Street Fighter V/Abigail

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Abigail

SFV-Abigail Portrait.jpg
VITALS
Health: 1075 Stun: 1075
WALKING THROWS
Forward Walk Speed: 3.05 Throw Range: 0.9
Back Walk Speed: 2.5 Throw Hurt Range: 0.4
DASHING JUMPING
Forward Dash Total Frames: 25 Jump Height Apex: -
Back Dash Total Frames: 25 Jump Total Frames: 50(8+36+6)
Forward Dash Distance: 150.4 Forward Jump Distance: ?
Back Dash Distance: 99.4 Back Jump Distance ?
NOTABLE MOVE CLASSES
Overheads: f+MP Hard Knockdowns: crHK (CH 2nd hit), CA
Low Attacks: crLK, crMK, crHK Crush Counters: HP, HK, crHP, crHK

Summary

Bio

Bio


Why Pick Abigail?

nothing

Players To Watch
Itabashi, CoolKid93, ProblemX, StormKubo

Change List

For list of all changes, see Change/Patch List

Season 3.5

  • Health changed from 1100 to 1075
  • Stun increased from 1050 to 1075
  • Hurtbox and collision box adjusted during spinning state (after some crush counters)
  • Forward throw distance increased after successful throw
  • Stand LK startup increased from 5f to 6f, has more pushback on block
  • Crouch LP startup changed from 5f to 6f, recovery increased from 10f to 12f, downwards hitbox reduced on 2nd and 3rd active frames
  • Crouch LK no longer special cancelable, pushback on hit increased, V-Trigger cancel advantage increased to +11/+8 on hit/block from +10/+7
  • Vroom Vroom (LP > LP) pushback on hit/block increased
  • Abi Hammer (f+MP) adjusted so only 3rd active frame can OTG
  • Ontario Drop (f+KKK) startup increased from 16f to 17f, opponent blowback on hit reduced
  • EX Giant Flip (hcb+PP) damage reduced from 120 to 80, stun reduced from 200 to 150
  • Abigail Smash
    • M/H versions after hit united to be same as L version, hurtbox during recovery expanded
    • EX version damage decreased from 100 to 80, hurtbox expanded during recovery
  • Bay Area Sunrise (hcb+P)
    • All normal versions recovery increased by 4f
    • EX version recovery increased by 3f; opponent is left further away on hit
  • Abigail Punch
    • Regular
      • Combo count restrictions adjusted
      • Stun on regular version decreased from 180 to 120, stun on mashed version decreased from 200 to 150
      • Recovery after mashed version increased by 8/8/7f for L/M/H versions
    • EX
      • Knockdown time after first hit increased
      • Blowback on counterhit and regular hit unified to be that of regular
      • Damage for regular version increased from 130 to 140
      • Damage for mashed version decreased from 170 to 160, Stun on mashed version decreased from 230 to 200
      • Recovery on mashed version increased by 8f
  • VT1
    • Stand HP stun changed from 200 to 150
    • Crouch HP charged stun decreased from 200 to 150
    • Abi Blaster (b+HP) charged stun decreased from 200 to 150
    • Abi Twiser (b+HP > HP) charged stun decreased from 200 to 150
  • VT2
    • When Hybrid Charge is canceled into, the advantage/disadvantage is now the same as VT1
    • Metro Crash
      • Opponent now takes real damage instead of white life on block
      • Upward hitbox reduced making easier to jump over
      • Damage for regular version increased from 120 to 150, stun for regular version increased from 150 to 200
      • Damage for charged version increased from 170 to 200, stun increased from 220 to 250
      • Combo counter adjusted

Season 3 (Arcade Edition)

  • Throw hurtbox expanded backwards when crouching, hurtbox reduced for airborne non-recoverable damage
  • Changed positioning after throw
  • Stand LP hit/hurtbox reduced
  • Stand LK reduced from 6f to 5f, hitbox expanded, hurtbox reduced
  • Stand MP upper hurtbox reduced at arm
  • Stand MK hitbox expanded, hurtbox expanded at feet, hurtbox on leg reduced
  • Changed knockback distance on regular/counterhit, eased air combo count
  • Crouch LP startup reduced from 6f to 5f, active frames increased from 2f to 3f, hurtbox expanded
  • Crouch LK advantage increased from +3 to +5
  • Crouch MP hitbox reduced
  • Crouch MK hurtbox reduced
  • Crouch HP hitbox expanded, hurtbox reduced, reduced startup from 12f to 11f, crush counter only happens on first active frame, adjusted float value for mid-air hit
  • Crouch HK active frames increased from 1f to 2f on first hit
  • Jump LK hitbox expanded, hurtbox reduced
  • Jump MP hurtbox reduced
  • Jump HP hitbox expanded
  • Jump HK hurtbox reduced
  • Abi Lift (f+HP) hitbox expanded, hurtbox reduced
  • Hungabee High/Low (MP+MK) Adjusted air combo count allowing further combos against air attacks
  • Abigail Punch (hcb+P)
    • Light version knockback distance increased for final hit, mashed version float value changed, collision box changed, eased combo account, cannot recover after first hit
    • Medium version mashed version float value changed, collision box changed, eased combo account, cannot recover after first hit
    • Heavy version mashed version float value changed, collision box changed, eased combo account, cannot recover after first hit, hitbox expanded during attack
    • EX Version collision box adjusted, cannot recover after first hit
  • Abigail Smash (hcb+K) recovery on whiff increased by 8f, amount of EX meter gain increased on hit
  • Dynamite punch (KK > P)
    • Regular version hitbox expanded, hurtbox reduced, pushback on block increased
    • EX version hitbox expanded, pushback on block increased
  • Bay Area Sunrise (KK > LP+LK)
    • Recovery on whiff increased by 8f, EX gain on hit increased
    • EX Recovery increased o nwhiff by 8f
  • EX Nitro Charge (KKK)position after stomps adjusted during V-Trigger
  • EX Nitro Hungabee (KKK > MP+MK) air combo count eased
  • V-Trigger
    • Length of Max Power increased
    • Abi Lift float value adjusted while in V-Trigger
  • Added V-Trigger 2: Hybrid Charge


Move List

Unique Attacks

SFV-Abigail-Unique.jpg

Special Moves

SFV-Abigail-Special.jpg

V-System (V-Trigger / V-Skill / V-Reversal)

SFV-Abigail-Vsystem.jpg

Critical Art

SFV-Abigail-Critical.jpg

Abigail Discussions

Discussions regarding Abigail

Abigail Shoryuken Forum

Abigail Discord Link

Abigail Discord

Video Guides

Street Fighter Official Character Introduction

Shoryuken's Rising Up Series

Other Useful Guides

xSIGMAx and MonkUnit's Abigail Vroom Vroom Comprehensive Guide

Frame Data

- Season 1 Data courtesy of @gilley3d, Season 3.5 onward courtesy of @D4RK_ONION, @HatsonFGC, @Arlieth, @Frostdiener, and BananaCyclone. - Huge thanks for their efforts! - Season 4 data coming soon!

Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
stand LP LP 5 3 10 3 4 6 40 70 H sp/su/vs/vt1/vt2 - - - - 48 84
stand MP MP 9 3 18 5 7 9 70 100 H sp/su/vs/vt1/vt2 - - - 12 84 120
stand HP HP 20 4 25 -3 0 Crumple 100 150 H vt1/vt2 102 70 70 17 120 180
stand LK LK 6 3 12 3 4 6 50 70 H sp/su/vs/vt1/vt2 - - - 0 60 84
stand MK MK 11 3 18 0 2 4 80 100 H vt1/vt2 - - - 13 96 120
stand HK HK 18 4 29 -8 KD KD 90 150 H su/vt1/vt2 84 25 30 15 108 180
crouch LP d+LP 6 3 12 3 4 6 40 70 H sp/su/vs/vt1/vt2 - - - - 48 84
crouch MP d+MP 13 4 18 -3 2 5 70 100 H sp/su/vs/vt1/vt2 - - - 12 84 120
crouch HP d+HP 11 5 35 -18 -13 KD 90 150 H sp/su/vs/vt1/vt2 87 28 33 15 108 180
crouch LK d+LK 4 2 12 2 5 7 40 70 L vt1/vt2 - - - 0 48 84
crouch MK d+MK 12 2 21 -3 0 2 60 100 L sp/su/vs/vt1/vt2 - - - 10 72 120
crouch HK d+HK 16 2(2)4 32 -14 KD KD 50*70 (120) 50*100 (150) H*L vt1/vt2 61 12 17 8*12 (20) 60*84 60*120
jump LP u+LP 5 5 - - - - 60 70 M - - - - - 72 84
jump MP u+MP 14 5 - - - - 70 100 M - - - - 12 84 120
jump HP u+HP 12 6 - - - - 110 150 M - - - - 18 132 180
jump LK u+LK 4 5 - - - - 60 70 M - - - - - 72 84
jump MK u+MK 10 3 - - - - 60 100 M - - - - 12 84 120
jump HK u+HK 14 5 - - - - 100 150 M - - - - 17 120 180
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Abi Hammer f+MP 21 3 23 -8 3 5 70 100 M - - - - 12 84 120
Abi Lift f+HP 10 5 18 1 4 6 90 150 H sp/su/vs/vt1/vt2 - - - 15 108 180
Abi Blaster b+HP 7 2 30 -6 -3 -1 90 150 H sp/su/vs/vt1/vt2 - - - 15 108 180
Abi Twist b+HP > HP 7+17 2(16)2 29 -9 KD KD 90*81 (171) 150*135 (285) H su/vt1/vt2 87 28 33 15*15 108*81 (189) 180*135 (315)
Vroom Vroom st.LP > st.LP 5+3 3(4)2 11 3 4 4 40*27 (67) 70*63 (133) H sp/su/vs/vt1/vt2 - - - - 48*27 84*63
Bang Bang cr.LP > cr.LP 6+4 2(6)3 9 3 4 4 40*27 (67) 70*63 (133) H sp/su/vs/vt1/vt2 - - - - 48*27 84*63
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Red Leaf LP+LK 5 3 17 - KD - 140 170 T - 67 18 18 - - -
Hit & Run b+LP+LK 5 3 17 - KD - 130 170 T - 52 3 3 - - -
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Max Power HP+HK (VT1) 1 - 5 - - - - - - - - - - - - -
Hybrid Charge HP+HK (VT2) 1 - 5 - - - - - - - - - - - - -
Hungabee High MP+MK 3 10 31 - - - - - H - - - - - - -
Hungabee Low d+MP+MK 3 10 31 - - - - - H - - - - - - -
Hungabee Parry Parry 4 8 20 - 22 - 30 70 H sp/su - - - - - -
Nitro Blitz > Nitro Hungabee High KK > MP+MK Run+3 10 31 - - - - - H - - - - - - -
Nitro Blitz > Nitro Hungabee Low KK > d+MP+MK Run+3 10 31 - - - - - H - - - - - - -
Nitro Blitz > Nitro Hungabee Parry KK > Parry 4 8 20 - 22 - 30 70 H sp/su - - - - - -
EX Nitro Charge > EX Nitro Hungabee KKK > MP+MK EX Run+2 10 31 - - - - - - - - - - - - -
EX Nitro Charge > EX Nitro Hungabee (Parry) KKK > Parry 4 8 20 - 27 - 40 70 H sp - - - - - -
Ontario Drop f+KKK 17 2 26 -2 KD - 60 0 H - 81 22 27 - 60 0
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Abigail Punch LP qcf+LP 14 2 31 -16 KD KD 100 120 H su/vt2 86 27 32 8 106 120
Abigail Punch LP mash qcf+LP (mash) 14 2 31 -16 KD KD 120 150 H su/vt2 80 21 26 8 126 150
Abigail Punch MP qcf+MP 20 2 31 -19 KD KD 110 120 T su/vt2 86 27 32 10 118 120
Abigail Punch MP mash qcf+MP (mash) 20 2 31 -19 KD KD 130 150 H su/vt2 80 21 26 10 138 150
Abigail Punch HP qcf+HP 16 2 31 -16 KD KD 120 120 H su/vt2 86 27 32 13 130 120
Abigail Punch HP mash qcf+HP (mash) 16 2 31 -16 KD KD 140 150 H su/vt2 80 21 26 13 150 150
Abigail Punch EX qcf+PP 14 2 38 -23 KD KD 140 150 H vt2 89 30 35 10 148 150
Abigail Punch EX mash qcf+PP (mash) 14 2 38 -23 KD KD 160 200 H vt2 82 23 28 10 168 20
Giant Flip LP hcb+LP 23 3*4 22 0 KD KD 50*20 (70) 70*30 (100) H su 90 31 36 13*5 (18) 60*20 (80) 84*30 (114)
Giant Flip MP hcb+MP 33 2*4 22 1 KD KD 50*30 (80) 70*30 (100) H su 90 31 36 13*8 (21) 60*30 (90) 84*30 (114)
Giant Flip HP hcb+HP 36 2*4 23 2 KD KD 50*50 (100) 90*60 (150) H su 89 30 35 13*13 (26) 60*50 (110) 108*60 (168)
Giant Flip EX hcb+PP 9*34 3(22)2(0)3 24 -2 KD KD 20*20*40 (80) 30*50*70 (150) H - 110 51 56 5*5*10 (20) 24*20*40 (84) 36*50*70 (156)
Giant Flip EX Mash hcb+PP (mash) 30 4*2 26 -8 KD KD 50*20 (70) 70*30 (100) H - 90 31 36 5*5*10 (20) 24*20*40 (84) 36*50*70 (156)
Abigail Smash LK hcb+LK 6 2 60 - KD KD 180 250 T - 73 24 24 - - -
Abigail Smash MK hcb+MK 6 2 60 - KD KD 200 250 T - 73 24 24 - - -
Abigail Smash HK hcb+HK 6 2 60 - KD KD 220 250 T - 73 24 24 - - -
Abigail Smash EX (corner) hcb+KK (corner) 6 2 60 - KD KD 100 100 T - 92 33 33 - - -
Abigail Smash EX (midscreen) hcb+KK (midscreen) 6 2 60 - KD KD 80 100 T - 101 42 42 - - -
Nitro Blitz KK 12 - - - - - - - - - - - - - - -
Nitro Charge KK (hold) 1 - 124 - - - - - - - - - - - - -
Nitro Blitz > Drop Back KK (hold) > b - - 37 - - - - - - - - - - - - -
Nitro Blitz > Dynamite Punch KK > P Run+15 3 29 -9 KD KD 100 200 H su 85 26 31 25 120 240
Nitro Blitz > Avalanche Press KK > K Run+23 5(1)2 35 -12 KD KD 80*70 (150) 150*50 (200) M - 79 20 25 20*18 (38) 96*70 (166) 180*50 (230)
Nitro Blitz > Bay Area Sunrise KK > LP+LK Run+8 2 60 - KD - 200 250 T - 75 26 26 - - -
EX Nitro Charge KKK 3*39 2(23)2(23)2(19)2(14)3 30 -9 KD - 20 per step 40 per step H - 88 51 56 5perStep 24 per step 48 per step
EX Nitro Charge > EX Dynamite Punch KKK > P EX Run+15 3 29 -9 KD (10) KD 100 200 H - 88 51 56 5/4 * 25 120 180
EX Nitro Charge > EX Avalanche Press KKK > K EX Run+21 5(1)2 35 -12 KD KD 90*80 (170) 150*50 (200) M - 80 21 26 23*20 (43) 108*80 (188) 180*50 (230)
EX Nitro Charge > EX Bay Area Sunrise KKK > LP+LK EX Run+8 2 52 - KD - 240 300 T - 75 26 26 - - -
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Abigail Special qcf,qcf+P 4 4 118 -95 KD KD 350 0 H - 29 29 29 50 354 0
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
In VT1
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
In VT2
Notes:

Combos

BnB

With Meter

Corner

Crush Counter

V-Trigger Cancels

V System

V Reversal

Standard 17f strike V-Reversal, causes large blowback on hit.

V Skill

Hungabee is a 3f parry. There are two versions: a standing and a crouching parry. The standing works against any standing and aerial attacks, while the crouching only works on crouching state moves (meaning crMP's and such can be parried with the low version as well). On a successful parry he sends the opponent backwards in a spinning state allowing combos afterwards with crHP or crHK at further ranges. if an air attack is parried, he can follow up with EX Giant Flip or HP Abigail Smash. He gains V-Gauge on a successful parry. If the parry whiffs it leaves him in a counter hit state.

V Trigger 1

Max Power is a 3 bar V-Trigger allows Abigail to charge his HP, crHP, b+HP, and f+HP punches. While charging Abigail has 1 hit of armor at the beginning, then 100 hits of armor towards the end of the move (around 30f on most). At fully charged they will all cause an armor break. At level 2 and level 3 they each gain different properties. HP will cause a crumple state allowing follow-up combos, Abigail Blaster can reflect back EX projectiles at level 2 and any projectiles (include moves like Ed's V-Trigger 1) at level 3, and Abigail Twist has a higher juggle potential allowing more damaging combos. Because of Abigail's long range and Critical Arts always causing at least 50% damage scaling, Abigail can quickly rack up large damage even on a guard break. In addition to the buffs to his heavies, it passively increases all damage Abigail does by 15% and gives Abigail 1 hit of armor during his Nitro Charge on f3 and 3 hits of armor on f1 for his EX Nitro Charge. This is an incredibly powerful V-Trigger and his go-to in most cases.

V Trigger 2

Hybrid Charge is a 2 bar V-Trigger that gives Abigail a new special move, Metro Crash. Metro Crash is a fast moving tackle that causes Abigail to vroom forward. It can be canceled into from certain specials such as Abigail Punch for more damage and better oki. While charging Metro Crash, Abigail has 99 hits of armor making it near impossible to break through outside of CA's and throws. At level 1 and 2 Abigail loses his armor while charging forward after the button is released, at level 3 he has 2 hits of armor and causes a guard break. Because of how Abigail leans forward while charging it is possibly to jump over him at longer ranges. This is a good V-Trigger however V-Trigger 1 is so strong it is hard to recommend using it instead.

Strategy

Playing as Abigail

Fighting Against Abigail