
Abel
In a nutshell
Omega Abel is vastly different from his Ultra counterpart.
Notable Changes from USF4 to Omega
Bafcord Omega Doc - Abel
Detailed Frame Data with USF4 Comparisons - Abel
- General/Movement Changes:
- Forward Dash: 2f faster (16f > 14f), slightly shorter distance
- Throw: slightly shorter range
- Normal Move Changes:
- All close 2-hit punches are now 1-hit, with Target Combos replacing the 2nd hit
- cl.LP~LP and cl.MP~MP tend to whiff on crouchers
- cl.HP~HP is a powerful meterless juggle ender with high juggle potential
- 2MK has a new animation, a real low poke with combo utility
- Step Kick - 6MK - command normal removed, replaced by Close 5MK; much worse on block and hard to use due to proximity
- Side Kick - 3MK - Abel's old 2MK animation, can be used to anti-air
- Back Hand Knuckle - 6MP - new move similar to Change of Direction 2nd hit; far reaching poke
- Over Hand Hook - 6HP - new move similar to Change of Direction 1st hit, allows FADC combos from long range
- Palm Drop - j.2HP - new air command normal, good downward angle for jumping in
- All close 2-hit punches are now 1-hit, with Target Combos replacing the 2nd hit
- Special Move Changes:
- Change of Direction - removed
- Marseilles Roll - can only be used on wakeup with 6K (strength determines roll distance), still throwable and vulnerable at the end of recovery
- Grappling -
- Sky High Tornado -
- Super/Ultra Changes:
- Super is safe on block, does more damage
- Ultra 1 is slower, and other changes make it harder to juggle into
- Moves with ending Input Buffer:
- Close 5MK~Dash, 5LP~LP, 5MP~MP; Far 5LP, 5MK; 2LP, 2MP, 2LK, Over Hand Hook (6HP), Focus Attack + Forward Dash
Character Specific Data
Abel
VITALS | |||||
---|---|---|---|---|---|
Health: | 1050 | Stun: | 1050 | ||
WALKING | |||||
Forward Walk Speed: | 0.035 | Back Walk Speed: | 0.030 | ||
JUMPING | |||||
Jump Total Frames: | 4+36+4 | Jump Distance: | 2.1 Forward, 1.925 Back | ||
DASHING | |||||
Forward Dash Frames: | 14 | Forward Dash Distance: | 1.33 | ||
Back Dash Frames: | 25 | Back Dash Distance: | 0.79 | ||
FA + Forward Dash Frames: | 15 | FA + Back Dash Frames: | 20 | ||
Back Dash Invincibility: | 1-8 | FA + Back Dash Invincibility: | 0 | ||
Back Dash Airborne: | 9-18 | FA + Back Dash Airborne: | 6-13 | ||
FOCUS ATTACK DATA | |||||
Lv1 FA + Forward Dash (Block): | 0 | Lv1 FA + Back Dash (Block): | -5 | ||
Lv2 FA + Forward Dash (Block): | +6 | Lv2 FA + Back Dash (Block): | -1 |
Frame Data
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|
5LP (Close) | cl. ![]() |
3 | 3 | 10 | -2 | 1 | 30 | 50 | M | Sp Su | (only 1 hit, 2nd hit replaced with TC) |
5MP (Close) | cl. ![]() |
5 | 3 | 12 | -1 | 2 | 70 | 100 | M | Sp Su | Forces stand; (only 1 hit, 2nd hit replaced with TC) |
5HP (Close) | cl. ![]() |
4 | 3 | 17 | -2 | 3 | 100 | 150 | M | Sp Su | Forces stand, has juggle potential; (only 1 hit, 2nd hit replaced with TC) |
5LK (Close) | cl. ![]() |
5 | 2 | 9 | 0 | 3 | 30 | 50 | M | - | - |
5MK (Close) | cl. ![]() |
7 | 2 | 15 | -6(-5) | 3(4) | 100 | 180 | M | Dash | Forces stand; (advantage when Dash cancelled); buffer only applies to dash cancel version |
5HK (Close) | cl. ![]() |
6(10) | 6 | 16 | -4 | 0(5) | 100(30) | 150(50) | H | - | Forces stand; (data vs. crouching opponent) |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
5LP (Far) | far. ![]() |
5 | 2 | 6 | 3 | 6 | 30 | 50 | M | Su | Whiffs vs. short/average crouching characters |
5MP (Far) | far. ![]() |
5 | 3 | 11 | 0 | 3 | 80 | 100 | M | Su | - |
5HP (Far) | far. ![]() |
8 | 3 | 19 | -4 | 0 | 100 | 200 | M | - | Whiffs vs. short/average crouching characters |
5LK (Far) | far. ![]() |
5 | 3 | 8 | 0 | 3 | 40 | 50 | M | - | - |
5MK (Far) | far. ![]() |
11 | 1*3 | 9 | 2 | 5 | 60*60 | 100*50 | M | Sp Su / - | 2 hits; 1st hit forces stand and is cancellable, 2nd hit whiffs if 1st hit is crouch blocked |
5HK (Far) | far. ![]() |
13 | 3 | 18 | -3 | 1 | 100 | 200 | M | - | - |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
2LP | ![]() ![]() |
4 | 2 | 6 | 1 | 6 | 45 | 80 | M | Sp Su | - |
2MP | ![]() ![]() |
6 | 2 | 11 | 1 | 4 | 90 | 150 | M | Sp Su | - |
2HP | ![]() ![]() |
8 | 2*2 | 22 | -6 | KD | 90*40 | 150*50 | M | Sp Su | 1st hit forces stand, 2nd hit has juggle potential and puts opponent into free juggles state; -3/-8 if 2nd hit whiffs; can FADC 1st hit (+3, links to cl.5LP); KD Adv: +50 if no juggle |
2LK | ![]() ![]() |
4 | 3 | 7 | -1 | 4 | 40 | 50 | L | Sp Su | - |
2MK | ![]() ![]() |
6 | 3 | 12 | -1 | 2 | 70 | 100 | L | Sp Su | New animation |
2HK | ![]() ![]() |
11 | 3 | 26 | -11 | KD | 120 | 200 | L | Sp Su | KD Adv: +13; if cancelled into Tackle + Feint, becomes -3 on Block, KD Adv +22/21 |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
Back Hand Knuckle | ![]() ![]() |
9 | 5 | 13 | -4(-3) | -1(0) | 90 | 180 | M | - | Has juggle potential; (advantage vs. crouching opponents) |
Over Hand Hook | ![]() ![]() |
13 | 2 | 23 | -3 | 3 | 110 | 200 | M | Su | Has juggle potential, KD vs. airborne opponents; +8/+2 after FADC, links into 2HP |
Side Kick | ![]() ![]() |
8 | 5 | 13 | -4 | -1 | 70 | 100 | M | Sp Su | Anti-air, uses his old 2MK animation |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
LP Target Combo | cl. ![]() ![]() |
- | - | - | 2 | 5 | 30*40 | 50*50 | M*M | Sp Su | Whiffs on crouching; hard to use against some characters due to short proximity range |
MP Target Combo | cl. ![]() ![]() |
- | - | - | 2(-8) | 5 | 70*60 | 100*50 | M*M | Sp Su | 1st hit forces stand; -8 on Block if 2nd hit whiffs, which depends on character height |
HP Target Combo | cl. ![]() ![]() |
- | - | - | -5 | KD | 100*80 | 150*100 | M*M | - | KD Adv: +16; good juggle ender |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
j.LP (angled) | ![]() ![]() |
5 | 4 | - | - | - | 50 | 50 | H | - | - |
j.MP (angled) | ![]() ![]() |
5 | 10 | - | - | - | 80 | 100 | H | - | - |
j.HP (angled) | ![]() ![]() |
5 | 8 | - | - | - | 100 | 200 | H | - | - |
j.LK (angled) | ![]() ![]() |
4 | 5 | - | - | - | 50 | 50 | H | - | - |
j.MK (angled) | ![]() ![]() |
5 | 6 | - | - | - | 70 | 100 | H | - | - |
j.HK (angled) | ![]() ![]() |
5 | 5 | - | - | - | 110 | 200 | H | - | - |
j.LP (neutral) | ![]() ![]() |
5 | 4 | - | - | - | 50 | 50 | H | - | - |
j.MP (neutral) | ![]() ![]() |
5 | 6 | - | - | - | 80 | 100 | H | - | - |
j.HP (neutral) | ![]() ![]() |
5 | 4 | - | - | - | 130 | 250 | H | - | - |
j.LK (neutral) | ![]() ![]() |
5 | 8 | - | - | - | 50 | 50 | H | - | - |
j.MK (neutral) | ![]() ![]() |
4 | 6 | - | - | - | 80 | 100 | H | - | - |
j.HK (neutral) | ![]() ![]() |
5 | 6 | - | - | - | 100 | 200 | H | - | - |
Palm Drop | Air ![]() ![]() |
9 | 6 | - | - | - | 130 | 250 | H | - | Good downward angle |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
Focus Attack Lv. 1 | ![]() ![]() |
10+11 | 2 | 35 | -21 | KD | 110 | 150 | M | Dash | KD Adv: +11; +32 after Forward Dash, +27 after Back Dash |
Focus Attack Lv. 2 | ![]() ![]() |
18+12 | 2 | 35 | -15 | crumple | 80 | 150 | M | Dash | - |
Focus Attack Lv. 3 | ![]() ![]() |
65 | 2 | 35 | crumple | crumple | 140 | 200 | - | Dash | Unblockable |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
Drop Throw (Forward Throw) |
![]() ![]() |
3 | 2 | 24 | - | KD | 180 | 200 | T | - | KD Adv: +21 |
Pincer Throw (Back Throw) |
![]() ![]() ![]() |
3 | 2 | 24 | - | KD | 180 | 200 | T | - | KD Adv: +7 |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
LK Shoulder Tackle | ![]() ![]() 236+LK |
16 | 5 | 17 | -4 | KD | 130 | 200 | M | Su, Feint | Feint cancellable 12-25f (freeze glitch if you hit P on frame 11); KD Adv: +26 |
+ Charged LK Tackle | + Hold ![]() |
33 | 5 | 14 | 0 | KD | 170 | 200 | M | Su | Must hold LK for 26f; KD Adv: +29 |
MK Shoulder Tackle | ![]() ![]() 236+LK |
17 | 5 | 17 | -3 | KD | 140 | 200 | M | Su, Feint | Feint cancellable 12-27f (freeze glitch if you hit P on frame 11); KD Adv: +26 |
+ Charged MK Tackle | + Hold ![]() |
37 | 5 | 14 | 0 | KD | 180 | 200 | M | Su | Must hold MK for 28f; KD Adv: +29 |
HK Shoulder Tackle | ![]() ![]() 236+LK |
24 | 5 | 17 | -2 | KD | 150 | 200 | M | Su, Feint | Feint cancellable 12-32f (freeze glitch if you hit P on frames 10-11); KD Adv: +26 |
+ Charged HK Tackle | + Hold ![]() |
50 | 5 | 14 | 0 | KD | 200 | 200 | M | Su | Must hold HK for 33f; KD Adv: +29 |
Tackle Feint | + ![]() (during 236K) |
- | - | 8 | - | - | - | - | - | - | Good for building meter at long range or baiting opponent's approach |
![]() |
![]() ![]() 236+KK |
13 | 5 | 19 | -7 | KD | 80 | 100 | M | FA | Wall bounces (standard KD vs. airborne opponent); KD Adv: +53 if no juggle |
LP Grappling (Running Grab) |
![]() ![]() 236+LP |
15 | 1 | 44 | - | KD | 170 | 200 | T | - | Side switches; can't be special cancelled into; KD Adv: +10 |
MP Grappling (Running Grab) |
![]() ![]() 236+MP |
15 | 1 | 44 | - | KD | 170 | 200 | T | - | Can't be special cancelled into; KD Adv: +20 |
HP Grappling (Running Grab) |
![]() ![]() 236+HP |
19 | 1 | 44 | - | KD | 70 | 150 | T | - | Takes opponent to the corner; can't be special cancelled into; KD Adv: +14 |
Sky High Tornado![]() ![]() (Running Grab) |
![]() ![]() 236+PP |
15 | 1 | 44 | - | KD | 200 | 200 | T | - | 1-15f armor; costs 2 bars, can't be special cancelled into; KD Adv: +8 |
LP Falling Sky (AA Grab) |
![]() ![]() 623+LP |
5 | 2 | 31 | - | KD | 150 | 200 | T | - | vs. airborne only; side switches; KD Adv: +9 |
MP Falling Sky (AA Grab) |
![]() ![]() 623+MP |
6 | 4 | 31 | - | KD | 160 | 200 | T | - | vs. airborne only; side switches; KD Adv: +9 |
HP Falling Sky (AA Grab) |
![]() ![]() 623+HP |
9 | 6 | 31 | - | KD | 170 | 200 | T | - | vs. airborne only; side switches; KD Adv: +9 |
![]() (AA Grab) |
![]() ![]() 623+PP |
5 | 3 | 30 | - | KD | 180 | 200 | T | - | 1-4f strike invuln, 5-6f upper body invuln, 1-6f projectile invuln; grabs airborne opponents only; KD Adv: +19 |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
