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:1 hit of armor on frames 5-14 | :1 hit of armor on frames 5-14 | ||
:Transitions to level 2 if held for 30 frames | |||
:Transitions to level 3 if held for 45 frames | |||
:Releasing early will hit 6 frames later | |||
:Big Punch | :Big Punch | ||
:Can hit cross-up (behind Abigail) | :Can hit cross-up (behind Abigail) | ||
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:Only first two active frames can hit grounded opponents | :Only first two active frames can hit grounded opponents | ||
:First two active frames force standing | :First two active frames force standing | ||
:Transitions to level 2 if held for 22 frames | |||
:Transitions to level 3 if held for 40 frames | |||
:Releasing early will hit 6 frames later | |||
:Puts airborne opponents into a limited juggle state | :Puts airborne opponents into a limited juggle state | ||
:Can hit cross-up (behind Abigail) | :Can hit cross-up (behind Abigail) | ||
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:Can nullify 2-hit projectiles (rewards 1/10th of CA for each hit of the projectile) | :Can nullify 2-hit projectiles (rewards 1/10th of CA for each hit of the projectile) | ||
:Can go into target combo when nullifying a projectile | :Can go into target combo when nullifying a projectile | ||
:Transitions to level 2 if held for 17 frames | |||
:Transitions to level 3 if held for 32 frames | |||
:releasing early will hit 3 frames later | |||
:Can hit cross-up (behind Abigail) | :Can hit cross-up (behind Abigail) | ||
:+5 extra recovery frames on whiff | :+5 extra recovery frames on whiff | ||
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:Can hit cross-up (behind Abigail) | :Can hit cross-up (behind Abigail) | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Abigail/vtOne/Stand%20HP%20(lvl%203)}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Abigail/vtOne/Stand%20HP%20(lvl%203)}} | ||
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:Can hit cross-up (behind Abigail) | :Can hit cross-up (behind Abigail) | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Abigail/vtOne/Crouch%20HP%20(lvl%203)}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Abigail/vtOne/Crouch%20HP%20(lvl%203)}} | ||
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:+5 extra recovery frames on whiff | :+5 extra recovery frames on whiff | ||
{{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Abigail/vtOne/Abi%20Blaster%20lvl%203}} | {{SFV Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/SFV/Abigail/vtOne/Abi%20Blaster%20lvl%203}} | ||
}} | }} | ||
}} | }} |
Revision as of 02:15, 1 February 2022
Introduction
About Abigail
First appearing in Final Fight as one of the bosses of the Mad Gear Gang, Abigail has left his life of crime behind to run a small garage in Metro City named "Abigail's Scrap Metal" as a law-abiding citizen. The two Ken's tall Canadian is also currently working with several former gang members including J, Axl, and Roxy. The former Final Fight protags seem less than interested in letting him be, however...
With some of the slowest walk speed, slowest dash, and slowest buttons in the game Abigail is not for players looking for an agile character. Because of this and his only armored move beginning on frame 3, being forced to play defensively as Abigail can be frustrating. To make up for this, however, Abigail also has one of the highest health, some of the largest ranged buttons, and some of the largest damage output. One stray crush counter 2HP or 5HP with V-Trigger can easily do 60-70% damage, and it's never safe for the opponent to assume they have a life lead against him. While he's similar to Zangief in the walk them down grappler mindset, one important difference is while he has a command grab it is not nearly as scary as Gief and is not a great choice if you want to "churn butter". However, if you love to put fear into your opponent, are comfortable with slow and deliberate play, and giggle at the sight of an opponent's health bar melting away, Abigail is a great pick.
Strengths | Weaknesses |
---|---|
|
|
Final Patch
Abigail | |
---|---|
Vitals | |
Life Points | 1075 |
Stun Points | 1050 |
V-Gauge Points | |
V-Trigger 1 | 3 Bars |
V-Trigger 2 | 3 Bars |
Ground Movement | |
Forward Walk Speed | 0.032 |
Backward Walk Speed | 0.025 |
Forward Dash Speed | 25 |
Backward Dash Speed | 25 |
Forward Dash Distance | 1.504 |
Backward Dash Distance | 0.994 |
Backdash CH Frames | 3-16 |
Jumping | |
Back Jump Speed | 50(8+36+6) |
Neutral Jump Speed | 50(8+36+6) |
Forward Jump Speed | 50(8+36+6) |
Forward Jump Distance | 1.08 |
Backward Jump Distance | 1.08 |
Throws | |
Throw Hurtbox | 0.4 |
Throw Range | 0.9 |
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Frame Data & Descriptions are provided by FATOnline.
|
SFV Frame Data Glossary | |
---|---|
Active |
How many frames a move remains active (can hurt opponents) for. |
Attack |
Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked). |
Cancel options |
Available cancel options.
|
Confirm windows |
Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.
|
Crush Counter |
Crush Counter hit advantage written as opponent state, frame advantage, and v-gauge gain on hit. |
Damage |
Attack damage on hit. Notation may denote multi-hit or "sweet spot" damage values on certain frames. |
Hit/Block |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit.
|
Knockdown |
Knockdown advantage against Normal, Quick Rise and Back Rise wake up options. |
Recovery |
How many frames it takes for a move to finish after it's been active. |
Startup |
How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1. |
Stun |
Amount of stun added to the opponent's stun bar on hit. |
Normals
5LP
5MP
5HP
5LK
5MK
5HK
2LP
2MP
2HP
2LK
2MK
2HK
8LP
8MP
8HP
8LK
8MK
8HK
Command Normals
6MP
6HP
4HP
1HK
Target Combos
4HP > 5HP
5LP > 5LP
2LP > 2LP
Throws
LPLK
4LPLK
Special Moves
236LP
236MP
236HP
236PP
63214LP
63214MP
63214HP
63214PP
63214PP (mash)
63214LK
63214MK
63214HK
63214KK
KK
KK (hold)
KK (hold) > 4
KK > P
KK > K
KK > LPLK
KK > MPMK
KK > 2MPMK
KK > Parry Attack
KKK
KKK > P
KKK > K
KKK > LPLK
KKK > MPMK
KKK > Parry Attack
Critical Art
236236P
Taunts
5PPPKKK
V-System
V-Skill 1
MPMK (VS1)
2MPMK (VS1)
Parry Attack
V-Skill 2
MPMK (VS2)
V-Trigger 1
HPHK (VT1)
5HP (lvl 2)
5HP (lvl 3)
2HP (lvl 2)
2HP (lvl 3)
6HP (lvl 2)
6HP (lvl 3)
6HP (release)
4HP (lvl 2)
4HP (lvl 3)
4HP > 5HP
4HP > 5HP
V-Trigger 2
HPHK (VT2)
HPHK (lvl1)
HPHK (lvl2)
HPHK (lvl3)
V-Shift
5MKHP
V-Shift Break
5MKHP
V-Reversal
6KKK