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.
Abel is a well-rounded melee character who possesses a terrifyingly amazing mixup game. His appearance is deceiving at first glance, as despite his size he can gain momentum easily and utterly confound an opponent with crossups and Marseilles Rolls. His command throw bolsters his mixup even further, and both of his Ultras are very useful depending on the matchup. Despite these strengths, Abel's two greatest weaknesses are his size and his up-close-and-personal fighting style. His size makes him susceptible to easy crossups and character-specific combos, and as a grappler he is outclassed by his more "pure" counterparts, such as Zangief. Still, if you like keeping your opponent on their toes and punishing them hard for their mistakes, give Abel a shot.
Expanded hitbox upward to ease use as an anti-air move.
Changed damage from 150 to 160 for light, 170 to 180 for medium, and 190 to 200 for heavy/EX versions.
Made strike-invincible from start of dash to just before hit detection.
Eliminated throw invincibility after start of dash.
Extended hit stun by 2F, giving a possible +9F advantage when completing EX Focus→Dash in the shortest possible time.
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| Block
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| Super Meter
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| Frames
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| Move Name
| HL
| Damage
| Stun
| Gain
| Cancel Ability
| Startup
| Active
| Recovery
| On Guard
| On Hit
| Notes
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Close
| HL
| 25*15
| 30*20
| 20*20
| ch/sp/su*su
| 4
| 3(8)3
| 11
| -3
| 0
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Close
| HL
| 50*30
| 50*50
| 40*20
| sp/su*su
| 5
| 3(8)2
| 14
| -2
| +4
| Forces stand
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Close
| HL
| 80*30
| 100*100
| 60*20
| sp/su*su
| 4
| 3(8)2
| 20
| -4
| 0
| Forces stand
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Close
| HL
| 30
| 50
| 20
| -
| 5
| 2
| 9
| 0
| +3
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Close
| HL
| 70
| 100
| 40
| sp/su
| 7
| 2
| 16
| -4
| -1
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Close
| HL[H]
| 100[30]
| 150[50]
| 60[20]
| -
| 6
| 6
| 16
| -4
| 0
| Forces stand, Active frames 1~4 cannot hit crouching opponents, [] refers to active frames 5~6
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Far
| HL
| 30
| 50
| 20
| ch/su
| 5
| 2
| 6
| +3
| +6
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Far
| HL
| 80
| 100
| 40
| su
| 5
| 6
| 11
| -3
| 0
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Far
| HL
| 130
| 200
| 60
| -
| 12
| 3
| 17
| -2
| +2
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Far
| HL
| 40
| 50
| 20
| -
| 5
| 3
| 8
| 0
| +3
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Far
| HL
| 80
| 100
| 40
| -
| 8
| 3
| 15
| -4
| -1
| Cannot hit crouching opponents
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Far
| HL
| 100
| 200
| 60
| -
| 14
| 2
| 19
| -3
| +1
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crouch
| HL
| 30
| 50
| 20
| ch/sp/su
| 5
| 2
| 6
| +3
| +6
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crouch
| HL
| 70
| 100
| 40
| sp/su
| 7
| 3
| 10
| +1
| +4
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crouch
| HL
| 70*40
| 100*50
| 60*20
| sp/su
| 8
| 2*2
| 22
| -6
| -
| [1st hit] forces stand, [2nd hit] floats opponent
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crouch
| L
| 20
| 50
| 20
| ch/sp/su
| 5
| 3
| 7
| +1
| +4
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crouch
| HL
| 70
| 100
| 40
| sp/su
| 8
| 5
| 13
| -4
| -1
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crouch
| L
| 100
| 200
| 60
| sp/su
| 11
| 3
| 25
| -10
| -
| Hard knockdown
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Jump up
| H
| 50
| 50
| 20
| -
| 5
| 4
| -
| -
| -
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Jump up
| H
| 80
| 100
| 40
| -
| 5
| 6
| -
| -
| -
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Jump up
| H
| 100
| 200
| 60
| -
| 5
| 4
| -
| -
| -
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Jump up
| H
| 50
| 50
| 20
| -
| 5
| 8
| -
| -
| -
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Jump up
| H
| 80
| 100
| 40
| -
| 4
| 6
| -
| -
| -
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Jump up
| H
| 100
| 200
| 60
| -
| 5
| 4
| -
| -
| -
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Jump forward
| H
| 50
| 50
| 20
| -
| 5
| 8
| -
| -
| -
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Jump forward
| H
| 80
| 100
| 40
| -
| 5
| 10
| -
| -
| -
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Jump forward
| H
| 100
| 200
| 60
| -
| 5
| 8
| -
| -
| -
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Jump forward
| H
| 50
| 50
| 20
| -
| 4
| 5
| -
| -
| -
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Jump forward
| H
| 70
| 100
| 40
| -
| 5
| 6
| -
| -
| -
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Jump forward
| H
| 110
| 200
| 60
| -
| 5
| 5
| -
| -
| -
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+
| HL
| 80
| 100
| 40
| See notes
| 7
| 2
| 16
| 0
| +3
| Dash cancellable
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| Focus Attack LVL 1
| HL
| 60
| 100
| 20
| -
| 21
| 2
| 35
| -21
| -21
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| Focus attack LVL 2
| HL
| 80
| 150
| 40
| -
| 17+13
| 2
| 35
| -15
| -
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| Focus attack LVL 3
| -
| 140
| 200
| 60
| -
| 65
| 2
| 35
| -
| -
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| Forward Throw
| 0.91
| 130
| 140
| 40
| -
| 3
| 2
| 20
| -
| -
| Hard knockdown, Opponent gets up 68F after throw recovers
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| Back throw
| 0.91
| 130
| 140
| 40
| -
| 3
| 2
| 20
| -
| -
| Hard knockdown, Opponent gets up 57F after throw recovers
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Change of Direction
| HL
| 30
| 50
| 20/30
| su
| 14
| 3
| 25
| -3
| +2
| Forces stand, 25~26f can cancel into followup
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Change of Direction
| HL
| 35
| 50
| 20/30
| su
| 16
| 3
| 25
| -3
| +2
| Forces stand, 27~28f can cancel into followup
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Change of Direction
| HL
| 40
| 50
| 20/30
| su
| 17
| 3
| 25
| -3
| +2
| Forces stand, 28~29f can cancel into followup
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Change of Direction
| HL
| 40
| 50
| -250/0
| su
| 16
| 3
| 25
| -3
| +2
| 1~18f Armored, forces stand, 27~28 can cancel into followup
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| Second Mid
| H
| 40
| 50
| 10/20
| -
| 15
| 4
| 28
| -9
| -4
| -5 hit advantage vs crouching opponents, 30~31f can cancel into followup
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| Second Low
| L
| 50
| 50
| 20/30
| su
| 22
| 4
| 24
| -5
| +1
| 38~39f can cancel into followup
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| Finish Mid
| H
| 100
| 50
| 10/30
| -
| 10
| 2
| 44
| -35
| -
| Hard knockdown, armor break, Opponent gets up 43F after throw recovers
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| Finish Low
| L
| 150
| 100
| 30/30
| -
| 22
| 2
| 53
| -44
| -
| Hard knockdown, armor break, Opponent gets up 70F after throw recovers
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Wheel Kick
| H
| 120
| 200
| 30/40
| -
| 20
| 7
| 2+19
| -10
| -5
| 1~26f lower body strike and projectile invincible, 11f~ airborne, forces stand, armor break, hits crouching Ryu on 25f
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Wheel Kick
| H
| 140
| 200
| 30/40
| -
| 24
| 7
| 2+20
| -11
| -6
| 1~30f lower body strike and projectile invincible, 14f~ airborne, forces stand, armor break, hits crouching Ryu on 29f
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Wheel Kick
| H
| 160
| 200
| 30/40
| -
| 27
| 7
| 1+22
| -12
| -7
| 1~32f lower body strike and projectile invincible, 15f~ airborne, forces stand, armor break, hits crouching Ryu on 31f
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Wheel Kick
| H
| 60*120
| 100*100
| -250/0
| --
| 17
| 7*3
| 2+19
| -6
| 0
| 1~26f lower body strike invincible, 1~26f projectile invincible, 11f~ airborne, forces stand, armor break, 2nd hit pursuit property, hits crouching Ryu on 23f
