Chris [BEANS];13691778 said:
P.S. Street, don't be shy with those Abel tips now will you?? Feel free to post up
I am by no means an expert but i will tell you the little tricks i've learnt.
Firstly, when executing a super it's useful to know what it's capable of. If you use a different punch button a different type of immunity is given to abel when he tries to grab the opponent.
Heavy punch - fireball immunity, pretty useless tbh unless its a player that heavily relies on a jump in, low medium fireball combo, just use super when they've finished their kick and you'll go right through the fireball and get em
Medium punch -
throw immunity, very useful in certain situations. Say for example someone is stood right next to you when you're on the ground, this means they want to be up close for something, with many players this usually means a throw as soon as you getup. Execute the super as you rise, if they're trying to throw you its a free super, if not there's a good chance they'll be doing something of a lower priority than Abels high priority super and are close enough to grab. This can backfire but it works more than it doesn't and is worth the risk. One thing is to watch out for is baiters, they'll crouch next to you when you get up and hope you use a move to give them an opening, obviously you'll know whether they're this sort of player before your super gauge is charged. If they are one of these players, when in doubt, tornado throw it out.
Light punch - hit immunity, yet again if someone has a repetitive pattern, use this to exploit it. Good example would be jumping kick, medium low kick fireball/dragon punch comboers. Simply execute it as they land as they'll input a medium kick which you'll be immune to and get your super to contact.
Ultra - goes through fireballs and blankas electricity. Sagat is very vulnerable to this as his fireball involves him stretching out his rather long arms which if you connect with will count as an ultra. If you've got a blanka electricity spammer, bait him to use it and then ultra him.
Good ultra opportunities:
Crouching heavy punch, this will launch the enemy and you'll get a free ultra. Good opportunities to use this are after a roll, after a jumping kick and after a medium kick step forward. There is also a very good cancelling combo that you can chain it into however i personally find cancelling incredibly difficult to chain after the actual cancel. I see many of the best players using this combo as a punisher and if you master it you're better than me. IIRC it's hard trial 4 for abel.
When ryu uses his ultra/super. It even goes through these fireballs so it's basically a free ultra for you if they use it outside of a combo.
Blanka balls. When i discovered this it was the daddy of tools to use against blanka. If he uses a blanka ball on you (the one where he spins towards you) block it, then as he bounces back use an ultra. The timing on this is very loose and its not often you'll **** it up. If you get em with this they typically don't use blanka balls many more from then on.
Other useful moves:
EX wheel kick - this goes THROUGH fireballs, very useful against fireball spammers
EX Change of direction - this has immunity to one hit, so very good against something like a blanka using electricity when you don't have ultra, as it'll ignore the damage you should take and hit him. Basically any situation where you are about to get hit but know it's not a fast combo use this and it'll break into them for an easy combo
EX Tornado throw - hit + grab immunity. Someone trying to hurt you as you get up? Use an ex tornado throw, they'll regret trying. Especially useful against those blanka players that try to electrocute you as you stand up.