ABEL - MOVES COMBOS & STRATEGY
CHARACTER INTRO
Abel is a French MMA fighter and one of four of the new characters introduced in Street Fighter IV. He has a wide range of moves that allow him to close in on his opponent (Wheel Kick and Marseilles Roll) where he can deal real damage through his command grab and numerous combos. He also has a solid command normal, towards and medium kick which also allows him to close space and start combos considering you can cancel it into a dash towards your opponent.
He relies heavily on mix ups and trickery to deal damage so playing him can be a bit of gamble. He has no realiable anti air (Falling Sky is best used in combos) and can be thrown and even Dragon Punched on the recovery frames of his Marseilles Roll. His Change of Direction is not safe if any part of it is blocked, so its always best to combo into it off of a crouching medium punch or one of his other normals.
His Ultra is very useful in that not only can you combo into it anytime you land his crouching hard punch, it will go through fireballs from virtually anywhere on the screen at any time.
Overall, Abel is a decent character but does not have the tools that say M. Bison and Sagat have to control the match and force the opponent to make moves. He has some pretty damaging combos but all of them take a bit of execution and meter to perform, so he is not as easy to pick up and play as other characters in the game. With a strong anti air and less recovery on his change of direciton he would be a much stronger character.
FULL ABEL STRATEGY GUIDE AT 1UP.COM MYCHEATS
COMMAND NORMALS
FORWARD KICK
TOWARDS + MK
- Tap forward after the hit to dash forward. Can combo into MP/FP on counterhit after the dash.
SPECIAL MOVES
CHANGE OF DIRECTION
QUARTER CIRCLE FORWARD + PUNCH
- Follow up with towards + punch for an over head or towards + kick for a low hit.
- Finish with towards + punch for a throw or towards + kick for a low throw.
- First hit is not safe if blocked, so be sure to combo into it directly.
WHEEL KICK
QUARTER CIRCLE BACK + KICK
- Armor breaking move.
- 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.
- Can be cancled from the last hit of crouching Hard Punch.
TORNADO THROW
HALF CIRCLE BACK + PUNCH
SUPER
MUSHIN
QUARTER CIRCLE FORWARD X2 + PUNCH
ULTRA
MUGA
QUARTER CIRCLE FORWARD X2 + THREE PUNCHES
- Goes through fireballs from anywhere on the screen.
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

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