Ultra Street Fighter IV/Abel: Difference between revisions

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Abel is a well-rounded melee character who possesses a terrifyingly amazing mixup game. His appearance is deceiving at first glance, as despite his size he can gain momentum easily and utterly confound an opponent with crossups and Marseilles Rolls. His command throw bolsters his mixup even further, and both of his Ultras are very useful depending on the matchup.  Despite these strengths, Abel's two greatest weaknesses are his size and his up-close-and-personal fighting style. His size makes him susceptible to easy crossups and character-specific combos, and as a grappler he is outclassed by his more "pure" counterparts, such as Zangief. Still, if you like keeping your opponent on their toes and punishing them hard for their mistakes, give Abel a shot.}}
Abel is a well-rounded melee character who possesses a terrifyingly amazing mixup game. His appearance is deceiving at first glance, as despite his size he can gain momentum easily and utterly confound an opponent with crossups and Marseilles Rolls. His command throw bolsters his mixup even further, and both of his Ultras are very useful depending on the matchup.  Despite these strengths, Abel's two greatest weaknesses are his size and his up-close-and-personal fighting style. His size makes him susceptible to easy crossups and character-specific combos, and as a grappler he is outclassed by his more "pure" counterparts, such as Zangief. Still, if you like keeping your opponent on their toes and punishing them hard for their mistakes, give Abel a shot.}}
== Ultra SFIV Changes ==
TBW<br>
<br>




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{{MoveListFooter}}


== Ultra SFIV Changes ==


==The Basics==  
==The Basics==  

Revision as of 14:26, 9 September 2013

Ultra Street Fighter IVUSFIV-Header.png

Abel

SSFIV-Abel Face.jpg

Abel has no recollection of his past. All he knows is that, his father figure from when he awoke with his memory loss, told him to stay away from Shadaloo and from S.I.N. When his father figure died in an accident, Abel had nothing standing in his way from finding out the truth. Now he is on a quest to discover what part he has with Shadaloo and S.I.N. Little does he know that he was actually an early rejected "model" as a replacement body for M. Bison, created in the Living Incubator project. Meant to be disposed of, Abel only managed to survive thanks to Charlie Nash. If Abel discovers the truth, one wonders how he will cope with learning what his true purpose was.


In a nutshell

Abel is a well-rounded melee character who possesses a terrifyingly amazing mixup game. His appearance is deceiving at first glance, as despite his size he can gain momentum easily and utterly confound an opponent with crossups and Marseilles Rolls. His command throw bolsters his mixup even further, and both of his Ultras are very useful depending on the matchup. Despite these strengths, Abel's two greatest weaknesses are his size and his up-close-and-personal fighting style. His size makes him susceptible to easy crossups and character-specific combos, and as a grappler he is outclassed by his more "pure" counterparts, such as Zangief. Still, if you like keeping your opponent on their toes and punishing them hard for their mistakes, give Abel a shot.


Ultra SFIV Changes

TBW


Moves

Unique Attacks

  Name Nickname Command Notes
File:No image.png Can be canceled into Forward Dash {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

Throws

  Name Nickname Command Notes
File:No image.png throw {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png throw {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

Special Moves

  Name Nickname Command Notes
File:No image.png ex version gains armor; ex {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png Perform after Change of Direction; high {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png Perform after Change of Direction; low {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png Perform after Second Mid or Second Low; high {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png Perform after Second Mid or Second Low; low {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png ex armorbreak {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png ex {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png ex {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png throw ex {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

Super Combo

  Name Nickname Command Notes
File:No image.png armorbreak {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

Ultra Combos

  Name Nickname Command Notes
File:No image.png armorbreak {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png Hold 3k to delay; Cancel with p during delay; throw {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