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Marseilles Roll
| -
| -
| -
| 20/-
| -
| -
| -
| Total 27
| -
| -
| 5~23f strike and projectile invincible, 24~26f projectile invincible, 5~23f can pass through opponent
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Marseilles Roll
| -
| -
| -
| 20/-
| -
| -
| -
| Total 30
| -
| -
| 5~25f strike and projectile invincible, 26~29f projectile invincible, 5~25f can pass through opponent
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Marseilles Roll
| -
| -
| -
| 20/-
| -
| -
| -
| Total 32
| -
| -
| 5~27f strike and projectile invincible, 28~31f projectile invincible, 5~27f can pass through opponent
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Marseilles Roll
| -
| -
| -
| -250/-
| -
| -
| -
| Total 32
| -
| -
| 1~32 strike invincible, 5~27f can pass through opponent
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Falling Sky
| -
| 0*140
| 100
| 30/0*100
| -
| 5
| 2
| 31
| -
| -
| 2nd hit hard knockdown, cannot hit crouching opponents, Opponent gets up 59F after throw recovers
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Falling Sky
| -
| 0*150
| 150
| 30/0*100
| -
| 6
| 4
| 31
| -
| -
| 2nd hit hard knockdown, cannot hit crouching opponents, Opponent gets up 59F after throw recovers
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Falling Sky
| -
| 0*160
| 200
| 30/0*100
| -
| 9
| 6
| 31
| -
| -
| 2nd hit hard knockdown, cannot hit crouching opponents, Opponent gets up 59F after throw recovers
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Falling Sky
| -
| 0*160
| 150
| -250/0
| -
| 6
| 2
| 31
| -
| -
| 1~5f strike invincible, 6~7f upper body strike invincible, 2nd hit hard knockdown, cannot hit crouching opponents, Opponent gets up 62F after throw recovers
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Tornado Throw
| 1.33
| 160
| 100
| 30/80
| -
| 5
| 2
| 51
| -
| -
| 1~6f unthrowable, hard knockdown, Opponent gets up 51F after throw recovers
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Tornado Throw
| 1.13
| 180
| 150
| 30/80
| -
| 5
| 2
| 45
| -
| -
| 1~6f unthrowable, hard knockdown, Opponent gets up 51F after throw recovers
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Tornado Throw
| 0.93
| 200
| 200
| 30/80
| -
| 5
| 2
| 39
| -
| -
| 1~6f unthrowable, hard knockdown, Opponent gets up 51F after throw recovers
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Tornado Throw
| 1.27
| 200
| 150
| -250/0
| -
| 5
| 2
| 54
| -
| -
| 1~6f strike invincible, hard knockdown, Opponent gets up 49F after throw recovers
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Super Combo
| HL
| 0*335
| 0
| -1000/0
| -
| 1+5
| 2
| 41
| -32
| -
| 1f Invincible, 1~6f strike invincible, hard knockdown, armor break
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Super Combo
| HL
| 0*335
| 0
| -1000/0
| -
| 1+5
| 2
| 41
| -32
| -
| 1f Invincible, 1~6f unthrowable, hard knockdown, armor break
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Super Combo
| HL
| 0*335
| 0
| -1000/0
| -
| 1+5
| 2
| 41
| -32
| -
| 1f Invincible, 1~6f projectile invincible, hard knockdown, armor break
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| Ultra Combo 1
| HL
| 45*416
| 0
| 0/0
| -
| 1+13
| 2
| 46
| -30
| -
| 1~4f Invincible, 5~14f strike invincible (except feet), 5~14 projectile invincible, hard knockdown, armor break, pursuit property, Opponent gets up 57F after throw recovers
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| Ultra Combo 2
| 2.92
| 431
| 0
| 0/0
| -
| 1+7
| 6
| 51
| -
| -
| 1f Invincible, 1~4f armored (or until button release, maximum 90f), strike invulnerable from button release for 7f , hard knockdown, can hold button to delay (up to 92F), active 7f after button release, can be cancelled with any Punch (20f recovery), Ground Throw range 1.0
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| Block
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| Super Meter
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| Frames
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| Move Name
| HL
| Damage
| Stun
| Gain
| Cancel Ability
| Startup
| Active
| Recovery
| On Guard
| On Hit
| Notes
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