(updating for AE: matchups will either have full writeups or links to where the original writeup was found.
Abel's AA options not being any good is a myth. If you jump at a competent Abel player while he's standing,
your're going to get low fierce juggled into either air grab or ultra 1, and then you're going to die when you have
no way out of his ambiguous roll and throw mixup game. Between stand strong, stand fierce, low forward,
and low fierce, Abel has virtually every jumping angle covered, and can potentially take half of your life if he
clips you with the end of his elbow.
Your best option is probably to vary your jump timing/trajectory with tsurugi, but only if he's using ultra 1.
If he has ultra 2, you absolutely cannot jump at him when he has it stocked. Even if he has ultra 1, you still
run a huge risk of getting juggled into an untechable knockdown and thrown into his ambiguous grinder.
Keep yourself grounded and use your good pokes. Low fierce or stand strong careless rolls, and use your
various AA normals on his likely jumping attack of jump forward. Watch out for his jump jab, which has a
strange hitbox and seems like it can stuff almost anything seemingly at random. Don't get predictable with
poke patterns, or he'll EX rekka through and put the hurt on. The absolute most important thing to remember
is that you must not get knocked down; your entire gameplan should revolve around making him attempt to
break your wall of pokes.
If he does his ultra 2, you need to instantly eyeball the distance between yourself and Abel and decide if you
can jump over him. If you can, jump over attempt to punish; if not, jump back to safety and punish (preferably
with ultra) when it runs out of steam right in front of you. From what I've seen, there is no spacing where you
can't escape that ultra if you immediately use the correct jump. Like I said, don't get predictable in your poking
and you can keep yourself relatively safe.
once again s.mk works like a beast for keeping him zoned, I think this normal in general needs to be
abused more, all I can think of it reminding me of is a linkable chun/dictator RH. other than that for
normals, c.mp, s.mp, f.mp, c.lk all work pretty well, just make sure you're not getting within tornado
throw range unless you're somewhat sure they aren't going to see karakusa coming,
WHEN IT DOES LAND, try to go for some fp-cancel-karakusa resets, mix up after hayate with IA tsurugis,
there's a lot of mindfucks you can play with abel since he really doesn't have a way around solid normal
mixups, except possibly getting through one with EX COD(which isn't that threatening in general)
Another note about his wheel kick... I've had quite a bit of luck punishing it on reaction with lp, mp and ex fukiage. Be prepared to juggle. Even if you trade, you can juggle with a charged lp hayate, or a mp hayate and win the trade. The only time you actually have to KARA fukiage to juggle in this reaction is on trade, so... If you trade fukiage with wheel kick, kara fukiage then ex tsurugi, or simple juggle with hayate. The choice is yours. Either way, he's not doing wheel kick anymore. The last thing I've been doing against wheel kick is dashing under it, but this is very risky, and not worth mastering in my opinion. Good Abels won't let you do this with their spacing
Standing and crouching strong own Viper's burning kicks. I don't recommend trying to
EX Karakusa them,
since the grab won't catch up if she crosses up.
- if Viper is flighing your way, Mp Fugaki gets right up her ass.
- st. MP again is pretty danm good poke/stuff/AA in the fight
- i try not to karakusa too much, that woman punishes hard, i dunno how to do it effectively yet. Very fun
Against IA Tsurugi, HP Thunder Knuckle and Ultra 1 beat Tsurugi, however EX Seismo and
Burn kick lose