{{{name}}}
({{{jname}}})
Street Fighter 4 Abel.jpg

Matchups

6:4: E. Honda, Claw

5:5: Boxer, Blanka, Rufus, Viper, Ken, Dhalsim, Guile, El Fuerte

4:6: Sagat, Ryu, Dictator, Akuma, Chun Li

3:7: Zangief

Quelle: eventhubs.com - Tier listing for 2009


Matcharchiv


Normals & Command Normals

(Dies ist keine vollständige Liste.)

  • Front Kick:   +MK (F+MK)
    Kann mit einem Dash gecancelt werden.


Special Moves & EX Special Moves

  • Change of Direction:     +P (QCF+P)
    Float-Eigenschaft. Rekka-Starter.
    • Second Middle: unmittelbar nach CoD   +P (F+P)
      Overhead.
    • Second Low: unmittelbar nach CoD   +K (F+P)
      Low Hit. Achtung: kein Combo aus COD.
      • Finish Middle: unmittelbar nach einem Second   +P (F+P)
        Overhead.
      • Finish Low: unmittelbar nach einem Second   +K (F+K)
        Low Hit.
  • Wheel Kick:     +K (QCB+K)
    Overhead. Float-Eigenschaft. Armor-Breaking.
  • Marseilles Rolling:     +K (QCF+K)
    Rolle mit kurzer Hit- und Projektil-Unverwundbarkeit.
  • Sky-Fall:     +P (DP+P)
    Float-Eigenschaft. Anti-Air Grab.
  • Tornado Throw:       +P (HCB+P)
    Command Throw (grab). Wurf-Unverwundbarkeit.



  • EX Change of Direction:     +PP (QCF+PP)
    Float-Eigenschaft. 1-Hit Super Armor.
  • EX Wheel Kick:     +KK (QCB+KK)
    Overhead. Float-Eigenschaft. Armor-Breaking.
  • EX Marseilles Rolling:     +KK (QCF+KK)
    Komplette Unverwundbarkeit.
  • EX Sky-Fall:     +PP (DP+PP)
    Float- und Juggle-Eigenschaft. Anti-Air Grab.
  • EX Tornado Throw:       +PP (HCB+PP)
    Command Throw (grab). Hit-Unverwundbarkeit.


Super & Ultra Moves

  • Mushin (Super):        +P (QCF,QCF+P) Juggle-Eigenschaft. Armor-Breaking.
  • Muga (Ultra):        +PPP (QCF,QCF+PPP) Juggle-Eigenschaft. Armor-Breaking. Der Ultra mit dem längsten Startup im Spiel (also am langsamsten), aber geht z.B. durch Feuerbälle und ist unverwundbar gegenüber hohen hits.


Focus Attacks & EX Focus Attacks

siehe allgemein dazu: Focus Attacks (Saving Attacks) und EX Focus Attacks


Combos

(Dies ist keine vollständige Liste.)
• c.MP, QCF+P, F+P, F+P (Standard-Combo in Rekka)

• c.HP (2 hits), link Ultra (einfache Methode, um in den Ultra zu comboen)

• c.HP (2 hits), LK Marseille Rolling, LP Sky Fall

• c.LP, close MP, MP Change of Direction, Super


Wichtige Counter-Attack-Optionen

gegen Zangiefʼs Double Lariat (PPP): HP (Far), c.HK (Close), EX Wheel Kick (Far), EX Change of Direction (Far)

gegen E.Hondaʼs Headbutt (charge B; F+P): MP Change of Direction, Ultra

gegen Blankaʼs Rolling Attack (charge B;F+P): Ultra

gegen Guileʼs Sonic Boom (charge B;F+P): EX Change of Direction, EX Wheel Kick, Ultra


Framedata

Move Startup Active Recover Frame Adv. Block Frame Adv. Hit Block stun Hit stun Damage Stun Meter Gain Block Cancel Ability
Close Light Punch 4 3(8)3 11 -3 0 13*10 16*13 25*15 30*20 20*20 HL CSpS*S
Close Medium Punch 5


3(8)2 14 -2 +4 13 16*19 50*30 50*50 40*20 HL SpS*S
Close Hard Punch 4 3(8)2 20 -4


0 17 22*21 80*30 100*100 60*20 HL SpS*S
Close Light Kick 5 2 9 0 +3 10 13


30 50 20 HL -
Close Medium Kick 7


2 16 -4 -1 13 16 70 100 40


HL SpS
Close Hard Kick 6 6 16 -4


0 17 21 100[30] 150[50] 60[20] HL[H] -
Far Light Punch 5 3 5 +3 +6 10 13


30 50 20 HL CS
Far Medium Punch 5


6 11 -3 0 13 16 80 100 40


HL S
Far Hard Punch 12 3 17 -2


+2 17 21 130 200 60 HL -
Far Light Kick 5 3 8 0 +3 10 13


40 50 20 HL -
Far Medium Kick 8


3 15 -4 -1 13 16 80 100 40


HL -
Far Hard Kick 14 2 19 -3


+1 17 21 100 200 60 HL -
Crouch Light Punch 5 2 6 +3 +6 10 13


30 50 20 HL CSpS
Crouch Medium Punch 7


3 10 +1 +4 13 16 70 100 40


HL SpS
Crouch Hard Punch 8 2*2 22 -6


- 17 22*- 70*40 100*50 60*20 HL SpS
Crouch Light Kick 5 3 7 +1 +4 10 13


20 50 20 L CSpS
Crouch Medium Kick 8


5 13 -4 -1 13 16 60 100 40


L SpS
Crouch Hard Kick 11 3 25 -10


- 17 - 100 200 60 L SpS
Jump Up Light Punch 5 4 - - - 8 11


50 50 20 H -
Jump Up Medium Punch 5


6 - - - 11 15 80 100 40


H -
Jump Up Hard Punch 5 4 - -


- 15 18 100 200 60 H -
Jump Up Light Kick 5 8 - - - 8 11


50 50 20 H -
Jump Up Medium Kick 4


6 - - - 11 15 80 100 40


H -
Jump Up Hard Kick 5 4 - -


- 15 18 100 200 60 H -
Jump Forward Light Punch 5 8 - - - 8 11


50 50 20 H -
Jump Forward Medium Punch 5


10 - - - 11 15 80 100 40


H -
Jump Forward Hard Punch 5 8 - -


- 15 18 100 200 60 H -
Jump Forward Light Kick 4 5 - - - 8 11


50 50 20 H -
Jump Forward Medium Kick 5


6 - - - 11 15 70 100 40


H -
Jump Forward Hard Kick 5 5 - -


- 15 18 110 200 60 H -
Forward + Medium Kick 7 2 16 0 +3 17 20


80 100 40 HL  ???
Level 1 Focus Attack 21 2 35 -21 -21 15 15 60 100 20 HL -
Level 2 Focus Attack 17+13 2 35 -15 - 21 - 80 150 40 HL -
Level 3 Focus Attack 65 2 35 - - - - 140 200 60 - -
Foward + Throw 3 2 20 - - - - 130 140 40 0.9 -
Back + Throw 3 2 20 - - - - 130 140 40 0.9 -
Change of Direction Light Punch 14 3 29 -7 -2 24 29 30 50 20/30 HL S
Change of Direction Medium Punch 16 3 25 -3 +2 24 29 35 50 20/30 HL S
Change of Direction Hard Punch 17 3 25 -3 +2 24 29 40 50 20/30 HL S
Change of Direction EX 16 3 25 -3 +2 24 29 40 50 0/0 HL S
Second Middle 15 4 28 -9 -4 22 27 40 50 10/20 H -
Secondoro 22 4 24 -5 -1 22 26 50 50 20/30 L S
Middle Finish 10 2 44 -35 - 10 - 80 40 10/30 H -
Finishuro 22 2 53 -44 - 10 - 150 100 30/30 L -
Wheel Kick Light Kick 20 7 2+19 -8 -3 17 22 120 200 30/40 H -
Wheel Kick Medium Kick 24 7 2+20 -9 -4 17 22 140 200 30/40 H -
Wheel Kick Hard Kick 27 7 1+22 -10 -5 17 22 160 200 30/40 H -
Wheel Kick EX 17 7*3 2+19 -6 -1 17 22 120*60 100*100 0/0 H -
Marceaux Rolling Light Kick - - 27 - - - - - - 20/0 - -
Marceaux Rolling Medium Kick - - 30 - - - - - - 20/0 - -
Marceaux Rolling Hard Kick - - 32 - - - - - - 20/0 - -
Marceaux Rolling EX - - 32 - - - - - - 0/0 - -
Sky Fall Light Punch 5 2 31 - - - - 0*140 100 30/0*100 - -
Sky Fall Medium Punch 6 4 31 - - - - 0*150 150 30/0*100 - -
Sky Fall Hard Punch 9 6 31 - - - - 0*160 200 30/0*100 - -
Sky Fall EX 6 2 31 - - - - 0*160 150 0/0 - -
Tornado Throw Light Punch 5 2 51 - - - - 180 100 30/80 1.3 -
Tornado Throw Medium Punch 5 2 45 - - - - 200 140 30/80 1.1 -
Tornado Throw Hard Punch 5 2 39 - - - - 220 200 30/80 0.9 -
Tornado Throw EX 5 2 54 - - - - 200 150 0/0 1.25 -
Super 1+5 2 41 -32 - 10 - 0*335 0 0/0 HL -
Ultra 1+13 2 46 -30 - 17 - 40*325 0 0/0 HL -
Move Startup Active Recover Frame Adv. Block Frame Adv. Hit Block stun Hit stun Damage Stun Meter Gain Block Cancel

Quelle: eventhubs.com


Navigation

Zurück zum Street Fighter 4 Artikel
Arcade Ken | Ryu | Guile | ChunLi | Dhalsim | Zangief | E.Honda | Blanka | M.Bison | Balrog | Sagat | Vega | C.Viper | Abel | ElFuerte | Rufus | Gouki
Konsole Dan | Cammy | FeiLong | Sakura | Seth | Gen | Rose | Gouken