The Basics

Combos

Strategy

Matchups

Frame Data

Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Close Jab.gif HL 25*15 30*20 20*20 ch/sp/su*su 4 3(8)3 11 -3 0
Close Strong.gif HL 50*30 50*50 40*20 sp/su*su 5 3(8)2 14 -2 +4 Forces stand
Close Fierce.gif HL 80*30 100*100 60*20 sp/su*su 4 3(8)2 20 -4 0 Forces stand
Close Short.gif HL 30 50 20 - 5 2 9 0 +3
Close Forward.gif HL 70 100 40 sp/su 7 2 16 -4 -1
Close Roundhouse.gif HL[H] 100[30] 150[50] 60[20] - 6 6 16 -4 0 Forces stand, Active frames 1~4 cannot hit crouching opponents, [] refers to active frames 5~6
Far Jab.gif HL 30 50 20 ch/su 5 2 6 +3 +6
Far Strong.gif HL 80 100 40 su 5 6 11 -3 0
Far Fierce.gif HL 130 200 60 - 12 3 17 -2 +2
Far Short.gif HL 40 50 20 - 5 3 8 0 +3
Far Forward.gif HL 80 100 40 - 8 3 15 -4 -1 Cannot hit crouching opponents
Far Roundhouse.gif HL 100 200 60 - 14 2 19 -3 +1
crouch Jab.gif HL 30 50 20 ch/sp/su 5 2 6 +3 +6
crouch Strong.gif HL 70 100 40 sp/su 7 3 10 +1 +4
crouch Fierce.gif HL 70*40 100*50 60*20 sp/su 8 2*2 22 -6 - [1st hit] forces stand, [2nd hit] floats opponent
crouch Short.gif L 20 50 20 ch/sp/su 5 3 7 +1 +4
crouch Forward.gif HL 70 100 40 sp/su 8 5 13 -4 -1
crouch Roundhouse.gif L 100 200 60 sp/su 11 3 25 -10 - Hard knockdown
Jump up Jab.gif H 50 50 20 - 5 4 - - -
Jump up Strong.gif H 80 100 40 - 5 6 - - -
Jump up Fierce.gif H 100 200 60 - 5 4 - - -
Jump up Short.gif H 50 50 20 - 5 8 - - -
Jump up Forward.gif H 80 100 40 - 4 6 - - -
Jump up Roundhouse.gif H 100 200 60 - 5 4 - - -
Jump forward Jab.gif H 50 50 20 - 5 8 - - -
Jump forward Strong.gif H 80 100 40 - 5 10 - - -
Jump forward Fierce.gif H 100 200 60 - 5 8 - - -
Jump forward Short.gif H 50 50 20 - 4 5 - - -
Jump forward Forward.gif H 70 100 40 - 5 6 - - -
Jump forward Roundhouse.gif H 110 200 60 - 5 5 - - -
Right.gif+Forward.gif HL 80 100 40 See notes 7 2 16 0 +3 Dash cancellable
Focus Attack LVL 1 HL 60 100 20 - 10+11 2 35 -21 -21
Focus Attack LVL 2 HL 80 150 40 - 18+12 2 35 -15 -
Focus Attack LVL 3 - 140 200 60 - 65 2 35 - -
Forward Throw 0.91 130 140 40 - 3 2 20 - - Hard knockdown, Opponent gets up 68F after throw recovers
Back Throw 0.91 130 140 40 - 3 2 20 - - Hard knockdown, Opponent gets up 57F after throw recovers
Change of Direction Jab.gif HL 30 50 20/30 su 14 3 25 -3 +2 Forces stand, 25~26f can cancel into followup
Change of Direction Strong.gif HL 35 50 20/30 su 16 3 25 -3 +2 Forces stand, 27~28f can cancel into followup
Change of Direction Fierce.gif HL 40 50 20/30 su 17 3 25 -3 +2 Forces stand, 28~29f can cancel into followup
Change of Direction EX.gif HL 40 50 -250/0 su 16 3 25 -3 +2 1~18f Armored, forces stand, 27~28 can cancel into followup
Second Mid H 40 50 10/20 - 15 4 28 -9 -4 -5 hit advantage vs crouching opponents, 30~31f can cancel into followup
Second Low L 50 50 20/30 su 22 4 24 -5 +1 38~39f can cancel into followup
Finish Mid H 100 50 10/30 - 10 2 44 -35 - Hard knockdown, armor break, Opponent gets up 43F after throw recovers
Finish Low L 150 100 30/30 - 22 2 53 -44 - Hard knockdown, armor break, Opponent gets up 70F after throw recovers
Wheel Kick Short.gif H 120 200 30/40 - 20 7 2+19 -10 -5 1~26f lower body strike and projectile invincible, 11f~ airborne, forces stand, armor break, hits crouching Ryu on 25f
