Super Street Fighter IV AE/Abel

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Super Street Fighter IV AESSFIVAE.png
Super Street Fighter IV AE#CharactersSuper Street Fighter IV AE/Controls and TerminologySuper Street Fighter IV AE/Basic ElementsSuper Street Fighter IV AE/Universal AbilitiesSuper Street Fighter IV AE/Game SystemsSSFIVAEHeaderButtons.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 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.

Players to Watch

801 Strider, Rico Suave

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


AE ver. 2012 Changes

Crouching Heavy Punch

Expanded hitbox upward to ease use as an anti-air move.


Tornado Throw

Changed damage from 150 to 160 for light, 170 to 180 for medium, and 190 to 200 for heavy/EX versions.


Breathless

Made strike-invincible from start of dash to just before hit detection. Eliminated throw invincibility after start of dash.


Second Low

Extended hit stun by 2F, giving a possible +9F advantage when completing EX Focus→Dash in the shortest possible time.


AE Changes

  • 2nd hit of Abel's Crouching Hard Punch has a smaller hitbox, both upward and downward.
  • Tornado Throw damage reduced.
  • Roll lost some of its hit invincibility at the end of it, making it easier to punish.
  • Ultra 1 had a 10% damage reduction. Ultra 1's new damage would range from 309-450.
  • Ultra 2 10% damage reduction, slower startup, super armor gets removed when Abel starts to run forward and there's a longer recovery time when you cancel out of it. New damage totals for Ultra 2 should range from 295-440.


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 Jab.gif HL 25*15 30*20 20*20 ch/sp/su*su 4 3(8)3 11 -3 0
Close Strong.gif HL 50*30 50*50 40*20 sp/su*su 5 3(8)2 14 -2 +4 Forces stand
Close Fierce.gif HL 80*30 100*100 60*20 sp/su*su 4 3(8)2 20 -4 0 Forces stand
Close Short.gif HL 30 50 20 - 5 2 9 0 +3
Close Forward.gif HL 70 100 40 sp/su 7 2 16 -4 -1
Close Roundhouse.gif 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
Far Jab.gif HL 30 50 20 ch/su 5 2 6 +3 +6
Far Strong.gif HL 80 100 40 su 5 6 11 -3 0
Far Fierce.gif HL 130 200 60 - 12 3 17 -2 +2
Far Short.gif HL 40 50 20 - 5 3 8 0 +3
Far Forward.gif HL 80 100 40 - 8 3 15 -4 -1 Cannot hit crouching opponents
Far Roundhouse.gif HL 100 200 60 - 14 2 19 -3 +1
Crouch Jab.gif HL 30 50 20 ch/sp/su 5 2 6 +3 +6
Crouch Strong.gif HL 70 100 40 sp/su 7 3 10 +1 +4
Crouch Fierce.gif HL 70*40 100*50 60*20 sp/su 8 2*2 22 -6 - [1st hit] forces stand, [2nd hit] floats opponent
Crouch Short.gif L 20 50 20 ch/sp/su 5 3 7 +1 +4
Crouch Forward.gif HL 70 100 40 sp/su 8 5 13 -4 -1
Crouch Roundhouse.gif L 100 200 60 sp/su 11 3 25 -10 - Hard knockdown
Jump Up Jab.gif H 50 50 20 - 5 4 - - -
Jump Up Strong.gif H 80 100 40 - 5 6 - - -
Jump Up Fierce.gif H 100 200 60 - 5 4 - - -
Jump Up Short.gif H 50 50 20 - 5 8 - - -
Jump Up Forward.gif H 80 100 40 - 4 6 - - -
Jump Up Roundhouse.gif H 100 200 60 - 5 4 - - -
Jump Forward Jab.gif H 50 50 20 - 5 8 - - -
Jump Forward Strong.gif H 80 100 40 - 5 10 - - -
Jump Forward Fierce.gif H 100 200 60 - 5 8 - - -
Jump Forward Short.gif H 50 50 20 - 4 5 - - -
Jump Forward Forward.gif H 70 100 40 - 5 6 - - -
Jump Forward Roundhouse.gif H 110 200 60 - 5 5 - - -
Right.gif+Forward.gif HL 80 100 40 See notes 7 2 16 0 +3 Dash cancellable
Focus Attack LVL 1 HL 60 100 20 - 10+11 2 35 -21 -21
Focus Attack LVL 2 HL 80 150 40 - 18+12 2 35 -15 -
Focus Attack LVL 3 - 140 200 60 - 65 2 35 - -
Forward Throw 0.91 130 140 40 - 3 2 20 - - Hard knockdown, Opponent gets up 68F after throw recovers
Back Throw 0.91 130 140 40 - 3 2 20 - - Hard knockdown, Opponent gets up 57F after throw recovers
Change of Direction Jab.gif HL 30 50 20/30 su 14 3 25 -3 +2 Forces stand, 25~26f can cancel into followup
Change of Direction Strong.gif HL 35 50 20/30 su 16 3 25 -3 +2 Forces stand, 27~28f can cancel into followup
Change of Direction Fierce.gif HL 40 50 20/30 su 17 3 25 -3 +2 Forces stand, 28~29f can cancel into followup
Change of Direction EX.gif HL 40 50 -250/0 su 16 3 25 -3 +2 1~18f Armored, forces stand, 27~28 can cancel into followup
Second Mid H 40 50 10/20 - 15 4 28 -9 -4 -5 hit advantage vs crouching opponents, 30~31f can cancel into followup
Second Low L 50 50 20/30 su 22 4 24 -5 +1 38~39f can cancel into followup
Finish Mid H 100 50 10/30 - 10 2 44 -35 - Hard knockdown, armor break, Opponent gets up 43F after throw recovers
Finish Low L 150 100 30/30 - 22 2 53 -44 - Hard knockdown, armor break, Opponent gets up 70F after throw recovers
Wheel Kick Short.gif 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
Wheel Kick Forward.gif 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
Wheel Kick Roundhouse.gif 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
Wheel Kick EX.gif 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
Marseilles Roll Short.gif - - - 20/- - - - Total 27 - - 5~23f strike and projectile invincible, 24~26f projectile invincible, 5~23f can pass through opponent, 2~27f can buffer Super
Marseilles Roll Forward.gif - - - 20/- - - - Total 30 - - 5~25f strike and projectile invincible, 26~29f projectile invincible, 5~25f can pass through opponent, 2~30f can buffer Super
Marseilles Roll Roundhouse.gif - - - 20/- - - - Total 32 - - 5~27f strike and projectile invincible, 28~31f projectile invincible, 5~27f can pass through opponent, 2~32f can buffer Super
Marseilles Roll EX.gif - - - -250/- - - - Total 32 - - 1~32f strike and projectile invincible, 5~27f can pass through opponent, 2~32f can buffer Super
Falling Sky Jab.gif - 0*140 100 30/0*100 - 5 2 31 - - 2nd hit hard knockdown, cannot hit crouching opponents, Opponent gets up 59F after throw recovers
Falling Sky Strong.gif - 0*150 150 30/0*100 - 6 4 31 - - 2nd hit hard knockdown, cannot hit crouching opponents, Opponent gets up 59F after throw recovers
Falling Sky Fierce.gif - 0*160 200 30/0*100 - 9 6 31 - - 2nd hit hard knockdown, cannot hit crouching opponents, Opponent gets up 59F after throw recovers
Falling Sky EX.gif - 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
Tornado Throw Jab.gif 1.33 160 100 30/80 - 5 2 51 - - 1~6f unthrowable, hard knockdown, Opponent gets up 51F after throw recovers
Tornado Throw Strong.gif 1.13 180 150 30/80 - 5 2 45 - - 1~6f unthrowable, hard knockdown, Opponent gets up 51F after throw recovers
Tornado Throw Fierce.gif 0.93 200 200 30/80 - 5 2 39 - - 1~6f unthrowable, hard knockdown, Opponent gets up 51F after throw recovers
Tornado Throw EX.gif 1.27 200 150 -250/0 - 5 2 54 - - 1~6f strike invincible, hard knockdown, Opponent gets up 49F after throw recovers
Super Combo Jab.gif HL 0*335 0 -1000/0 - 1+5 2 41 -32 - 1f Invincible, 1~6f strike invincible, hard knockdown, armor break
Super Combo Strong.gif HL 0*335 0 -1000/0 - 1+5 2 41 -32 - 1f Invincible, 1~6f unthrowable, hard knockdown, armor break
Super Combo Fierce.gif HL 0*335 0 -1000/0 - 1+5 2 41 -32 - 1f Invincible, 1~6f projectile invincible, hard knockdown, armor break
Ultra Combo 1 HL 45*416 0 0/0 - 0+14 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
Ultra Combo 2 2.92 431 0 0/0 - 0+10 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), startup is 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: