Super Street Fighter IV/Abel

From SuperCombo Wiki
Super Street Fighter IVSSFIVLogo.png



Abel

SSFIV-Abel Face.jpg

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 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.png 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.


Moves

Unique Attacks

Name
Command
Notes
Forward Kick
F.png + Mk.png
Can be canceled into Forward Dash

Throws

Name
Command
Notes
Drop Throw
F.png or N.png + Lp.png + Lk.png
Throw.png
Pincer Throw
B.png + Lp.png + Lk.png
Throw.png

Special Moves

Name
Command
Notes
Change of Direction
Qcf.png + P.png
Ex.png version gains armor; Ex.png
   Second Mid
F.png + P.png
Perform after Change of Direction; High.png
   Second Low
F.png + K.png
Perform after Change of Direction; Low.png
      Finish Mid
F.png + P.png
Perform after Second Mid or Second Low; High.png
      Finish Low
F.png + K.png
Perform after Second Mid or Second Low; Low.png
Wheel Kick
Qcb.png + K.png
Ex.png Armorbreak.png
Marseilles Roll
Qcf.png + K.png
Ex.png
Falling Sky
Dp.png + P.png
Ex.png
Tornado Throw
Hcb.png + P.png
Throw.png Ex.png

Super Combo

Name
Command
Notes
Heartless
Qcf.png Qcf.png + P.png
Armorbreak.png

Ultra Combos

Name
Command
Notes
Soulless
Qcf.png Qcf.png + 3p.png
Armorbreak.png
Breathless
Qcf.png Qcf.png + 3k.png
Hold 3k.png to delay; Cancel with P.png during delay; Throw.png


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 Close Attacks
Jab.gif HL 25*15 30*20 20*20 ch/sp/su*su 4 3(8)3 11 -3 0 - -
Strong.gif HL 50*30 50*50 40*20 sp/su*su 5 3(8)2 14 -2 +4 - - [Hit] Forces stand
Fierce.gif HL 80*30 100*100 60*20 sp/su*su 4 3(8)2 20 -4 0 - - [Hit] Forces stand
Short.gif HL 30 50 20 - 5 2 9 0 +3 - -
Forward.gif HL 70 100 40 sp/su 7 2 16 -4 -1 - -
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)
Standing Far Attacks
Jab.gif HL 30 50 20 sp/su 5 3 6 +3 +6 - -
Strong.gif HL 80 100 40 su 5 6 11 -3 +1 - -
Fierce.gif HL 130 200 60 - 12 3 17 -2 +2 - -
Short.gif HL 40 50 20 - 5 3 8 0 +3 - -
Forward.gif HL 80 100 40 - 8 3 15 -4 -1 - - Whiff against crouchers
Roundhouse.gif HL 100 200 60 - 14 2 19 -3 +1 - -
Crouching Attacks
Jab.gif HL 30 50 20 ch/sp/su 5 2 6 +3 +6 - -
Strong.gif HL 70 100 40 sp/su 7 3 10 +1 +4 - -
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
Short.gif L 20 50 20 ch/sp/su 5 3 7 +1 +4 - -
Forward.gif HL 70 100 40 sp/su 8 5 13 -4 +1 - -
Roundhouse.gif L 100 200 60 sp/su 11 3 25 -10 - - - [Hit] Hard Knockdown cannot fast recover
Straight Up Jump Attacks
Jab.gif H 50 50 20 - 5 4 - - - - - [Projectile Invulnerability] Till end of active frames (leg part only)
Strong.gif H 80 100 40 - 5 6 - - - - - [Projectile Invulnerability] Till end of active frames (leg part only)
Fierce.gif H 100 200 60 - 5 4 - - - - - [Projectile Invulnerability] Till end of active frames (leg part only)
Short.gif H 50 50 20 - 5 8 - - - - - [Projectile Invulnerability] Until just before startup (leg part only)
Forward.gif H 80 100 40 - 4 6 - - - - - [Projectile Invulnerability] Till end of active frames (leg part only)
Roundhouse.gif H 100 200 60 - 5 4 - - - - - [Projectile Invulnerability] Till end of active frames (leg part only)
Angled Jump Attacks
Jab.gif H 50 50 20 - 5 8 - - - - - [Projectile Invulnerability] Till end of active frames (leg part only)
Strong.gif H 80 100 40 - 5 10 - - - - - [Projectile Invulnerability] Till end of active frames (leg part only)
Fierce.gif H 100 200 60 - 5 8 - - - - - [Projectile Invulnerability] Till end of active frames (leg part only)
Short.gif H 50 50 20 - 4 5 - - - - - [Projectile Invulnerability] Till end of active frames (leg part only)
Forward.gif H 70 100 40 - 5 6 - - - - - [Projectile Invulnerability] Until just before startup (leg part only)
Roundhouse.gif H 110 200 60 - 5 5 - - - - - [Projectile Invulnerability] Till end of active frames (leg part only)
Unique Attacks
Right.gif + Forward.gif HL 80 100 40 dash 7 2 16 0 +3 - - Dash cancellable
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.png 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.png 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.png into dash/back dash. Charge time: 50F.
Throws
Forward Throw 0.9 130 140 40 - 3 2 20 - - - - Hard Knockdown / Opponent gets up 68F after Throw.png recovers (from SF4 vanilla)
Back Throw.png 0.9 130 140 40 - 3 2 20 - - - - Hard Knockdown / Opponent gets up 57F after Throw.png recovers (from SF4 vanilla)
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
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
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
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
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.png 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.png recovers (from SF4 vanilla)
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)
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)
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)
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)
Marseilles Roll Short.gif - - - 20/- - - - 27 - - - - 5-26 [Hit Invul.] / 5-23F can cross opponent
Marseilles Roll Forward.gif - - - 20/- - - - 30 - - - - 5-29 [Hit Invul.] / 5-25F can cross opponent
Marseilles Roll Roundhouse.gif - - - 20/- - - - 32 - - - - 5-31 [Hit Invul.] / 5-27F can cross opponent
Marseilles Roll EX.gif - - - -250/- - - - 32 - - - - 1-32 [Hit Invul.] / 5-27F can cross opponent
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.png recovers (from SF4 vanilla)
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.png recovers (from SF4 vanilla)
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.png recovers (from SF4 vanilla)
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.png recovers (from SF4 vanilla) / CAN JUGGLE !!!
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.png recovers (from SF4 vanilla)
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.png recovers (from SF4 vanilla)
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.png recovers (from SF4 vanilla)
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.png recovers (from SF4 vanilla)
Super Combo
Super Combo HL 0*335 0 -1000/0 - 1+5 2 41 -32 - - - 1F-blackout [Full Invul.] / after blackout, 1-6F Jab.gif: [Hit Invul], Strong.gif:[Throw Invul.], Fierce.gif:[Projectile Invul.] / Hard Knockdown / Armor Break / Opponent gets up 57F after Throw.png recovers (from SF4 vanilla)
Ultra Combos
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.png 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
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

N/A


Unique Attacks

N/A


Normal Throws

N/A


Focus Attack

N/A


Special Moves

N/A


Super Combos

N/A


Ultra Combos

N/A


The Basics

N/A


Advanced Strategy

N/A


Combos

Bread and Butters

  • N/A

Hit Confirm Combos

  • N/A

Dizzy / Focus Crumple Combos

  • N/A

FADC Combos

  • N/A

Advanced Combos

  • N/A

Combos Into Supers

  • N/A

Combos Into Ultras

  • N/A


Matchups

  • Vs. Abel

To Be Written (TBW)


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TBW


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TBW


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TBW


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TBW