Super Street Fighter IV AE/Abel: Difference between revisions

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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 the perfect example of a character who will pick their moments and pounceAlthough Abel has a ton of ways to set up mix-ups, his opportunities are far fewer than most mix-up charactersHowever, the advantage that Abel has is that he can defeat an opponent in just one or two successful mix-ups, thanks to his high damage and powerful combosPatience is key with Abel in finding the moment to land that Step Kick to get yourself in and take the Round.}}
Abel's changes in Arcade Edition are, sadly, not of the beneficial kind.  Once the pinnacle of high-damage mixup, Abel's damage in roughly all areas has been severely decreased, espcially with his Tornado Throw and UltrasHis c.HP now has a different hitbox, making it harder to hit confirm into Falling Sky or Soulless.  Finally, his roll is now much less invulnerable than beforeNow Abel can be hit as soon as the animation endsWhile his mixup is still very potent, Abel players must now work a little harder to bring their opponents down this time.}}





Revision as of 16:45, 25 June 2011

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Super Street Fighter IV AE#CharactersSuper Street Fighter IV AE/Controls and TerminologySuper Street Fighter IV AE/Basic ElementsSuper Street Fighter IV AE/Universal AbilitiesSuper Street Fighter IV AE/Game SystemsSSFIVAEHeaderButtons.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's changes in Arcade Edition are, sadly, not of the beneficial kind. Once the pinnacle of high-damage mixup, Abel's damage in roughly all areas has been severely decreased, espcially with his Tornado Throw and Ultras. His c.HP now has a different hitbox, making it harder to hit confirm into Falling Sky or Soulless. Finally, his roll is now much less invulnerable than before. Now Abel can be hit as soon as the animation ends. While his mixup is still very potent, Abel players must now work a little harder to bring their opponents down this time.


Moves

Unique Attacks

Name
Command
Notes
Forward Kick
f + mk
Can be canceled into Forward Dash

Throws

Name
Command
Notes
Drop Throw
f or n + lp + lk
throw
Pincer Throw
b + lp + lk
throw

Special Moves

Name
Command
Notes
Change of Direction
qcf + p
ex version gains armor; ex
   Second Mid
f + p
Perform after Change of Direction; high
   Second Low
f + k
Perform after Change of Direction; low
      Finish Mid
f + p
Perform after Second Mid or Second Low; high
      Finish Low
f + k
Perform after Second Mid or Second Low; low
Wheel Kick
qcb + k
ex armorbreak
Marseilles Roll
qcf + k
ex
Falling Sky
dp + p
ex
Tornado Throw
hcb + p
throw ex

Super Combo

Name
Command
Notes
Heartless
qcf qcf + p
armorbreak

Ultra Combos

Name
Command
Notes
Soulless
qcf qcf + 3p
armorbreak
Breathless
qcf qcf + 3k
Hold 3k to delay; Cancel with p during delay; throw


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.


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
Close Fierce.gif HL 80*30 100*100 60*20 sp/su*su 4 3(8)2 20 -4 0
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
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
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 -
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 -
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 ??? 7 2 16 0 +3
Focus Attack LVL 1 HL 60 100 20 - 21 2 35 -21 -21
Focus attack LVL 2 HL 80 150 40 - 17+13 2 35 -15 -
Focus attack LVL 3 - 140 200 60 - 65 2 35 - -
Forward Throw 0.91 130 140 40 - 3 2 20 - -
Back throw 0.91 130 140 40 - 3 2 20 - -
Change of Direction Jab.gif HL 30 50 20/30 su 14 3 25 -3 +2
Change of Direction Strong.gif HL 35 50 20/30 su 16 3 25 -3 +2
Change of Direction Fierce.gif HL 40 50 20/30 su 17 3 25 -3 +2
Change of Direction EX.gif HL 40 50 -250/0 su 16 3 25 -3 +2
Second Middle H 40 50 10/20 - 15 4 28 -9 -4
Second Low L 50 50 20/30 su 22 4 24 -5 -1
Middle Finish H 100 50 10/30 - 10 2 44 -35 -
Finish Low L 150 100 30/30 - 22 2 53 -44 -
Kick Wheel Short.gif H 120 200 30/40 - 20 7 2+19 -10 -5
Kick Wheel Forward.gif H 140 200 30/40 - 24 7 2+20 -11 -6
Kick Wheel Roundhouse.gif H 160 200 30/40 - 27 7 1+22 -12 -7
Kick Wheel EX.gif H 60*120 100*100 -250/0 -- 17 7*3 2+19 -6 0
Rolling Marseille Short.gif - - - 20/- - - - 27 - -
Rolling Marseille Forward.gif - - - 20/- - - - 30 - -
Rolling Marseille Roundhouse.gif - - - 20/- - - - 32 - -
Rolling Marseille EX.gif - - - -250/- - - - 32 - -
Sky Fall Jab.gif - 0*140 100 30/0*100 - 5 2 31 - -
Sky Fall Strong.gif - 0*150 150 30/0*100 - 6 4 31 - -
Sky Fall Fierce.gif - 0*160 200 30/0*100 - 9 6 31 - -
Sky Fall EX.gif - 0*160 150 -250/0 - 6 2 31 - -
Tornado Throw Jab.gif 1.33 150 100 30/80 - 5 2 51 - -
Tornado Throw Strong.gif 1.13 170 150 30/80 - 5 2 45 - -
Tornado Throw Fierce.gif 0.93 190 200 30/80 - 5 2 39 - -
Tornado Throw EX.gif 1.27 190 150 -250/0 - 5 2 54 - -
Super Combo HL 0*335 0 -1000/0 - 1+5 2 41 -32 -
Ultra Combo 1 HL 45*416 0 0/0 - 1+13 2 46 -30 -
Ultra Combo 2 2.92 431 0 0/0 - 1+7 6 51 - -
Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Notes: