Abel Mix-Ups

Hey Guys. Does Abel have any specific mixups, that always work as soon as startup is done?

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created Sep 13 '10 @ 22:06 by:


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The Abel forum on SRK has an Abel Moveset and Attributes thread which has a lot of good info on him, including some mixup info:

 

*****Non-up close tactics from normal throw*****

1. lk roll, hk roll, f+mk- punishes people who tried to grab
2. mk roll, jump up and come down with rh or empty jump TT

*****Mix up from blocked CoD (mp and FP only): (note you are at -3)*****

A. Tornado throw- Beast people mashing throw since they are not getting reversal timing, as well as attempts to focus 2nd hit (Loses to mash jab, invincible reversals or ones that tleave he ground instantly)
B. EX Tornado Throw- Beats people mashing normals or attempts to focus 2nd hit (Loses to invincible reversals or one that leave ground instantly, throws)
c. Block- Beats anything other than a throw, allows for punish vs dps
D. 2nd mid (-4 on hit, -9 on block)- Beats blocking low, mashing normals, jump (loses to reversal throw iirc, invincible reversals, Focus, use when they expect throws), if hit do finish mid
a. Very rarely you can go for a finish low, but ggpo if that shit is blocked
E. 2nd low (-1 on hit, -5 on block)- Beats blocking high, not too bad on block cause distance (loses to most other shit lol, use when they expect a 2nd mid), if hit you can do finish mid
a. Best bet is to just not do anything if its blocked, other options are fadc if it was a counter hit to c.fp, or s.fp xx whatever if it wasn't counter hit

*****Mix up up after normal throw*****

1. lk roll, lk roll (crosses up) then:
2. Hk roll (crosses up), lk roll (crosses up) then:
3. Walk foward barely lk roll (crosses up or doesn't up to you) then:


*****Mix up from c.hp*****

1. xx lk roll, c.fp xx lk roll (in front) then:
2. xx lk roll, c.fp xx mk roll (crosses up) then:
3. xx lk roll, c.lp, dash (crosses up) then:
4. xx lk roll, delayed c.lp (in front) then:
5. xx lk roll, c.lp, dash (crosses up), lk roll (crosses up) then:*avoids reversal dp
6. xx hk roll (crosses up), c.mp xx lk roll (in front) then:
7. xx hk roll (crosses up), c.mp xx mk roll (crosses up) then:
8. xx hk roll (in front), c.lp, dash (in front) then:

*****Mix up from Falling Sky*****

1. Dash back lk roll (ambiguous/in front) then:
2. Dasg back mk roll (ambiguous/crosses up) then:
3. lk roll (crosses up, lk roll (crosses up) then:


*****Normal throw/falling sky/TT mix up and c.fp reset options*****

A. (Meaty is best) c.lk, s.fp link- Beats attempts to jump as well as mashing shit (Loses to reversals with invincibilty)

B. Tornado throw- Beats mashing throw of any type as well as normals, delayed will beat Rose's reversal (Loses to reversal instantly off the ground or invincible, jumps)

C. EX Tornado throw- Delayed beat Cammy's Cannon Spike as well as any normals (Loses to reversal instanty off the ground or invincible, jump, throw)

D. Block- Idk if you would say beats, but safe to anything not a throw, punish after block if possible.

E. (Meaty is best) f.mk- Beats jump attempts, delayed with counter hit mashers (Loses to invincible reversals, SPD)

F. (Meaty is best) c.fp- Usually dont if you think your opponent know he was crossed up or is trying to jump (Loses to invincible reversals)

G. (Meaty is best) s.rh overhead- Beats blocking low, jumping, allowiing vrious links to include c.lk xx super (loses to mash throw or jabs, reversals that are invincible)

H. f+lp+lk throw- Beats mashing (Loses to jump [but safe from attack], invincible reversals or one that leave the ground instantly, tech throws, SPD/TT)

*****Mix up from f.mk or FADC CoD*****

A. C.fp- Beats jump attempts, can get 2nd hit while they are jumping away for juggle (Beats jumping, loses to invincible reversals and mashing lp or throw)

B. Tornado throw- Beats mashing normals, throws (Loses to Invincible reversals or reversals that leave the ground instantly, jump up)

C. EX Tornado throw- Not something to use imo, it beats the same things as Non EX, except will lose to throws and everything else non ex loses to.

D. s.fp- Beats normal throws, jumping, mashing normals, allows for combos if they cant duck it (Loses to invincible reversals)

E. c.lk, c.lp, s.mp/s.fp- Hit confirm on various, beats mashing and throw attemps (Loses to invincible reversals, jump)

F. s.rh overhead- Beats blocking low, jumping, allowiing vrious links to include c.lk xx super (loses to mash throw or jabs, reversals that are invincible)

G. Roll- Beats reversalsand laggy normals, allows punsih in some cases like a whiffed dp, headbutt, psycho crusher, etc (Loses to throw, mash jabs)

H. f+lp+lk throw- Beats mashing (Loses to jump [but safe from attack], invincible reversals or one that leave the ground instantly, tech throws, SPD/TT)

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created Oct 25 '10 @ 5:01 by:

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