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Super Street Fighter IV AE/Abel
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Super Street Fighter IV AE
Revision as of 22:43, 1 June 2011 by
MJ
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Introduction
Move Analysis
Normal Moves
Normal Throws
Command Normals
Focus / Saving Attack
Special Moves
Super Move
Ultra Moves
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
Secondoro
L
50
50
20/30
su
22
4
24
-5
-1
Middle Finish
H
100
50
10/30
-
10
2
44
-35
-
Finishuro
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:
Contents
Back to top
Contents
1
Introduction
2
Move Analysis
2.1
Normal Moves
2.2
Normal Throws
2.3
Command Normals
2.4
Focus / Saving Attack
2.5
Special Moves
2.6
Super Move
2.7
Ultra Moves
3
The Basics
4
Combos
5
Strategy
6
Matchups
7
Frame Data
7.1
Notes: