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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. | 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. | ||
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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.}} | ||
=== Players to Watch === | === Players to Watch === | ||
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{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Forward Kick | f + mk | Can be canceled into Forward Dash }} | {{SSFIVMoveListRow | Forward Kick | {{f}} + {{mk}} | Can be canceled into Forward Dash }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Drop Throw | f or n + lp + lk | throw }} | {{SSFIVMoveListRow | Drop Throw | {{f}} or {{n}} + {{lp}} + {{lk}} | {{throw}} }} | ||
{{SSFIVMoveListRow | Pincer Throw | b + lp + lk | throw }} | {{SSFIVMoveListRow | Pincer Throw | {{b}} + {{lp}} + {{lk}} | {{throw}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Change of Direction | qcf + p | ex version gains armor; ex }} | {{SSFIVMoveListRow | Change of Direction | {{qcf}} + {{p}} | {{ex}} version gains armor; {{ex}} }} | ||
{{SSFIVMoveListRow | Second Mid | f + p | Perform after Change of Direction; high }} | {{SSFIVMoveListRow | Second Mid | {{f}} + {{p}} | Perform after Change of Direction; {{high}} }} | ||
{{SSFIVMoveListRow | Second Low | f + k | Perform after Change of Direction; low }} | {{SSFIVMoveListRow | Second Low | {{f}} + {{k}} | Perform after Change of Direction; {{low}} }} | ||
{{SSFIVMoveListRow | Finish Mid | f + p | Perform after Second Mid or Second Low; high }} | {{SSFIVMoveListRow | Finish Mid | {{f}} + {{p}} | Perform after Second Mid or Second Low; {{high}} }} | ||
{{SSFIVMoveListRow | Finish Low | f + k | Perform after Second Mid or Second Low; low }} | {{SSFIVMoveListRow | Finish Low | {{f}} + {{k}} | Perform after Second Mid or Second Low; {{low}} }} | ||
{{SSFIVMoveListRow | Wheel Kick | qcb + k | ex armorbreak }} | {{SSFIVMoveListRow | Wheel Kick | {{qcb}} + {{k}} | {{ex}} {{armorbreak}} }} | ||
{{SSFIVMoveListRow | Marseilles Roll | qcf + k | ex }} | {{SSFIVMoveListRow | Marseilles Roll | {{qcf}} + {{k}} | {{ex}} }} | ||
{{SSFIVMoveListRow | Falling Sky | dp + p | ex }} | {{SSFIVMoveListRow | Falling Sky | {{dp}} + {{p}} | {{ex}} }} | ||
{{SSFIVMoveListRow | Tornado Throw | hcb + p | throw ex }} | {{SSFIVMoveListRow | Tornado Throw | {{hcb}} + {{p}} | {{throw}} {{ex}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
==== Super Combo ==== | ==== Super Combo ==== | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Heartless | qcf qcf + p | armorbreak }} | {{SSFIVMoveListRow | Heartless | {{qcf}} qcf + {{p}} | {{armorbreak}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
==== Ultra Combos ==== | ==== Ultra Combos ==== | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Soulless | qcf qcf + 3p | armorbreak }} | {{SSFIVMoveListRow | Soulless | {{qcf}} qcf + {{3p}} | {{armorbreak}} }} | ||
{{SSFIVMoveListRow | Breathless | qcf qcf + 3k | Hold 3k to delay; <nowiki>Cancel</nowiki> with p during delay; throw }} | {{SSFIVMoveListRow | Breathless | {{qcf}} qcf + {{3k}} | Hold {{3k}} to delay; <nowiki>Cancel</nowiki> with {{p}} during delay; {{throw}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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==The Basics== | ==The Basics== | ||
==Combos== | ==Combos== | ||
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|} | |} | ||
=====Notes | =====Notes===== | ||
[[Category: Super Street Fighter IV AE]] | [[Category:Super Street Fighter IV AE]] |
Latest revision as of 02:23, 9 December 2020


Abel
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 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.
Players to Watch
801 Strider, Rico Suave
Moves
Unique Attacks


Throws









Special Moves






























Super Combo



Ultra Combos








AE ver. 2012 Changes
Crouching Heavy Punch
Expanded hitbox upward to ease use as an anti-air move.
Tornado Throw
Changed damage from 150 to 160 for light, 170 to 180 for medium, and 190 to 200 for heavy/EX versions.
Breathless
Made strike-invincible from start of dash to just before hit detection. Eliminated throw invincibility after start of dash.
Second Low
Extended hit stun by 2F, giving a possible +9F advantage when completing EX Focus→Dash in the shortest possible time.
AE Changes
- 2nd hit of Abel's Crouching Hard Punch has a smaller hitbox, both upward and downward.
- Tornado Throw damage reduced.
- Roll lost some of its hit invincibility at the end of it, making it easier to punish.
- Ultra 1 had a 10% damage reduction. Ultra 1's new damage would range from 309-450.
- Ultra 2 10% damage reduction, slower startup, super armor gets removed when Abel starts to run forward and there's a longer recovery time when you cancel out of it. New damage totals for Ultra 2 should range from 295-440.