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SSFIV GUIDES
ZANGIEF | STREET FIGHTER 4 | AKUMA
Tuesday
May122009

001. STREET FIGHTER 4 - ABEL - INTRO & STRATEGY

NORMAL MOVES | SPECIAL MOVES | COMBOS | MATCH UP NOTES & VIDEOS

OVERVIEW

  • Strong close range game due to a wide arsenal of quick hitting normal moves that allow him to advance and mix up with a solid throw game.
  • Is vulnerable to jump attacks since he lacks a strong anti air.
  • Deals damage primarily though close range mix ups, so a lot of guess-work can be involved when playing Abel.
  • Abel's ability to roll allows him to not only close in on any opponent, but also pass through Shoto fireballs.
  • Intermediate level character considering most damaging combos require a moderate amount of execution.
  • Ultra is relatively easy to land and deals a ton of damage.

RESOURCES

ABEL SUPER GUIDE - 1UP.COM MYCHEATS

ABEL FORUM - SHORYUKEN.COM

ABEL FRAME DATA - SHORYUKEN.COM

Tuesday
May122009

002. STREET FIGHTER 4 - ABEL - NORMAL MOVES

JAB (LIGHT) PUNCH

  • Although not as fast as many other Jabs in the game, it leaves Abel at frame advantage on hit (+6) or block (+3) making it useful to set up throws.

STRONG (MEDIUM) PUNCH

  • Crouching MP is a decent poke and a great combo starter when the opponent leaves themselves open.

FIERCE (HARD) PUNCH

  • You can combo into his Ultra, Roll or Falling Sky from a crouching fierce.

SHORT (LIGHT) KICK

  • This is a great close range poke that allows abel to set up tick throws. Works well after F+MK, Dash.

FORWARD (MEDIUM) KICK

  • Crouching MK is one of Abels only anti-air options.

  • Towards + MK is a great way to apply pressure becuase you can cancel the F+MK into a dash.
  • Jump Forward MK is Abels go to Cross Up move.

ROUNDHOUSE (HARD) KICK

  • You can cancel his Roll or Wheel Kick from a crouching Roundhouse which makes it useful for mix ups.

COMMAND NORMALS

FORWARD KICK

TOWARDS + MK

  • Tap forward after the hit to dash forward. Can combo into MP/FP on counter hit after the dash.

 

Tuesday
May122009

003. STREET FIGHTER 4 - ABEL - SPECIAL MOVES

CLICK FOR FULL SIZE

CHANGE OF DIRECTION

QUARTER CIRCLE FORWARD + PUNCH

  • First and second hit is not safe if blocked, so be sure to combo into it directly.
  • You can FADC the first hit and follow up with a Crouching FP.

WHEEL KICK

QUARTER CIRCLE BACK + KICK

  • Armor breaking move.
  • Overhead.
  • EX Version passes through fireballs.

MARSEILLES ROLL


QUARTER CIRCLE FORWARD + KICK

  • Goes through fireballs and other attacks.
  • Can be thrown and sometimes hit out of the recovery.

FALLING SKY

FORWARD, DOWN, DOWN-FORWARD + PUNCH

  • Grabs airborne opponents, but not a great anti-air.
  • Useful for grabbing vertical jumping opponents who avoid your Tornado Throw.
  • Can be cancled from the last hit of crouching Hard Punch.

TORNADO THROW

HALF CIRCLE BACK + PUNCH

  • EX Version can be used much like a Dragon Punch when Abel is being pressued by block strong. IF the opponent leaves any gaps in their attacks, you can throw them using EX Tornado Throw.

SUPER

HEARTLESS

QUARTER CIRCLE FORWARD X2 + PUNCH

ULTRA

SOULLESS

QUARTER CIRCLE FORWARD X2 + THREE PUNCHES

  • Goes through fireballs from anywhere on the screen.
Tuesday
May122009

004. STREET FIGHTER 4 - ABEL - COMBOS

 

 

MASTER GUIDE COMBOS

  • cr.lp, close standing mp (1 hit), cancel into mp change of direction, f+p, f+p
  • jump in mk, close standing mp, (2 hit), cancel into super
  • cr.lk, cr.lp x2, far standing mp
  • fwd + mk, dash, close standing hp, cancel into mp change of direction, f+p, f+p
  • fwd + mk counterhit, cancel into dash, close standing mp, cancel into mp change of direction, f+p, f+p
  • cr.mp, cancel into mp change of direction, fadc into cr.hp (2 hit), cancel into (lk marseille rolling, mp skyfall) or ultra
  • second low, fadc into close standing hp (1 Hit), cancel into hp change of direction, f+p, f+p
  • focus attack (opponent crumple), dash cancel into cr.hp, ultra
Tuesday
May122009

005. STREET FIGHTER 4 - ABEL - MATCH UPS

Choose a character to view match up notes and videos.

VS.VS.VS.VS.VS.

VS.VS.VS.VS.VS. 

VS.VS.VS.VS.VS.

VS.VS.VS.VS.VS.

VS.VS.VS.VS.VS.

ABEL | AKUMA | BALROG | BLANKA | C. VIPER | CAMMY | CHUN-LI | DAN | DHALSIM | FEI-LONGE.HONDA | EL FUERTE | GEN | GOUKEN | GUILE | KEN | M. BISON | ROSE | RUFUS | RYU | SAGAT | SAKURASETH | VEGA | ZANGIEF

 

vs Sagat

  • First order of business is to shut down his tiger shot game. A good way to do this is sit full screen and absorb Tiger Shots until you have an Ultra stocked so he can't throw anymore. Now you have two tools at your disposal to punish his Tiger Shots -- Roll and Ultra.
  • Any decent Sagat will start vertical jumping once you get close to apply pressure. Use Falling Sky to counter this.

vs Ryu

  • Much like a match with any other shoto, use rolls and the threat of your Ultra to shut down fireball games.
  • Once Ryu is in close applying prssure, use EX Tornado Throw to grab him out of his block strings.
  • EX Wheel Kick will go through fireballs.

vs Blanka

  • Punish Rolling Attack with Ultra.

vs E. Honda

  • Punish blocked MP or HP Headbutt with Ultra.

vs C. Viper

  • Focus Attack any incoming burning kick.
  • Focus or Roll through any Seismic Hammers.

vs Zangief

  • Punish blocked Banishing Fist with throw.