Abel (SSFIV)

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Revision as of 20:19, 25 November 2010 by C nul (talk | contribs) (→‎Frame Data)

Introduction

Move Analysis

Normal Moves

Normal Throws

  • Drop Throw - F or N + LP + LK
  • Pincer Throw - B + LP + LK

Command Normals

  • Step Kick - F+MK

Focus / Saving Attack

Special Moves

  • Change of Direction - QCF + P
Hold F + P or K for follow-up and finisher:
-Second Mid - P
-Second Low - K
-Finish Mid - P
-Finish Low - K
  • Sky Fall - DP + P
  • Marseilles Roll - QCF + K
  • Wheel Kick - QCB + K
  • Tornado Throw - HCB + P

Super Move

  • Heartless - QCF, QCF + P

Ultra Moves

  • Soulless - QCF, QCF + PPP
  • Breathless - QCF, QCF + KKK

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 LP HL 25*15 30*20 20*20 ch/sp/su*su 4 3(8)3 11 -3 0
Close MP HL 50*30 50*50 40*20 sp/su*su 5 3(8)2 14 -2 +4 [Hit] Forces stand
Close HP HL 80*30 100*100 60*20 sp/su*su 4 3(8)2 20 -4 0 [Hit] Forces stand
Close LK HL 30 50 20 - 5 2 9 0 +3
Close MK HL 70 100 40 sp/su 7 2 16 -4 -1
Close HK 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)
Far LP HL 30 50 20 sp/su 5 3 6 +3 +6
Far MP HL 80 100 40 su 5 6 11 -3 +1
Far HP HL 130 200 60 - 12 3 17 -2 +2
Far LK HL 40 50 20 - 5 3 8 0 +3
Far MK HL 80 100 40 - 8 3 15 -4 -1 Whiff against crouchers
Far HK HL 100 200 60 - 14 2 19 -3 +1
crouch LP HL 30 50 20 ch/sp/su 5 2 6 +3 +6
crouch MP HL 70 100 40 sp/su 7 3 10 +1 +4
crouch HP HL 70*40 100*50 60*20 sp/su 8 2*2 22 -6 - 1st part [Ground Hit] Forces Stand, 2nd [Hit] Floats opponent
crouch LK L 20 50 20 ch/sp/su 5 3 7 +1 +4
crouch MK HL 70 100 40 sp/su 8 5 13 -4 +1
crouch HK L 100 200 60 sp/su 11 3 25 -10 - [Hit] Hard Knockdown cannot fast recover
Jump up LP H 50 50 20 - 5 4 - - - [Projectile Invulnerability] Till end of active frames (leg part only)
Jump up MP H 80 100 40 - 5 6 - - - [Projectile Invulnerability] Till end of active frames (leg part only)
Jump up HP H 100 200 60 - 5 4 - - - [Projectile Invulnerability] Till end of active frames (leg part only)
Jump up LK H 50 50 20 - 5 8 - - - [Projectile Invulnerability] Until just before startup (leg part only)
Jump up MK H 80 100 40 - 4 6 - - - [Projectile Invulnerability] Till end of active frames (leg part only)
Jump up HK H 100 200 60 - 5 4 - - - [Projectile Invulnerability] Till end of active frames (leg part only)
Jump forward LP H 50 50 20 - 5 8 - - - [Projectile Invulnerability] Till end of active frames (leg part only)
Jump forward MP H 80 100 40 - 5 10 - - - [Projectile Invulnerability] Till end of active frames (leg part only)
Jump forward HP H 100 200 60 - 5 8 - - - [Projectile Invulnerability] Till end of active frames (leg part only)
Jump forward LK H 50 50 20 - 4 5 - - - [Projectile Invulnerability] Till end of active frames (leg part only)
Jump forward MK H 70 100 40 - 5 6 - - - [Projectile Invulnerability] Until just before startup (leg part only)
Jump forward HK H 110 200 60 - 5 5 - - - [Projectile Invulnerability] Till end of active frames (leg part only)
F+MK HL 80 100 40 dash 7 2 16 0 +3 Dash cancellable
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.

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.

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.

Forward Throw 0.9 130 140 40 - 3 2 20 - - Hard Knockdown / Opponent gets up 68F after throw recovers (from SF4 vanilla)
Back throw 0.9 130 140 40 - 3 2 20 - - Hard Knockdown / Opponent gets up 57F after throw recovers (from SF4 vanilla)
Change of Direction LP 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
Change of Direction MP 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
Change of Direction HP 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
Change of Direction EX 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
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
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
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)
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)
Wheel Kick LK 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)
Wheel Kick MK 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)
Wheel Kick HK 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)
Wheel Kick EX 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)
Marseilles Roll LK - - - 20/- - - - 27 - - 5-26 [Hit Invul.] / 5-23F can cross opponent
Marseilles Roll MK - - - 20/- - - - 30 - - 5-29 [Hit Invul.] / 5-25F can cross opponent
Marseilles Roll HK - - - 20/- - - - 32 - - 5-31 [Hit Invul.] / 5-27F can cross opponent
Marseilles Roll EX - - - -250/- - - - 32 - - 1-32 [Hit Invul.] / 5-27F can cross opponent
Sky Fall LP - 0*140 100 30/0*100 - 5 2 31 - - 1st Part [Hit] Limited Juggle / 2nd Part [Hit] Hard Knockdown / Whiff on grounded opp / Opponent gets up 59F after throw recovers (from SF4 vanilla)
Sky Fall MP - 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)
Sky Fall HP - 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)
Sky Fall EX - 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 !!!
Tornado Throw LP 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)
Tornado Throw MP 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)
Tornado Throw HP 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)
Tornado Throw EX 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)
Super Combo 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)
Ultra Combo 1 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)
Ultra Combo 2 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
Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Notes:

Any attack "Puts opponent in jugglable state" can be followed up by any attack that "Can juggle" assuming the follow up attack can reach them.

An attack that "floats" the opponent puts them in a "free juggle state" where any attack will continue the juggle assuming the follow up attack can reach them.

Better informations here : http://shoryuken.com/f315/juggle-mechanics-guide-all-characters-video-guide-250054/