LP Tornado Throw (Command Grab) |
![]() ![]() 63214+LP |
5 | 2 | 51 | - | KD | 180 | 200 | T | - | No invuln; KD Adv: +11 |
MP Tornado Throw (Command Grab) |
![]() ![]() 63214+MP |
5 | 2 | 45 | - | KD | 190 | 200 | T | - | No invuln; KD Adv: +11 |
HP Tornado Throw (Command Grab) |
![]() ![]() 63214+HP |
5 | 2 | 39 | - | KD | 200 | 200 | T | - | No invuln; KD Adv: +11 |
![]() (Command Grab) |
![]() ![]() 63214+PP |
5 | 2 | 54 | - | KD | 240 | 200 | T | - | 1-6f full invuln; KD Adv: +11 |
LK Wheel Kick (Overhead Kick) |
![]() ![]() 214+LK |
20 | 8 | 18 | -8(-5) | -2(3) | 120 | 200 | H | - | 11-28f Airborne |
MK Wheel Kick (Overhead Kick) |
![]() ![]() 214+MK |
22 | 7 | 18 | -7(-5) | -1(3) | 120 | 200 | H | - | 12-29f Airborne |
HK Wheel Kick (Overhead Kick) |
![]() ![]() 214+HK |
23 | 8 | 17 | -7(-5) | -1(3) | 120 | 200 | H | - | 13-30f Airborne |
![]() (Overhead Kick) |
![]() ![]() 214+KK |
17 | 7*3 | 19 | -4 | 1(2) | 60*120 | 100*100 | H | - | 11-28f Airborne |
LK Marseilles Roll (Wakeup Roll) |
![]() ![]() 6LK |
- | - | 27 | - | - | - | - | - | - | 5-26f strike/projectile invuln; 1.75 Distance; 6f window to input, on wakeup only. |
MK Marseilles Roll (Wakeup Roll) |
![]() ![]() 6MK |
- | - | 30 | - | - | - | - | - | - | 5-29f strike/projectile invuln; 2.06 Distance; 6f window to input, on wakeup only. |
HK Marseilles Roll (Wakeup Roll) |
![]() ![]() 6HK |
- | - | 32 | - | - | - | - | - | - | 5-31f strike/projectile invuln; 2.88 Distance; 6f window to input, on wakeup only. |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
Heartless (Super) |
![]() ![]() ![]() 236236+P |
1+5 | 5 | 16 | 0 | KD | 420 | - | M | - | 1-10f full invuln; can be plus on block if done from long range; KD Adv: +56; Full Dmg Distribution: 30x4*50*250 |
Soulless (Ultra 1) |
![]() ![]() ![]() 236236+PPP |
0+14 | 2 | 46 | -30 | KD | 461 | - | M | - | 1-6f full invuln, 7-15f upper body/projectile/throw invuln; can be easily counterhit by low attacks after startup; KD Adv: +56; Full Dmg Distribution: 45*8x6*45*323 |
Breathless (Ultra 2) |
![]() ![]() ![]() 236236+KKK |
0+10 | 6 | 71 | - | KD | 431 | - | T | Feint | 1f full invuln, 1-3f armor/throw invuln or until release, strike invuln for 6f after release; 7f startup after release beginning on frame 4 at the earliest; KD Adv: +49 |
+ Feint | ![]() ![]() ![]() |
- | - | 40 | - | - | - | - | - | - | 90 frame window to input feint |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
Combos
Confirms:
Punishes:
Ultra Setups:
Useful Info
Reversals:
- EX Tornado Throw (
/ 63214+PP) - Fully invincible, decent range; meterless versions have no invincibility
- EX Grappling (
/ 236+PP) - Has armor, but costs 2 bars and is fairly unrewarding
- Roll (Wakeup
/ 6K) - On wakeup, has some strike invincibility to escape pressure; vulnerable to throws and the roll itself can be punished
- Ultra 1 (
- 236236+PPP) - Somewhat slow and loses to lows before it becomes active, but can be useful if the opponent is predictable
- Ultra 2 (
- 236236+KKK) - Faster than U1 with some invincibility and armor, can also be feint cancelled if you realize it won't connect
Anti-Airs:
Anti-Focus:
Anti-Projectile:
Juggles:
Miscellaneous: