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Line 3: |
Line 3: |
| 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. |
| | | | | |
| Abel is the perfect example of a character who will pick their moments and pounce. Although Abel has a ton of ways to set up mix-ups, his opportunities are far fewer than most mix-up characters. However, 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 combos. Patience 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 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.}} |
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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'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
Forward Kick
f + mk
Can be canceled into Forward Dash
Throws
Drop Throw
f or n + lp + lk
throw
Pincer Throw
b + lp + lk
throw
Special Moves
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
Tornado Throw
hcb + p
throw ex
Super Combo
Heartless
qcf qcf + p
armorbreak
Ultra Combos
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
|
HL
|
25*15
|
30*20
|
20*20
|
ch/sp/su*su
|
4
|
3(8)3
|
11
|
-3
|
0
|
|
|
Close
|
HL
|
50*30
|
50*50
|
40*20
|
sp/su*su
|
5
|
3(8)2
|
14
|
-2
|
+4
|
|
|
Close
|
HL
|
80*30
|
100*100
|
60*20
|
sp/su*su
|
4
|
3(8)2
|
20
|
-4
|
0
|
|
|
Close
|
HL
|
30
|
50
|
20
|
-
|
5
|
2
|
9
|
0
|
+3
|
|
|
Close
|
HL
|
70
|
100
|
40
|
sp/su
|
7
|
2
|
16
|
-4
|
-1
|
|
|
Close
|
HL[H]
|
100[30]
|
150[50]
|
60[20]
|
-
|
6
|
6
|
16
|
-4
|
0
|
|
|
Far
|
HL
|
30
|
50
|
20
|
ch/su
|
5
|
2
|
6
|
+3
|
+6
|
|
|
Far
|
HL
|
80
|
100
|
40
|
su
|
5
|
6
|
11
|
-3
|
0
|
|
|
Far
|
HL
|
130
|
200
|
60
|
-
|
12
|
3
|
17
|
-2
|
+2
|
|
|
Far
|
HL
|
40
|
50
|
20
|
-
|
5
|
3
|
8
|
0
|
+3
|
|
|
Far
|
HL
|
80
|
100
|
40
|
-
|
8
|
3
|
15
|
-4
|
-1
|
|
|
Far
|
HL
|
100
|
200
|
60
|
-
|
14
|
2
|
19
|
-3
|
+1
|
|
|
crouch
|
HL
|
30
|
50
|
20
|
ch/sp/su
|
5
|
2
|
6
|
+3
|
+6
|
|
|
crouch
|
HL
|
70
|
100
|
40
|
sp/su
|
7
|
3
|
10
|
+1
|
+4
|
|
|
crouch
|
HL
|
70*40
|
100*50
|
60*20
|
sp/su
|
8
|
2*2
|
22
|
-6
|
-
|
|
|
crouch
|
L
|
20
|
50
|
20
|
ch/sp/su
|
5
|
3
|
7
|
+1
|
+4
|
|
|
crouch
|
HL
|
70
|
100
|
40
|
sp/su
|
8
|
5
|
13
|
-4
|
-1
|
|
|
crouch
|
L
|
100
|
200
|
60
|
sp/su
|
11
|
3
|
25
|
-10
|
-
|
|
|
Jump up
|
H
|
50
|
50
|
20
|
-
|
5
|
4
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
80
|
100
|
40
|
-
|
5
|
6
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
100
|
200
|
60
|
-
|
5
|
4
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
50
|
50
|
20
|
-
|
5
|
8
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
80
|
100
|
40
|
-
|
4
|
6
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
100
|
200
|
60
|
-
|
5
|
4
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
50
|
50
|
20
|
-
|
5
|
8
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
80
|
100
|
40
|
-
|
5
|
10
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
100
|
200
|
60
|
-
|
5
|
8
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
50
|
50
|
20
|
-
|
4
|
5
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
70
|
100
|
40
|
-
|
5
|
6
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
110
|
200
|
60
|
-
|
5
|
5
|
-
|
-
|
-
|
|
|
+
|
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
|
HL
|
30
|
50
|
20/30
|
su
|
14
|
3
|
25
|
-3
|
+2
|
|
|
Change of Direction
|
HL
|
35
|
50
|
20/30
|
su
|
16
|
3
|
25
|
-3
|
+2
|
|
|
Change of Direction
|
HL
|
40
|
50
|
20/30
|
su
|
17
|
3
|
25
|
-3
|
+2
|
|
|
Change of Direction
|
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
|
H
|
120
|
200
|
30/40
|
-
|
20
|
7
|
2+19
|
-10
|
-5
|
|
|
Kick Wheel
|
H
|
140
|
200
|
30/40
|
-
|
24
|
7
|
2+20
|
-11
|
-6
|
|
|
Kick Wheel
|
H
|
160
|
200
|
30/40
|
-
|
27
|
7
|
1+22
|
-12
|
-7
|
|
|
Kick Wheel
|
H
|
60*120
|
100*100
|
-250/0
|
--
|
17
|
7*3
|
2+19
|
-6
|
0
|
|
|
Rolling Marseille
|
-
|
-
|
-
|
20/-
|
-
|
-
|
-
|
27
|
-
|
-
|
|
|
Rolling Marseille
|
-
|
-
|
-
|
20/-
|
-
|
-
|
-
|
30
|
-
|
-
|
|
|
Rolling Marseille
|
-
|
-
|
-
|
20/-
|
-
|
-
|
-
|
32
|
-
|
-
|
|
|
Rolling Marseille
|
-
|
-
|
-
|
-250/-
|
-
|
-
|
-
|
32
|
-
|
-
|
|
|
Sky Fall
|
-
|
0*140
|
100
|
30/0*100
|
-
|
5
|
2
|
31
|
-
|
-
|
|
|
Sky Fall
|
-
|
0*150
|
150
|
30/0*100
|
-
|
6
|
4
|
31
|
-
|
-
|
|
|
Sky Fall
|
-
|
0*160
|
200
|
30/0*100
|
-
|
9
|
6
|
31
|
-
|
-
|
|
|
Sky Fall
|
-
|
0*160
|
150
|
-250/0
|
-
|
6
|
2
|
31
|
-
|
-
|
|
|
Tornado Throw
|
1.33
|
150
|
100
|
30/80
|
-
|
5
|
2
|
51
|
-
|
-
|
|
|
Tornado Throw
|
1.13
|
170
|
150
|
30/80
|
-
|
5
|
2
|
45
|
-
|
-
|
|
|
Tornado Throw
|
0.93
|
190
|
200
|
30/80
|
-
|
5
|
2
|
39
|
-
|
-
|
|
|
Tornado Throw
|
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: