CharTemplate (SSFIV)

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Revision as of 21:37, 25 February 2011 by James Chen (talk | contribs)
Super Street Fighter IVSSFIVLogo.png



Abel

Akumaface.jpg

Abel is a warrior who has forgotten his past. He fights to see if he can... REMEMBER!! Unbeknownst to him, he's actually one of the warriors created by Seth... if you look closely, Abel and Seth have... THE SAME FACE!!! DUN DUN DUNNNNN!!!!

In a nutshell
Abel is a grappler that requires a lot of good timing to perform his links, which are crucial to his game. He has a lot of fun combos to compliment his throw game. His game primarily is based off of putting your opponent into a guessing game situation to hit you with one of his devastatingly high damaging combos. And he has one of the most broken Ultras in the game!! What a cheater!


Moves

Unique Attacks

Name
Command
Damage
Special Properties (glossary)
Standing Medium
{{#motion: f + m }}
Dash Cancelable

Special Moves

Name
Command
Damage
Special Properties (glossary)
Change of Direction
{{#motion: qcf + p }}
   Second Mid
{{#motion: f + p }}
Perform after Change of Direction; Overhead
   Second Low
{{#motion: f + k }}
Perform after Change of Direction; Low Hit
      Finish Mid
{{#motion: f + p }}
Perform after Second Mid or Second Low; Overhead
      Finish Low
{{#motion: f + k }}
Perform after Second Mid or Second Low; Low Hit
Wheel Kick
{{#motion: qcb + k }}
Overhead; Armor Breaker
Marseilles Roll
{{#motion: qcb + k }}
Falling Sky
{{#motion: dp + p }}
Whiffs against grounded opponent
Tornado Throw
{{#motion: hcb + p }}

Super Combo

Name
Command
Damage
Special Properties (glossary)
Heartless
{{#motion: qcf qcf + p }}

Ultra Combos

Name
Command
Damage
Special Properties (glossary)
Soulless
{{#motion: qcf qcf + 3p }}
Breathless
{{#motion: qcf qcf + 3k }}


Frame Data

Move Values Frame Count Frame Advantage
Move Name Block (HL) Damage Stun Super Meter Gain Cancel Ability Startup Active Recovery On Guard On Hit Block Stun Hit Stun Notes
Standing Far Attacks
Jab.gif HL 30 50 20 sp/su 5 3 6 +3 +6 {{{13}}} {{{14}}}
Strong.gif HL 80 100 40 su 5 6 11 -3 +1 {{{13}}} {{{14}}}
Fierce.gif HL 130 200 60 - 12 3 17 -2 +2 {{{13}}} {{{14}}}
Short.gif HL 40 50 20 - 5 3 8 0 +3 {{{13}}} {{{14}}}
Forward.gif HL 80 100 40 - 8 3 15 -4 -1 Whiff against crouchers {{{13}}} {{{14}}}
Roundhouse.gif HL 100 200 60 - 14 2 19 -3 +1 {{{13}}} {{{14}}}
Standing Close Attacks
Jab.gif HL 25*15 30*20 20*20 ch/sp/su*su 4 3(8)3 11 -3 0 {{{13}}} {{{14}}}
Strong.gif HL 50*30 50*50 40*20 sp/su*su 5 3(8)2 14 -2 +4 [Hit] Forces stand {{{13}}} {{{14}}}
Fierce.gif HL 80*30 100*100 60*20 sp/su*su 4 3(8)2 20 -4 0 [Hit] Forces stand {{{13}}} {{{14}}}
Short.gif HL 30 50 20 - 5 2 9 0 +3 {{{13}}} {{{14}}}
Forward.gif HL 70 100 40 sp/su 7 2 16 -4 -1 {{{13}}} {{{14}}}
Roundhouse.gif HL[H] 100[30] 150[50] 60[20] - 6 6 16 -4 0 Hit] Forces stand, active frame 1-4 wont hit crouchers, active frames 5-6 refer to [] (overhead) {{{13}}} {{{14}}}
Crouching Attacks
Jab.gif HL 30 50 20 ch/sp/su 5 2 6 +3 +6 {{{13}}} {{{14}}}
Strong.gif HL 70 100 40 sp/su 7 3 10 +1 +4 {{{13}}} {{{14}}}
Fierce.gif HL 70*40 100*50 60*20 sp/su 8 2*2 22 -6 - 1st part [Ground Hit] Forces Stand, 2nd [Hit] Floats opponent {{{13}}} {{{14}}}
Short.gif L 20 50 20 ch/sp/su 5 3 7 +1 +4 {{{13}}} {{{14}}}
Forward.gif HL 70 100 40 sp/su 8 5 13 -4 +1 {{{13}}} {{{14}}}
Roundhouse.gif L 100 200 60 sp/su 11 3 25 -10 - [Hit] Hard Knockdown cannot fast recover {{{13}}} {{{14}}}
Straight Up Jump Attacks
Jab.gif H 50 50 20 - 5 4 - - - [Projectile Invulnerability] Till end of active frames (leg part only) {{{13}}} {{{14}}}
Strong.gif H 80 100 40 - 5 6 - - - [Projectile Invulnerability] Till end of active frames (leg part only) {{{13}}} {{{14}}}
Fierce.gif H 100 200 60 - 5 4 - - - [Projectile Invulnerability] Till end of active frames (leg part only) {{{13}}} {{{14}}}
Short.gif H 50 50 20 - 5 8 - - - [Projectile Invulnerability] Until just before startup (leg part only) {{{13}}} {{{14}}}
Forward.gif H 80 100 40 - 4 6 - - - [Projectile Invulnerability] Till end of active frames (leg part only) {{{13}}} {{{14}}}
Roundhouse.gif H 100 200 60 - 5 4 - - - [Projectile Invulnerability] Till end of active frames (leg part only) {{{13}}} {{{14}}}
Forward / Back Jump Attacks
Jab.gif H 50 50 20 - 5 8 - - - [Projectile Invulnerability] Till end of active frames (leg part only) {{{13}}} {{{14}}}
Strong.gif H 80 100 40 - 5 10 - - - [Projectile Invulnerability] Till end of active frames (leg part only) {{{13}}} {{{14}}}
Fierce.gif H 100 200 60 - 5 8 - - - [Projectile Invulnerability] Till end of active frames (leg part only) {{{13}}} {{{14}}}
Short.gif H 50 50 20 - 4 5 - - - [Projectile Invulnerability] Till end of active frames (leg part only) {{{13}}} {{{14}}}
Forward.gif H 70 100 40 - 5 6 - - - [Projectile Invulnerability] Until just before startup (leg part only) {{{13}}} {{{14}}}
Roundhouse.gif H 110 200 60 - 5 5 - - - [Projectile Invulnerability] Till end of active frames (leg part only) {{{13}}} {{{14}}}
Unique Attacks
Right.gif + Forward.gif HL 80 100 40 dash 7 2 16 0 +3 Dash cancellable {{{13}}} {{{14}}}
Target Combos
Focus Attacks
Focus Attack LVL 1 HL 60 100 20 - 21 2 35 -21 -21 1~10F or 1F after button's are released: Has super armor.
Crumples on ground Counter Hit. Puts opponent in jugglable state on air hit. From frames 5~11 or on hit/block can cancel into dash/back dash. If charged, saving attack hits on frame 13 after releasing the buttons.
{{{13}}} {{{14}}}
Focus Attack LVL 2 HL 80 150 40 - 17+13 2 35 -15 - 1~1F after button's are released: Has super armor.
Crumples on ground hit. Floats opponent on air hit. From frames 5~ buttons released or on hit/block can cancel into dash/back dash. Charge time: 17-49F. If charged, saving attack hits on frame 13 after releasing the buttons.
{{{13}}} {{{14}}}
Focus Attack LVL 3 - 140 200 60 - 65 2 35 - - 1~64F has super armor. Breaks super armor.
Crumples on ground hit. Floats opponent on air hit. From frames 5~50 can cancel into dash/back dash. Charge time: 50F.
{{{13}}} {{{14}}}
Normal Throws
Forward Throw 0.9 130 140 40 - 3 2 20 - - Hard Knockdown / Opponent gets up 68F after throw recovers (from SF4 vanilla) {{{13}}} {{{14}}}
Back Throw 0.9 130 140 40 - 3 2 20 - - Hard Knockdown / Opponent gets up 57F after throw recovers (from SF4 vanilla) {{{13}}} {{{14}}}
Special Moves
Change of Direction Jab.gif HL 30 50 20/30 su 14 3 25 -3 +2 [Ground Hit] Forces Stand/ [Air Hit] Puts opponent in jugglable state / 25-26F can follow with second middle/low {{{13}}} {{{14}}}
Change of Direction Strong.gif HL 35 50 20/30 su 16 3 25 -3 +2 [Ground Hit] Forces Stand/ [Air Hit] Puts opponent in jugglable state / 27-28F can follow with second middle/low {{{13}}} {{{14}}}
Change of Direction Fierce.gif HL 40 50 20/30 su 17 3 25 -3 +2 [Ground Hit] Forces Stand/ [Air Hit] Puts opponent in jugglable state / 28-29F can follow with second middle/low {{{13}}} {{{14}}}
Change of Direction EX.gif HL 40 50 -250/0 su 16 3 25 -3 +2 1-18F [Armor] / [Ground Hit] Forces Stand/ [Air Hit] Puts opponent in jugglable state / 27-28F can follow with second middle/low {{{13}}} {{{14}}}
Second Mid H 40 50 10/20 - 15 4 28 -9 -4 [Crouch Hit] Frame Adv -5 / [Air Hit] Puts opponent in jugglable state / 30-31F can follow with finish middle/low {{{13}}} {{{14}}}
Second Low L 50 50 20/30 su 22 4 24 -5 -1 [Air Hit] Puts opponent in jugglable state / 36-37F can follow with finish middle/low {{{13}}} {{{14}}}
Finish Mid H 100 100 10/30 - 10 2 44 -35 - [Hit] Hard Knockdown / Armor Break / Opponent gets up 43F after throw recovers (from SF4 vanilla) {{{13}}} {{{14}}}
Finish Low L 150 100 30/30 - 22 2 53 -44 - [Hit] Hard Knockdown / Armor Break / Opponent gets up 70F after throw recovers (from SF4 vanilla) {{{13}}} {{{14}}}
Wheel Kick Short.gif H 120 200 30/40 - 20 7 2+19 -10 -5 1-17F [Hit/Projectile Invul.] (lower half part only) / 11F onwards [Air Attack] / [Ground Hit] Forces Stand / [Air Hit] Puts opponent in jugglable state / Armor Break / Hit on crouching opp on the 25F (opp Ryu) {{{13}}} {{{14}}}
Wheel Kick Forward.gif H 140 200 30/40 - 24 7 2+20 -11 -6 1-20F [Hit/Projectile Invul.] (lower half part only) / 14F onwards [Air Attack] / [Ground Hit] Forces Stand / [Air Hit] Puts opponent in jugglable state / Armor Break / Hit on crouching opp on the 29F (opp Ryu) {{{13}}} {{{14}}}
Wheel Kick Roundhouse.gif H 160 200 30/40 - 27 7 1+22 -12 -7 1-22F [Hit/Projectile Invul.] (lower half part only) / 15F onwards [Air Attack] / [Ground Hit] Forces Stand / [Air Hit] Puts opponent in jugglable state / Armor Break / Hit on crouching opp on the 31F (opp Ryu) {{{13}}} {{{14}}}
Wheel Kick EX.gif H 60*120 100*100 -250/0 -- 17 7*3 2+19 -6 0 1-26F [Hit Invul.] (lower half part only) / 1-26F [Projectile Invul.] / 11F onwards [Air Attack] / [Ground Hit] Forces Stand / [Air Hit] Puts opponent in jugglable state / Armor Break / 2nd hit can juggle / Hit on crouching opp on the 23F (opp Ryu) {{{13}}} {{{14}}}
Marseilles Roll Short.gif - - - 20/- - - - 27 - - 5-26 [Hit Invul.] / 5-23F can cross opponent {{{13}}} {{{14}}}
Marseilles Roll Forward.gif - - - 20/- - - - 30 - - 5-29 [Hit Invul.] / 5-25F can cross opponent {{{13}}} {{{14}}}
Marseilles Roll Roundhouse.gif - - - 20/- - - - 32 - - 5-31 [Hit Invul.] / 5-27F can cross opponent {{{13}}} {{{14}}}
Marseilles Roll EX.gif - - - -250/- - - - 32 - - 1-32 [Hit Invul.] / 5-27F can cross opponent {{{13}}} {{{14}}}
Sky Fall Jab.gif - 0*140 100 30/0*100 - 5 2 31 - - 1st Part [Hit] Puts opponent in jugglable state / 2nd Part [Hit] Hard Knockdown / Whiff on grounded opp / Opponent gets up 59F after throw recovers (from SF4 vanilla) {{{13}}} {{{14}}}
Sky Fall Strong.gif - 0*150 150 30/0*100 - 6 4 31 - - 1st Part [Hit] Puts opponent in jugglable state / 2nd Part [Hit] Hard Knockdown / Whiff on grounded opp / Opponent gets up 59F after throw recovers (from SF4 vanilla) {{{13}}} {{{14}}}
Sky Fall Fierce.gif - 0*160 200 30/0*100 - 9 6 31 - - 1st Part [Hit] Puts opponent in jugglable state / 2nd Part [Hit] Hard Knockdown / Whiff on grounded opp / Opponent gets up 59F after throw recovers (from SF4 vanilla) {{{13}}} {{{14}}}
Sky Fall EX.gif - 0*160 150 -250/0 - 6 2 31 - - 1-5F [Hit Invul.] / 6-7F [Hit Invul.] (upper half only) / 1st Part [Hit] Puts opponent in jugglable state / 2nd Part [Hit] Hard Knockdown / Whiff on grounded opp / Opponent gets up 62F after throw recovers (from SF4 vanilla) / CAN JUGGLE !!! {{{13}}} {{{14}}}
Tornado Throw Jab.gif 1.3 160 100 30/80 - 5 2 51 - - 1-6F [Throw Invul.] / Hard Knockdown / Opponent gets up 51F after throw recovers (from SF4 vanilla) {{{13}}} {{{14}}}
Tornado Throw Strong.gif 1.1 180 150 30/80 - 5 2 45 - - 1-6F [Throw Invul.] / Hard Knockdown / Opponent gets up 51F after throw recovers (from SF4 vanilla) {{{13}}} {{{14}}}
Tornado Throw Fierce.gif 0.9 200 200 30/80 - 5 2 39 - - 1-6F [Throw Invul.] / Hard Knockdown / Opponent gets up 51F after throw recovers (from SF4 vanilla) {{{13}}} {{{14}}}
Tornado Throw EX.gif 1.25 200 150 -250/0 - 5 2 54 - - 1-6F [Hit Invul.] / Hard Knockdown / Opponent gets up 49F after throw recovers (from SF4 vanilla) {{{13}}} {{{14}}}
Super Combos
Heartless HL 0*335 0 -1000/0 - 1+5 2 41 -32 - 1F-blackout [Full Invul.] / after blackout, 1-6F LP: [Hit Invul], MP:[Throw Invul.], HP:[Projectile Invul.] / Hard Knockdown / Armor Break / Opponent gets up 57F after throw recovers (from SF4 vanilla) {{{13}}} {{{14}}}
Ultra Combos
Soulless HL 45*455 0 0/0 - 1+13 2 46 -30 - 1-blackout+7 [Full Invul.] / 8-16F [Hit Invul.](Except feet) / 8-16F [Projectile Invul.] / Hard Knockdown / Armor Break / CAN JUGGLE !!! / Opponent gets up 57F after throw recovers (from SF4 vanilla) {{{13}}} {{{14}}}
Breathless 1.0 480 0 0/0 - 1+7 6 51 - - 1F-end of blackout [Full Invul.] / 1F after blackout till end of active frames [Armor][Throw Invul.] / [Hit] Hard Knockdown / Hold button to delay (up to 92F) / Active frames come 7F after button release / Can be cancelled with any Punch (20F recovery) / Ground Throw range 1.0 {{{13}}} {{{14}}}
Move Name Block (HL) Damage Stun Super Meter Gain Cancel Ability Startup Active Recovery On Guard On Hit Block Stun Hit Stun Notes
Move Values Frame Count Frame Advantage


Move Analysis

Normal Moves

Standing Short is a great poke. Use it to mostly try to gauge your distance from the opponent, as it is a very difficult move to whiff punish. The Standing Shorts, however, are mostly just a way for you to figure out when to land your Step Kick. The Step Kick will be the basis of your offense, as it sets up your main combos on hit and creates a mix-up situation on block.


Normal Throws

Abel's Normal Throws are good Throws because they blah blah blah.


Focus Attack

Abel has one of the weaker Focus Attacks in the game, as the actual Attack Phase is rather slow. The range isn't also great, so it's a very average Focus Attack. Bummer.


Special Moves

Change of Direction will be your main Bread and Butter move for combos. Landing it also allows you to FADC the first hit to connect an even more powerful combo than finishing the Change of Direction, especially if you are using Ultra I: Soulless. EX Version gets armor.

Wheel Kick is an Overhead but is very punishable if the opponent blocks it up close. If you plan on using this move, try to hit the opponent with the tip of the Wheel Kick so you won't be as easily punished.

Falling Sky is an anti-air throw move that doesn't work on grounded opponents. It's a great combo finisher after a Crouching HP and the EX version can juggle. Rock on!

Marseilles Roll is invincible to attacks. Pretend you are playing CvS2!


Super Combos

Heartless isn't as useful because you will be spending most of your meter on FADCs. However, it is easily hit confirmed off of Close Standing MP.


Ultra Combos

Ultra Combo I: Soulless - THE default Combo Ultra. If you are good at landing Change of Direction FADC into Crouching HP, pick Soulless. You won't be sorry!

Ultra Combo II: Breathless - Nicknamed "Brainless" for a reason, this Ultra has armor and can be canceled and is just really annoying to deal with if you don't know how to fight it.


The Basics

Your game will be based around the Step Kick mix-ups. On Block, you are at even in terms of Frame Advantage with your opponent. From there, Tornado Throw will beat their throw attempts and Crouching Short can catch people trying to jump away. EX Tornado Throw is excellent at beating counter pokes. Mix-ups! Mix=ups!!!


Advanced Strategy

Abel has a really good mix-up game with the Marseilles Rolls. Here are several ways to knock the opponent down with Untechable Knockdowns and the setups to have your Rolls be ambiguous as to what side you end up on depending on which Roll you choose to use:

  • Setup 1: Do this, Dash once, MK goes behind, LK stays in front.
  • Setup 2: Do that, Dash twice, HK goes behind, MK stays in front.


Combos

Bread and Butters

  • Crouching MP xx Change of Direction, Second Mid, Finish Mid
  • Crouching HP (2 Hits) xx Falling Sky

Advanced Combos

  • Step Kick xx Toward Dash, Standing Close HP xx Change of Direction FADC Crouching HP xx Falling Sky

Combos Into Supers

  • Standing MP (2 Hits) xx Soulless

Combos Into Ultras

  • Step Kick xx Toward Dash, Standing Close HP xx Change of Direction FADC Crouching HP, Soulless


Matchups

Vs. Abel

To Be Written (TBW)

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