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| {{SFxTCharacterHeader|Abel|abel| | | {{SFxTCharacterHeader|Abel|abel| |
| Abel made his debut during the resurgence of Fighting Games through Street Fighter IV. Since then, through all four iterations of that series, Abel has remained a strong and effective character thanks to his use of mix-ups once he gets in, largely in part to his Tornado Throw. It's time to see if he can continue this brand of mix-ups in Street Fighter X Tekken. | | |
| | 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}} | | TBW}} |
Abel
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
Close Light Punch
(near opponent)
rpdfire
Close Medium Punch
(near opponent)

on 1st hit
Close Hard Punch
(near opponent)

on 1st hit
Close Light Kick
(near opponent)
Close Medium Kick
(near opponent)
Close Hard Kick
(near opponent)
Crouching Light Punch

+
Crouching Medium Punch

+
Crouching Hard Punch

+
Crouching Light Kick

+
Crouching Medium Kick

+
Crouching Hard Kick

+
Neutral Jump Light Punch

+
Neutral Jump Medium Punch

+
Neutral Jump Hard Punch

+
Neutral Jump Light Kick

+
Neutral Jump Medium Kick

+
Neutral Jump Hard Kick

+
Angled Jump Medium Kick
crossup
Unique Attacks
Forward Kick

+
Can be canceled into Forward Dash

vs airborne
Throws
Special Moves
Change of Direction

+
Finish Mid
Second Mid or Second Low

+
Finish Low
Second Mid or Second Low

+
Wheel Kick

+
Marseilles Roll

+
Falling Sky

+

vs airborne
Tornado Throw

+
Super Combo
Breathless
Hold

to change attack timing, press

to cancel the attack;
Frame Data
Move Name
|
Damage
|
Startup
|
Active
|
Recovery
|
Adv. On Guard
|
Adv. On Hit
|
Notes
|
|
30
|
5
|
2
|
8
|
+3
|
+7
|
Rapid fire cancelable into light normal attacks
|
|
60
|
6
|
6
|
14
|
-3
|
+1
|
|
|
90
|
12
|
3
|
20
|
-3
|
+2
|
|
|
30
|
5
|
3
|
10
|
0
|
+4
|
|
|
60
|
9
|
2
|
19
|
-4
|
0
|
|
|
90
|
15
|
2
|
21
|
-3
|
+2
|
|
Close
|
20,10
|
4
|
3(7)3
|
11
|
-1
|
+3
|
Rapid fire cancelable into light normal attacks
|
Close
|
40,20
|
5
|
3(7)2
|
18
|
-3
|
+1
|
|
Close
|
60,30
|
4
|
3(7)2
|
22
|
-4
|
+1
|
|
Close
|
30
|
5
|
2
|
8
|
+3
|
+7
|
|
Close
|
60
|
8
|
2
|
20
|
-5
|
-1
|
|
Close
|
90
|
7
|
4,2
|
22
|
-8
|
-3/+1
|
|
Crouch
|
30
|
5
|
2
|
8
|
+3
|
+7
|
|
Crouch
|
60
|
6
|
3
|
17
|
-3
|
+1
|
|
Crouch
|
60,30
|
9
|
4
|
21
|
-1
|
float
|
|
Crouch
|
30
|
5
|
2
|
9
|
+2
|
+6
|
|
Crouch
|
60
|
8
|
5
|
15
|
-3
|
+1
|
|
Crouch
|
90
|
11
|
3
|
25
|
-8
|
hard knockdown
|
|
Neutral Jump
|
40
|
5
|
4
|
until ground+4f
|
+4
|
+12
|
|
Neutral Jump
|
70
|
6
|
7
|
until ground+4f
|
+5
|
+16
|
|
Neutral Jump
|
100
|
9
|
4
|
until ground+4f
|
+8
|
+20
|
|
Neutral Jump
|
40
|
6
|
10
|
until ground+4f
|
+5
|
+16
|
|
Neutral Jump
|
70
|
6
|
5
|
until ground+4f
|
+5
|
+16
|
|
Neutral Jump
|
100
|
9
|
4
|
until ground+4f
|
+8
|
+20
|
|
Angled Jump
|
40
|
5
|
7
|
until ground+4f
|
+4
|
+12
|
|
Angled Jump
|
70
|
6
|
10
|
until ground+4f
|
+8
|
+20
|
|
Angled Jump
|
100
|
5
|
8
|
until ground+4f
|
+8
|
+20
|
|
Angled Jump
|
40
|
5
|
5
|
until ground+4f
|
+4
|
+12
|
|
Angled Jump
|
70
|
6
|
6
|
until ground+4f
|
+5
|
+16
|
|
Angled Jump
|
100
|
6
|
5
|
until ground+4f
|
+8
|
+20
|
|
+
|
|
|
|
|
|
|
|
Launcher 
|
100
|
13
|
2
|
54
|
-34
|
switch
|
|
Cross Cancel   (while blocking)
|
120
|
8
|
-
|
24
|
-
|
hard knockdown
|
|
Pincer Throw 
|
130
|
5
|
2
|
20
|
Hard Knockdown
|
-
|
|
Drop Throw  
|
130
|
5
|
2
|
20
|
Hard Knockdown
|
-
|
|
Wheel Kick LK  
|
80
|
21
|
7
|
19
|
-7
|
+1
|
|
Wheel Kick MK  
|
80
|
25
|
7
|
18
|
-9
|
+2
|
|
Wheel Kick HK  
|
90
|
28
|
7
|
18
|
-10
|
+2
|
|
Wheel Kick EX   
|
50,100
|
19
|
10
|
18
|
-7
|
+2
|
|
Marseilles Roll LK  
|
-
|
-
|
-
|
28
|
-
|
-
|
|
Marseilles Roll MK  
|
-
|
-
|
-
|
31
|
-
|
-
|
|
Marseilles Roll HK  
|
-
|
-
|
-
|
33
|
-
|
-
|
|
Marseilles Roll EX   
|
-
|
-
|
-
|
34
|
-
|
-
|
|
Falling Sky LP  
|
140
|
6
|
2
|
31
|
-
|
hard knockdown
|
|
Falling Sky MP   
|
150
|
7
|
4
|
31
|
-
|
hard knockdown
|
|
Falling Sky HP   
|
160
|
10
|
7
|
32
|
-
|
hard knockdown
|
|
Falling Sky EX    
|
160
|
7
|
2
|
31
|
-
|
hard knockdown
|
|
Tornado Throw LP   
|
160
|
6
|
2
|
51
|
-
|
hard knockdown
|
|
Tornado Throw MP   
|
170
|
6
|
2
|
46
|
-
|
hard knockdown
|
|
Tornado Throw HP   
|
180
|
6
|
2
|
40
|
-
|
hard knockdown
|
|
Tornado Throw EX   
|
200
|
6
|
2
|
55
|
-
|
hard knockdown
|
|
Shoulder Tackle LP (charge)
|
90
|
20
|
8
|
19
|
-5
|
knockdown
|
|
Shoulder Tackle MP (charge)
|
90
|
24
|
8
|
20
|
-6
|
+2
|
|
Shoulder Tackle HP (charge)
|
90
|
24
|
8
|
21
|
-7
|
knockdown
|
|
Shoulder Tackle EX (charge) 
|
100
|
10
|
10
|
14
|
-2
|
wall bounce
|
|
Change of Direction LP   
|
30
|
15
|
3
|
24
|
-5
|
+3
|
|
Change of Direction MP   
|
40
|
17
|
3
|
25
|
-6
|
+2
|
|
Change of Direction HP   
|
50
|
18
|
3
|
24
|
-5
|
+3
|
|
Change of Direction EX    
|
50
|
17
|
3
|
24
|
-5
|
+3
|
|
Second Mid  after Change of Direction
|
70
|
16
|
4
|
26
|
-9
|
-3
|
|
Second Low  after Change of Direction
|
90
|
23
|
4
|
24
|
-6
|
-1
|
|
Finish Mid  after Second Mid or Low
|
100
|
11
|
2
|
45
|
-30
|
knockdown
|
|
Finish Low  after Second Mid or Low
|
140
|
23
|
2
|
54
|
-39
|
ground bounce
|
|
Breathless (charge)  
|
300
|
6
|
6
|
72
|
-
|
hard knockdown
|
|
Breathless (cancel) during Breathless
|
-
|
-
|
-
|
22
|
-
|
-
|
|
Cross Art (First half)
|
150+
|
9
|
2
|
41
|
-21
|
switch
|
|
Move Analysis
Normal Moves
N/A
Unique Attacks
N/A
Normal Throws
N/A
Special Moves
N/A
Super Combos
N/A
The Basics
Advanced Strategy
Combos
Bread and Butters
Hit Confirm Combos
Advanced Combos
Combos Into Supers
Game Navigation
General
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Street Fighter Characters
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Tekken Characters
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