Super Street Fighter IV AE/Abel

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Super Street Fighter IV AE
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 Systems


Contents

Abel

Image: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.


Moves

Unique Attacks

Name
Command
Notes
Forward Kick
File:f.png + File:mk.png
Can be canceled into Forward Dash

Throws

Name
Command
Notes
Drop Throw
File:f.png or File:n.png + File:lp.png + File:lk.png
File:throw.png
Pincer Throw
File:b.png + File:lp.png + File:lk.png
File:throw.png

Special Moves

Name
Command
Notes
Change of Direction
File:qcf.png + File:p.png
File:ex.png version gains armor; File:ex.png
   Second Mid
File:f.png + File:p.png
Perform after Change of Direction; File:high.png
   Second Low
File:f.png + File:k.png
Perform after Change of Direction; File:low.png
      Finish Mid
File:f.png + File:p.png
Perform after Second Mid or Second Low; File:high.png
      Finish Low
File:f.png + File:k.png
Perform after Second Mid or Second Low; File:low.png
Wheel Kick
File:qcb.png + File:k.png
File:ex.png File:armorbreak.png
Marseilles Roll
File:qcf.png + File:k.png
File:ex.png
Falling Sky
File:dp.png + File:p.png
File:ex.png
Tornado Throw
File:hcb.png + File:p.png
File:throw.png File:ex.png

Super Combo

Name
Command
Notes
Heartless
File:qcf.png File:qcf.png + File:p.png
File:armorbreak.png

Ultra Combos

Name
Command
Notes
Soulless
File:qcf.png File:qcf.png + File:3p.png
File:armorbreak.png
Breathless
File:qcf.png File:qcf.png + File:3k.png
Hold File:3k.png to delay; File:Cancel.png with File:p.png during delay; File: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 File:Jab.gif HL 25*15 30*20 20*20 ch/sp/su*su 4 3(8)3 11 -3 0
Close File:Strong.gif HL 50*30 50*50 40*20 sp/su*su 5 3(8)2 14 -2 +4
Close File:Fierce.gif HL 80*30 100*100 60*20 sp/su*su 4 3(8)2 20 -4 0
Close File:Short.gif HL 30 50 20 - 5 2 9 0 +3
Close File:Forward.gif HL 70 100 40 sp/su 7 2 16 -4 -1
Close File:Roundhouse.gif HL[H] 100[30] 150[50] 60[20] - 6 6 16 -4 0
Far File:Jab.gif HL 30 50 20 ch/su 5 2 6 +3 +6
Far File:Strong.gif HL 80 100 40 su 5 6 11 -3 0
Far File:Fierce.gif HL 130 200 60 - 12 3 17 -2 +2
Far File:Short.gif HL 40 50 20 - 5 3 8 0 +3
Far File:Forward.gif HL 80 100 40 - 8 3 15 -4 -1
Far File:Roundhouse.gif HL 100 200 60 - 14 2 19 -3 +1
crouch File:Jab.gif HL 30 50 20 ch/sp/su 5 2 6 +3 +6
crouch File:Strong.gif HL 70 100 40 sp/su 7 3 10 +1 +4
crouch File:Fierce.gif HL 70*40 100*50 60*20 sp/su 8 2*2 22 -6 -
crouch File:Short.gif L 20 50 20 ch/sp/su 5 3 7 +1 +4
crouch File:Forward.gif HL 70 100 40 sp/su 8 5 13 -4 -1
crouch File:Roundhouse.gif L 100 200 60 sp/su 11 3 25 -10 -
Jump up File:Jab.gif H 50 50 20 - 5 4 - - -
Jump up File:Strong.gif H 80 100 40 - 5 6 - - -
Jump up File:Fierce.gif H 100 200 60 - 5 4 - - -
Jump up File:Short.gif H 50 50 20 - 5 8 - - -
Jump up File:Forward.gif H 80 100 40 - 4 6 - - -
Jump up File:Roundhouse.gif H 100 200 60 - 5 4 - - -
Jump forward File:Jab.gif H 50 50 20 - 5 8 - - -
Jump forward File:Strong.gif H 80 100 40 - 5 10 - - -
Jump forward File:Fierce.gif H 100 200 60 - 5 8 - - -
Jump forward File:Short.gif H 50 50 20 - 4 5 - - -
Jump forward File:Forward.gif H 70 100 40 - 5 6 - - -
Jump forward File:Roundhouse.gif H 110 200 60 - 5 5 - - -
File:Right.gif+File:Forward.gif HL 80 100 40 ??? 7 2 16 0 +3
Focus Attack LVL 1 HL 60 100 20 - 21 2 35 -21 -21
Focus attack LVL 2 HL 80 150 40 - 17+13 2 35 -15 -
Focus attack LVL 3 - 140 200 60 - 65 2 35 - -
Forward Throw 0.91 130 140 40 - 3 2 20 - -
Back throw 0.91 130 140 40 - 3 2 20 - -
Change of Direction File:Jab.gif HL 30 50 20/30 su 14 3 25 -3 +2
Change of Direction File:Strong.gif HL 35 50 20/30 su 16 3 25 -3 +2
Change of Direction File:Fierce.gif HL 40 50 20/30 su 17 3 25 -3 +2
Change of Direction File:EX.gif HL 40 50 -250/0 su 16 3 25 -3 +2
Second Mid H 40 50 10/20 - 15 4 28 -9 -4
Second Low L 50 50 20/30 su 22 4 24 -5 -1
Finish Mid H 100 50 10/30 - 10 2 44 -35 -
Finish Low L 150 100 30/30 - 22 2 53 -44 -
Wheel Kick File:Short.gif H 120 200 30/40 - 20 7 2+19 -10 -5
Wheel Kick File:Forward.gif H 140 200 30/40 - 24 7 2+20 -11 -6
Wheel Kick File:Roundhouse.gif H 160 200 30/40 - 27 7 1+22 -12 -7
Wheel Kick File:EX.gif H 60*120 100*100 -250/0 -- 17 7*3 2+19 -6 0
Marseilles Roll File:Short.gif - - - 20/- - - - 27 - -
Marseilles Roll File:Forward.gif - - - 20/- - - - 30 - -
Marseilles Roll File:Roundhouse.gif - - - 20/- - - - 32 - -
Marseilles Roll File:EX.gif - - - -250/- - - - 32 - -
Falling Sky File:Jab.gif - 0*140 100 30/0*100 - 5 2 31 - -
Falling Sky File:Strong.gif - 0*150 150 30/0*100 - 6 4 31 - -
Falling Sky File:Fierce.gif - 0*160 200 30/0*100 - 9 6 31 - -
Falling Sky File:EX.gif - 0*160 150 -250/0 - 6 2 31 - -
Tornado Throw File:Jab.gif 1.33 150 100 30/80 - 5 2 51 - -
Tornado Throw File:Strong.gif 1.13 170 150 30/80 - 5 2 45 - -
Tornado Throw File:Fierce.gif 0.93 190 200 30/80 - 5 2 39 - -
Tornado Throw File:EX.gif 1.27 190 150 -250/0 - 5 2 54 - -
Super Combo HL 0*335 0 -1000/0 - 1+5 2 41 -32 -
Ultra Combo 1 HL 45*416 0 0/0 - 1+13 2 46 -30 -
Ultra Combo 2 2.92 431 0 0/0 - 1+7 6 51 - -
Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Notes:
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