direction FADC into Crouching HP, pick Soulless. You won't be sorry! | Ultra Combo I: Soulless - THE default Combo Ultra. If you are good at landing Change of Direction FADC into Crouching HP, pick Soulless. You won't be sorry! | ||
Line 168: | Line 168: | ||
= The Basics = | == The Basics == | ||
Your game will be based around the Step Kick mix-ups. On Block, you are at even in terms of Frame Advantage with your opponent. From there, Tornado Throw will beat their throw attempts and Crouching Short can catch people trying to jump away. EX Tornado Throw is excellent at beating counter pokes. Mix-ups! Mix=ups!!! | Your game will be based around the Step Kick mix-ups. On Block, you are at even in terms of Frame Advantage with your opponent. From there, Tornado Throw will beat their throw attempts and Crouching Short can catch people trying to jump away. EX Tornado Throw is excellent at beating counter pokes. Mix-ups! Mix=ups!!! | ||
= Advanced Strategy = | == Advanced Strategy == | ||
Abel has a really good mix-up game with the Marseilles Rolls. Here are several ways to knock the opponent down with Untechable Knockdowns and the setups to have your Rolls be ambiguous as to what side you end up on depending on which Roll you choose to use: | Abel has a really good mix-up game with the Marseilles Rolls. Here are several ways to knock the opponent down with Untechable Knockdowns and the setups to have your Rolls be ambiguous as to what side you end up on depending on which Roll you choose to use: | ||
Line 179: | Line 179: | ||
= Combos = | == Combos == | ||
=== Bread and Butters === | ==== Bread and Butters ==== | ||
* Crouching MP xx Change of Direction, Second Mid, Finish Mid | * Crouching MP xx Change of Direction, Second Mid, Finish Mid | ||
* Crouching HP (2 Hits) xx Falling Sky | * Crouching HP (2 Hits) xx Falling Sky | ||
=== Advanced Combos === | ==== Advanced Combos ==== | ||
* Step Kick xx Toward Dash, Standing Close HP xx Change of Direction FADC Crouching HP xx Falling Sky | * Step Kick xx Toward Dash, Standing Close HP xx Change of Direction FADC Crouching HP xx Falling Sky | ||
=== Combos Into Supers === | ==== Combos Into Supers ==== | ||
* Standing MP (2 Hits) xx Soulless | * Standing MP (2 Hits) xx Soulless | ||
=== Combos Into Ultras === | ==== Combos Into Ultras ==== | ||
* Step Kick xx Toward Dash, Standing Close HP xx Change of Direction FADC Crouching HP, Soulless | * Step Kick xx Toward Dash, Standing Close HP xx Change of Direction FADC Crouching HP, Soulless | ||
= Matchups = | == Matchups == | ||
=== Vs. Abel === | ==== Vs. Abel ==== | ||
To Be Written (TBW) | To Be Written (TBW) | ||
=== Vs. Adon === | ==== Vs. Adon ==== | ||
TBW | TBW | ||
=== Vs. Akuma === | ==== Vs. Akuma ==== | ||
TBW | TBW | ||
=== Vs. Balrog === | ==== Vs. Balrog ==== | ||
TBW | TBW | ||
=== Vs. Blanka === | ==== Vs. Blanka ==== | ||
TBW | TBW | ||
=== Vs. C. Viper === | ==== Vs. C. Viper ==== | ||
TBW | TBW | ||
=== Vs. Cammy === | ==== Vs. Cammy ==== | ||
TBW | TBW | ||
=== Vs. Chun Li === | ==== Vs. Chun Li ==== | ||
TBW | TBW | ||
=== Vs. Cody === | ==== Vs. Cody ==== | ||
TBW | TBW | ||
=== Vs. Dan === | ==== Vs. Dan ==== | ||
TBW | TBW | ||
=== Vs. Dee Jay === | ==== Vs. Dee Jay ==== | ||
TBW | TBW | ||
=== Vs. Dhalsim === | ==== Vs. Dhalsim ==== | ||
TBW | TBW | ||
=== Vs. Dudley === | ==== Vs. Dudley ==== | ||
TBW | TBW | ||
=== Vs. E. Honda === | ==== Vs. E. Honda ==== | ||
TBW | TBW | ||
=== Vs. El Fuerte === | ==== Vs. El Fuerte ==== | ||
TBW | TBW | ||
=== Vs. Fei Long === | ==== Vs. Fei Long ==== | ||
TBW | TBW | ||
=== Vs. Gen === | ==== Vs. Gen ==== | ||
TBW | TBW | ||
=== Vs. Gouken === | ==== Vs. Gouken ==== | ||
TBW | TBW | ||
=== Vs. Guile === | ==== Vs. Guile ==== | ||
TBW | TBW | ||
=== Vs. Guy === | ==== Vs. Guy ==== | ||
TBW | TBW | ||
=== Vs. Hakan === | ==== Vs. Hakan ==== | ||
TBW | TBW | ||
=== Vs. Ibuki === | ==== Vs. Ibuki ==== | ||
TBW | TBW | ||
=== Vs. Juri === | ==== Vs. Juri ==== | ||
TBW | TBW | ||
=== Vs. Ken === | ==== Vs. Ken ==== | ||
TBW | TBW | ||
=== Vs. M. Bison === | ==== Vs. M. Bison ==== | ||
TBW | TBW | ||
=== Vs. Makoto === | ==== Vs. Makoto ==== | ||
TBW | TBW | ||
=== Vs. Rose === | ==== Vs. Rose ==== | ||
TBW | TBW | ||
=== Vs. Rufus === | ==== Vs. Rufus ==== | ||
TBW | TBW | ||
=== Vs. Ryu === | ==== Vs. Ryu ==== | ||
TBW | TBW | ||
=== Vs. Sagat === | ==== Vs. Sagat ==== | ||
TBW | TBW | ||
=== Vs. Sakura === | ==== Vs. Sakura ==== | ||
TBW | TBW | ||
=== Vs. Seth === | ==== Vs. Seth ==== | ||
TBW | TBW | ||
=== Vs. T. Hawk === | ==== Vs. T. Hawk ==== | ||
TBW | TBW | ||
=== Vs. Vega === | ==== Vs. Vega ==== | ||
TBW | TBW | ||
=== Vs. Zangief === | ==== Vs. Zangief ==== | ||
TBW | TBW |
Revision as of 17:00, 2 March 2011

Abel
Abel is a warrior who has forgotten his past. He fights to see if he can... REMEMBER!! Unbeknownst to him, he's actually one of the warriors created by Seth... if you look closely, Abel and Seth have... THE SAME FACE!!! DUN DUN DUNNNNN!!!!
In a nutshell
Abel is a grappler that requires a lot of good timing to perform his links, which are crucial to his game. He has a lot of fun combos to compliment his throw game. His game primarily is based off of putting your opponent into a guessing game situation to hit you with one of his devastatingly high damaging combos. And he has one of the most broken Ultras in the game!! What a cheater!
Moves
Unique Attacks
Special Moves
Super Combo
Ultra Combos
Frame Data
Move Analysis
Normal Moves
Standing Short is a great poke. Use it to mostly try to gauge your distance from the opponent, as it is a very difficult move to whiff punish. The Standing Shorts, however, are mostly just a way for you to figure out when to land your Step Kick. The Step Kick will be the basis of your offense, as it sets up your main combos on hit and creates a mix-up situation on block.
Normal Throws
Abel's Normal Throws are good Throws because they blah blah blah.
Focus Attack
Abel has one of the weaker Focus Attacks in the game, as the actual Attack Phase is rather slow. The range isn't also great, so it's a very average Focus Attack. Bummer.
Special Moves
Change of Direction will be your main Bread and Butter move for combos. Landing it also allows you to FADC the first hit to connect an even more powerful combo than finishing the Change of Direction, especially if you are using Ultra I: Soulless. EX Version gets armor.
Wheel Kick is an Overhead but is very punishable if the opponent blocks it up close. If you plan on using this move, try to hit the opponent with the tip of the Wheel Kick so you won't be as easily punished.
Falling Sky is an anti-air throw move that doesn't work on grounded opponents. It's a great combo finisher after a Crouching HP and the EX version can juggle. Rock on!
Marseilles Roll is invincible to attacks. Pretend you are playing CvS2!
Super Combos
Heartless isn't as useful because you will be spending most of your meter on FADCs. However, it is easily hit confirmed off of Close Standing MP.
Ultra Combos
Ultra Combo I: Soulless - THE default Combo Ultra. If you are good at landing Change of Direction FADC into Crouching HP, pick Soulless. You won't be sorry!
Ultra Combo II: Breathless - Nicknamed "Brainless" for a reason, this Ultra has armor and can be canceled and is just really annoying to deal with if you don't know how to fight it.
The Basics
Your game will be based around the Step Kick mix-ups. On Block, you are at even in terms of Frame Advantage with your opponent. From there, Tornado Throw will beat their throw attempts and Crouching Short can catch people trying to jump away. EX Tornado Throw is excellent at beating counter pokes. Mix-ups! Mix=ups!!!
Advanced Strategy
Abel has a really good mix-up game with the Marseilles Rolls. Here are several ways to knock the opponent down with Untechable Knockdowns and the setups to have your Rolls be ambiguous as to what side you end up on depending on which Roll you choose to use:
- Setup 1: Do this, Dash once, MK goes behind, LK stays in front.
- Setup 2: Do that, Dash twice, HK goes behind, MK stays in front.
Combos
Bread and Butters
- Crouching MP xx Change of Direction, Second Mid, Finish Mid
- Crouching HP (2 Hits) xx Falling Sky
Advanced Combos
- Step Kick xx Toward Dash, Standing Close HP xx Change of Direction FADC Crouching HP xx Falling Sky
Combos Into Supers
- Standing MP (2 Hits) xx Soulless
Combos Into Ultras
- Step Kick xx Toward Dash, Standing Close HP xx Change of Direction FADC Crouching HP, Soulless
Matchups
Vs. Abel
To Be Written (TBW)
Vs. Adon
TBW
Vs. Akuma
TBW
Vs. Balrog
TBW
Vs. Blanka
TBW
Vs. C. Viper
TBW
Vs. Cammy
TBW
Vs. Chun Li
TBW
Vs. Cody
TBW
Vs. Dan
TBW
Vs. Dee Jay
TBW
Vs. Dhalsim
TBW
Vs. Dudley
TBW
Vs. E. Honda
TBW
Vs. El Fuerte
TBW
Vs. Fei Long
TBW
Vs. Gen
TBW
Vs. Gouken
TBW
Vs. Guile
TBW
Vs. Guy
TBW
Vs. Hakan
TBW
Vs. Ibuki
TBW
Vs. Juri
TBW
Vs. Ken
TBW
Vs. M. Bison
TBW
Vs. Makoto
TBW
Vs. Rose
TBW
Vs. Rufus
TBW
Vs. Ryu
TBW
Vs. Sagat
TBW
Vs. Sakura
TBW
Vs. Seth
TBW
Vs. T. Hawk
TBW
Vs. Vega
TBW
Vs. Zangief
TBW