Wheel Kick Forward.gif H 140 200 30/40 - 24 7 2+20 -11 -6 1~30f lower body strike and projectile invincible, 14f~ airborne, forces stand, armor break, hits crouching Ryu on 29f
Wheel Kick Roundhouse.gif H 160 200 30/40 - 27 7 1+22 -12 -7 1~32f lower body strike and projectile invincible, 15f~ airborne, forces stand, armor break, hits crouching Ryu on 31f
Wheel Kick EX.gif H 60*120 100*100 -250/0 -- 17 7*3 2+19 -6 0 1~26f lower body strike invincible, 1~26f projectile invincible, 11f~ airborne, forces stand, armor break, 2nd hit pursuit property, hits crouching Ryu on 23f
Marseilles Roll Short.gif - - - 20/- - - - Total 27 - - 5~23f strike and projectile invincible, 24~26f projectile invincible, 5~23f can pass through opponent
Marseilles Roll Forward.gif - - - 20/- - - - Total 30 - - 5~25f strike and projectile invincible, 26~29f projectile invincible, 5~25f can pass through opponent
Marseilles Roll Roundhouse.gif - - - 20/- - - - Total 32 - - 5~27f strike and projectile invincible, 28~31f projectile invincible, 5~27f can pass through opponent
Marseilles Roll EX.gif - - - -250/- - - - Total 32 - - 1~32 strike invincible, 5~27f can pass through opponent
Falling Sky Jab.gif - 0*140 100 30/0*100 - 5 2 31 - - 2nd hit hard knockdown, cannot hit crouching opponents, Opponent gets up 59F after throw recovers
Falling Sky Strong.gif - 0*150 150 30/0*100 - 6 4 31 - - 2nd hit hard knockdown, cannot hit crouching opponents, Opponent gets up 59F after throw recovers
Falling Sky Fierce.gif - 0*160 200 30/0*100 - 9 6 31 - - 2nd hit hard knockdown, cannot hit crouching opponents, Opponent gets up 59F after throw recovers
Falling Sky EX.gif - 0*160 150 -250/0 - 6 2 31 - - 1~5f strike invincible, 6~7f upper body strike invincible, 2nd hit hard knockdown, cannot hit crouching opponents, Opponent gets up 62F after throw recovers
Tornado Throw Jab.gif 1.33 160 100 30/80 - 5 2 51 - - 1~6f unthrowable, hard knockdown, Opponent gets up 51F after throw recovers
Tornado Throw Strong.gif 1.13 180 150 30/80 - 5 2 45 - - 1~6f unthrowable, hard knockdown, Opponent gets up 51F after throw recovers
Tornado Throw Fierce.gif 0.93 200 200 30/80 - 5 2 39 - - 1~6f unthrowable, hard knockdown, Opponent gets up 51F after throw recovers
Tornado Throw EX.gif 1.27 200 150 -250/0 - 5 2 54 - - 1~6f strike invincible, hard knockdown, Opponent gets up 49F after throw recovers
Super Combo Jab.gif HL 0*335 0 -1000/0 - 1+5 2 41 -32 - 1f Invincible, 1~6f strike invincible, hard knockdown, armor break
Super Combo Strong.gif HL 0*335 0 -1000/0 - 1+5 2 41 -32 - 1f Invincible, 1~6f unthrowable, hard knockdown, armor break
Super Combo Fierce.gif HL 0*335 0 -1000/0 - 1+5 2 41 -32 - 1f Invincible, 1~6f projectile invincible, hard knockdown, armor break
Ultra Combo 1 HL 45*416 0 0/0 - 1+13 2 46 -30 - 1~4f Invincible, 5~14f strike invincible (except feet), 5~14 projectile invincible, hard knockdown, armor break, pursuit property, Opponent gets up 57F after throw recovers
Ultra Combo 2 2.92 431 0 0/0 - 1+7 6 51 - - 1f Invincible, 1~4f armored (or until button release, maximum 90f), strike invulnerable from button release for 7f , hard knockdown, can hold button to delay (up to 92F), active 7f after button release, can be cancelled with any Punch (20f recovery), Ground Throw range 1.0
Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Notes: