

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 |
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{{{5}}} |
{{{6}}} |
Moves
Normal Attacks









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crossup




Unique Attacks



Throws









Special Moves














































Super Combo







Frame Data (Updated for v2013)
Move | Command | Hit | Damage | Startup | Active | Recovery | Hit Adv | Block Adv | Cancel | JP | JC | JS | "Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
" | |||||||||||||
Far LP | H | 30 | 5 | 2 | 8 | +7 | +3 | - | 1 | 1 | 1 | Rapid fire cancelable into light normal attacks | |
Far MP | H | 60 | 6 | 6 | 14 | +1 | -3 | - | 2 | 1 | 1 | - | |
Far HP | H | 90 | 12 | 3 | 20 | +2 | -3 | - | 3 | 1 | 1 | - | |
Far LK | H | 30 | 5 | 3 | 10 | +4 | 0 | - | 1 | 1 | 1 | - | |
Far MK | H | 60 | 9 | 2 | 19 | 0 | -4 | - | 2 | 1 | 1 | - | |
Far HK | H | 90 | 15 | 2 | 21 | +2 | -3 | - | 3 | 1 | 1 | - | |
Close LP | H | 20,10 | 4 | 3(7)3 | 11 | +3 | -1 | 1st hit SM,EX,SA,CA | 1,1 | 1,1 | 1,1 | Rapid fire cancelable into light normal attacks | |
Close MP | H | 40,20 | 5 | 3(7)2 | 18 | +1 | -3 | 1st hit SM,EX,SA,CA | 2,2 | 1,1 | 1,1 | - | |
Close HP | H | 60,30 | 4 | 3(7)2 | 22 | +1 | -4 | 1st hit SM,EX,SA,CA | 3,3 | 1,1 | 1,1 | - | |
Close LK | L | 30 | 5 | 2 | 8 | +7 | +3 | - | 1 | 1 | 1 | - | |
Close MK | H | 60 | 8 | 2 | 20 | -1 | -5 | SM,EX,SA,CA | 2 | 1 | 1 | - | |
Close HK | H/M | 90 | 7 | 4,2 | 22 | -3/+1 | -8 | - | 3 | 1 | 1 | 1st hit: Whiffs on crouching opponent, 2nd hit: Ground bounces on crouching counter hit | |
Crouch LP | H | 30 | 5 | 2 | 8 | +7 | +3 | SM,EX,SA,CA | 1 | 1 | 1 | Rapid fire cancelable into light normal attacks | |
Crouch MP | H | 60 | 6 | 3 | 17 | +1 | -3 | SM,EX,SA,CA | 2 | 1 | 1 | - | |
Crouch HP | H | 60,30 | 9 | 2,2 | 21 | float | -1 | SM,EX,SA,CA | 3,3 | 1,1 | 1 | Elbow crushes airborne attacks frames 9-13 | |
Crouch LK | L | 30 | 5 | 3 | 8 | +6 | +2 | SM,EX,SA,CA | 1 | 1 | 1 | Rapid fire cancelable into light normal attacks | |
Crouch MK | H | 60 | 8 | 5 | 15 | +1 | -3 | SM,EX,SA,CA | 2 | 1 | 1 | - | |
Crouch HK | L | 90 | 11 | 3 | 25 | hard knockdown | -8 | SM,EX,SA,CA | 3 | 1 | - | - | |
Jump Up LP | M | 40 | 5 | 4 | until ground+4 | +12 | +4 | - | 1 | 1 | 1 | - | |
Jump Up MP | M | 70 | 6 | 6 | until ground+4 | +16 | +5 | - | 2 | 1 | 1 | - | |
Jump Up HP | M | 100 | 5 | 4 | until ground+4 | +20 | +8 | - | 3 | 1 | 1 | - | |
Jump Up LK | M | 40 | 5 | 8 | until ground+4 | +12 | +4 | - | 1 | 1 | 1 | - | |
Jump Up MK | M | 70 | 5 | 6 | until ground+4 | +16 | +5 | - | 2 | 1 | 1 | - | |
Jump Up HK | M | 100 | 6 | 4 | until ground+4 | +20 | +8 | - | 3 | 1 | 1 | - | |
Jump Diagonal LP | M | 40 | 5 | 8 | until ground+4 | +12 | +4 | - | 1 | 1 | 1 | - | |
Jump Diagonal MP | M | 70 | 6 | 10 | until ground+4 | +16 | +5 | - | 2 | 1 | 1 | - | |
Jump Diagonal HP | M | 100 | 5 | 8 | until ground+4 | +20 | +8 | - | 3 | 1 | 1 | - | |
Jump Diagonal LK | M | 40 | 5 | 5 | until ground+4 | +12 | +4 | - | 1 | 1 | 1 | - | |
Jump Diagonal MK | M | 70 | 6 | 6 | until ground+4 | +16 | +5 | - | 2 | 1 | 1 | - | |
Jump Diagonal HK | M | 100 | 6 | 5 | until ground+4 | +20 | +8 | - | 3 | 1 | 1 | - | |
Launcher **LC | HP+HK | H | 100 | 13 | 2 | 54 | switch | -34 | - | 3 | - | - | Crushes crouching attacks frames 1-14, Launches opponent while switching characters |
Cross Cancel | f+HP+HK (while blocking) | H | 120 | 7 | 8 | 19 | hard knockdown | - | - | - | - | - | Invulnerability frames 1-14, Resembles Shoulder Tackle |
Pincer Throw | LP+LK | throw | 130 | 5 | 2 | 20 | hard knockdown | - | - | - | - | - | - |
Drop Throw | b+LP+LK | throw | 130 | 5 | 2 | 20 | hard knockdown | - | - | - | - | - | - |
Forward Kick | f+MK | H | 80 | 8 | 2 | 15 | +6 | -1 | Forward dash | 2 | 1 | 1 | 60 damage vs airborne opponent |
Wheel Kick LK | qcb+LK | M | 80 | 21 | 7 | 19 | +1 | -7 | - | 3 | 1 | 0 | Airborne frames 12-29, Ground bounce on airborne opponent, Hits standing opponent on frame 25, crouching on 27, On hit: +3 on crouching opponent |
Wheel Kick MK | qcb+MK | M | 80 | 25 | 7 | 18 | +2 | -9 | - | 3 | 1 | 0 | Airborne frames 15-33, Ground bounce on airborne opponent, Hits standing opponent on frame 29, crouching on 30, On hit: +3 on crouching opponent |
Wheel Kick HK **LC | qcb+HK | M | 90 | 28 | 7 | 18 | +2 | -10 | - | 3 | 1 | 0 | Airborne frames 17-36, Ground bounce on airborne opponent, Hits standing opponent on frame 32, crouching on 33, On hit: +3 on crouching opponent |
Wheel Kick EX | qcb+KK | M | 50,100 | 18 | 7,3 | 18 | +2 | -7 | - | 3,4 | 1,1 | 0 | Airborne frames 12-29, Projectile invulnerability frames 1-17, Leg projectile invulnerability frames 18-27, Hits standing opponent on frame 22, crouching on 25, On Hit: +3 on crouching opponent |
Marseilles Roll LK | qcf+LK | - | - | - | - | 28 | - | - | - | - | - | - | Strike and projectile invulnerability frames 6-23 |
Marseilles Roll MK | qcf+MK | - | - | - | - | 31 | - | - | - | - | - | - | Strike and projectile invulnerability frames 6-26 |
Marseilles Roll HK | qcf+HK | - | - | - | - | 33 | - | - | - | - | - | - | Strike and projectile invulnerability frames 6-27 |
Marseilles Roll EX | qcf+KK | - | - | - | - | 33 | - | - | - | - | - | - | Strike and projectile invulnerability frames 1-27 |
Falling Sky LP | f,d,df+LP | throw | 140 | 6 | 2 | 31 | hard knockdown | - | - | 4 | 1 | - | Whiffs on grounded opponent |
Falling Sky MP | f,d,df+MP | throw | 150 | 7 | 4 | 31 | hard knockdown | - | - | 4 | 1 | - | Whiffs on grounded opponent |
Falling Sky HP | f,d,df+HP | throw | 160 | 10 | 7 | 32 | hard knockdown | - | - | 4 | 1 | - | Whiffs on grounded opponent |
Falling Sky EX | f,d,df+PP | throw | 160 | 7 | 2 | 31 | hard knockdown | - | - | 4 | 1 | - | Strike invulnerability frames 1-8, Whiffs on grounded opponent |
Tornado Throw LP | hcb+LP | throw | 160 | 6 | 2 | 51 | hard knockdown | - | - | - | - | - | Throw invulnerability frames 1-6 |
Tornado Throw MP | hcb+MP | throw | 170 | 6 | 2 | 46 | hard knockdown | - | - | - | - | - | Throw invulnerability frames 1-6 |
Tornado Throw HP | hcb+HP | throw | 180 | 6 | 2 | 40 | hard knockdown | - | - | - | - | - | Throw invulnerability frames 1-6 |
Tornado Throw EX | hcb+PP | throw | 200 | 6 | 2 | 55 | hard knockdown | - | - | - | - | - | Strike and projectile invulnerability frames 1-5 |
Shoulder Tackle LP | (charge 49F) b,f+LP | H | 90 | 20 | 8 | 19 | knockdown | -5 | - | 3 | 1 | 0 | Chargeable: 51F for EX Version and 100F for Super Art |
Shoulder Tackle MP | (charge 49F) b,f+MP | H | 90 | 24 | 8 | 20 | +2 | -6 | - | 3 | 1 | 0 | Chargeable: 51F for EX Version and 100F for Super Art, 1 point of armor during frames 24-31, Knockdown on airborne opponent |
Shoulder Tackle HP | (charge 49F) b,f+HP | H | 90 | 24 | 8 | 21 | knockdown | -7 | - | 3 | 1 | 0 | Chargeable: 51F for EX Version and 100F for Super Art, 1 point of armor during frames 24-31, Wall bounce on counter hit |
Shoulder Tackle EX | (charge 49F) b,f+PP | H | 100 | 9 | 10 | 14 | wall bounce | -2 | - | 3 | 1 | 0 | Chargeable: 51F for Super Art |
Change of Direction LP | qcf+LP | H | 30 | 15 | 3 | 24 | +3 | -5 | f+P, f+K | 3 | 1 | 0 | Forces standing, Knockdown on airborne opponent |
Change of Direction MP | qcf+MP | H | 40 | 17 | 3 | 25 | +2 | -6 | f+P, f+K | 3 | 1 | 0 | Forces standing, Knockdown on airborne opponent |
Change of Direction HP | qcf+HP | H | 50 | 18 | 3 | 24 | +3 | -5 | f+P, f+K | 3 | 1 | 0 | Forces standing, Knockdown on airborne opponent |
Change of Direction EX | qcf+PP | H | 50 | 17 | 3 | 24 | +3 | -5 | f+P, f+K | 3 | 1 | 0 | Forces standing, Knockdown on airborne opponent, 1 point of armor during frames 1-19 |
Second Mid **LC | f+P after Change of Direction | M | 70 | 16 | 4 | 26 | -3 | -9 | f+P, f+K | 3 | 1 | 0 | Forces standing, Knockdown on airborne opponent |
Second Low **LC | f+K after Change of Direction | L | 90 | 23 | 4 | 24 | -1 | -6 | f+P, f+K | 3 | 1 | 0 | Knockdown on airborne opponent |
Finish Mid **LC | f+P after Second Mid or Low | M | 100 | 11 | 2 | 45 | knockdown | -30 | - | 3 | 1 | - | - |
Finish Low **LC | f+K after Second Mid or Low | L | 140 | 23 | 2 | 54 | ground bounce | -39 | - | 3 | 1 | 0 | - |
Breathless **LC | (charge 49F) b,f+PPP | throw | 300 | 6 | 6 | 72 | hard knockdown | - | - | - | - | - | 64 frames cinematic freeze before attack begins, 1 point of armor, Hold PPP to delay attack 1-90 frames |
Breathless (cancel) **LC | K during Breathless | - | - | - | - | 22 | - | - | - | - | - | - | - |
Cross Art **LC | qcf+MP+MK | H | 150+ | 9 | 2 | 41 | switch | -21 | - | 3 | - | - | 74 frames cinematic freeze before attack begins, Invulnerability frames 1-10 |
Move Analysis
Normal Moves
N/A
Unique Attacks
N/A
Normal Throws
N/A
Special Moves
N/A
Super Combos
N/A
The Basics
N/A
Advanced Strategy
N/A
Combos
Bread and Butters
- st.LK~cr.MK~cl.HP xx [b],f+PP, j.HP, cl.HP(1) xx qcb+LK, dash, cl.HP(1) xx dp+HP (348)
(1bar, medium)
- f+MK>dash, cl.HP(1) xx qcf+HP>f+P>f+P (289)
(0bar)
- cr.HP xx qcb+HK, f+MK>dash, cl.HP(1) xx dp+HP (382)
(0bar, easy)
Post-launch
- cl.HP(1) xx qcb+LK, f+MK>dash, cl.HP(1) xx dp+HP
(0bar, easy)
Hit Confirm Combos
- cr.LK, cr.LP, cr.MP xx [b],f+P
(0bar, hitconfirm, easy)
Advanced Combos
- cr.LK, cr.LP, cr.MP xx [b],f+PP, j.HP, cl.HP(1) xx qcb+LK, dash, cl.HP(1) xx dp+HP (350)
(1bar, hitconfirm, midscreen, medium)
Anti-air
- cr.HP xx qcb+LK, f+MK>dash, cl.HP(1) xx dp+HP (342)
(0bar, easy)
Anti-backdash
- f+MK>dash, cl.HP(1) xx dp+HP (248)
(0bar, medium)
Combos Into Supers
- N/A