Hit confirming with Abel

abel

#1

I’m trying to learn how to hit confirm properly with Abel so I’m trying stuff like cross up j.mk x c.hp and s.hp x CoD. I put the training dummy on random block but I’m still having a hell of a time landing stuff. I feel like its impossible to have that good of reaction time.

Should I not be practicing like this? Is there a better way?


#2

Couple hit confirms i do are 1. crossup j. mk, cr. lp / cr. lk , st. fp , option to do CoD if they aren’t blocking, and 2. fw. mk, dash, cr. lk, cr. lp, st. mp , option to do CoD if they aren’t blocking. i’m pretty sure the second one works on all characters’ hitboxes, but the first one will give you far standing fp if your crossup lands to far on the other side of them.


#3

What about jump ins and cross ups and stuff? Aren’t people hit confirming those too? Like cross up jmk x s.hp x CoD. How do people hit confirm that kind of stuff?

Is there a difference between a combo and a “hit confirm” combo or something?


#4

Basically, “hit confirming” is just giving yourself enough time to mentally react to a situation, then follow up with something to match. Personally, I hit confirm cross ups with f+mk… j.mk, f+mk xx dash (use this time to react to whether it was blocked or not) then follow up - Another good one is j.mk, cr.lp, then follow up with either st.mp xx cod on hit, or block strings/tick throws on block - Random block is definitely a good way to get used to hit confirming… I think you really just need to stay alert and work on your reactions… they CAN be trained, so don’t give up!


#5

Okay. So basically a “Hit confirm” combo is just one that has some crouching low punches/kicks (just anything that gives you enough time to realize whether your attacks were blocked or hit or not…

Got it.

BUT, what about all those other combos, like C.hp x Cod x FADC and shit like that. Are those just basically punish only combos? Like how do you hit confirm into c.hp? No normals link into it, right?


#6

The first hit confirm option i mentioned is perfect for what you’re trying to do, (and the second for that matter), taking the first for example, you cross up j. mk, cr. lp / cr. lk, then do standing fierce punch (or standing medium punch due to character specific hitboxes). if they aren’t blocking, you have your hit confirm, so then, you can cancel the first hit into CoD, and from there, you can continue with your FADC cr. fp junk, its just a way to guarantee the damage from the combo without wasting meter on block. The only real way to hit confirm crouching fierce punch would be with CoD FADC and all the moves leading up to it tbh. a common way cr. fp is connected is through either punish or during step kick pressure strings, if you throw in a close st. mp /fp after a step kick or tick after cr. lp/cr. lk, you’re opponent may tend to jump out or try to poke, in which case you will hit them, and from there you can cancel into your combo


#7

Awesome man. Thanks a lot for replying. Lots of little Fighting Game light bulbs have gone off in my head.

Like I’d keep trying cross up x c.hp x CoD and I’d wonder how I couldn’t land it ever, hoping I’d just have really good reaction time, assuming that was the type of shit I was supposed to go for.


#8

eh, for j.mk hit confirms… why dont you just react to whether the j.mk hits or not??? if the j.mk hits, s.hp will almost always combo(i said almost because im not 100% if it works against everyone + if they have the time to crouch after getting hit by the j.mk or not ----- go and test it if you have the time)

so basically you’re hit confirming a st.hp/c.hp with j.mk.

i dont really see the need to do cr.lp after the j.mk… not saying its wrong/bad though, well its not good imo since the c.lp will just push you away and chances for far st.hp to come out is likely.

edit: OH and j.mk st.mp works too. If you worry about whiffing the st.hp, do s.mp instead. Doesnt matter if your j.mk hits early or late… and works on crouchers.

edit2: another j.mk combo that works on crouchers. j.mk close st.mk(step kick lookalike) xx CoD. there you go.


#9

yeah, i was just offering up some suggestions because not everybody has the greatest reaction time, and what i suggested should be pretty universal in that everyone should be able to react to whether or not j.mk cr. lp st. mp connects or not. tbh, i think confirming the follow-up cr. fp or st. fp/mp based solely on whether or not the j.mk connects would be pretty hard to react to, because you’re suggesting confirming a combo off a single hit. eh, maybe its just that my reactions suck bawls (and they do). also, a reason why cr. lp would be thrown out before a st. mp / cr. mp into change of direction is because the frames between crossup j.mk and cr/st mp are such that a reversal srk can be thrown in between them with correct timing (if the crossup isn’t deep enough), but cr. lp is only like, 5 frames startup (not sure, my frame knowledge is ass) so you don’t have to worry about the reversal


#10

To HFZ:

I don’t know how you’re able to hit confirm off that jump-in though. Jump in x standing whatever… that shit is like a 4 frame long process. Within 4/60ths of a second you’re able to hit-confirm?

I should probably just practice the basic block string hit confirms first before I attempt to do that stuff.

On a second read of your post, I want to take note of something. You know I’m trying to combo into CoD after the s.mp/s.hp right? So cross up jmk x shp x CoD. I dont know how you can, on reaction, combo the first hit of s.hp into that CoD.

To Teez: Good to know about the c.lp making it SRK proof.


#11

If your going to do big moves like this your making it ALOT harder for yourself to hit confirm. Hit confirming is all about training yourself to see/hear that you connected a move succesfully. Now if your doing things like j.mk to c. hp to COD then you better be dam sure that you landed that kick and hp. To be honest its preety hard to react when you do connect that hp unless you know u connected it. So basically the only thing you really have to confirm is that the j.mk hit.

A really good way to practice is to do things like cross up j.mk and then do shorts or jabs its ALOT easier to see that you connected them because you can continue to pressure them with jabs and shorts. I hope you understand what I mean, hit confirming with abel is pretty important as much with anyone else and with abel you def. have to be willing to make risks and put yourself out there, but it would be foolish to just spam attacks on someones block hoping that they may randomly drop their guard.


#12

If your going to do big moves like this your making it ALOT harder for yourself to hit confirm. Hit confirming is all about training yourself to see/hear that you connected a move succesfully. Now if your doing things like j.mk to c. hp to COD then you better be dam sure that you landed that kick and hp. To be honest its preety hard to react when you do connect that hp unless you know u connected it. So basically the only thing you really have to confirm is that the j.mk hit.

A really good way to practice is to do things like cross up j.mk and then do shorts or jabs its ALOT easier to see that you connected them because you can continue to pressure them with jabs and shorts. I hope you understand what I mean, hit confirming with abel is pretty important as much with anyone else and with abel you def. have to be willing to make risks and put yourself out there, but it would be foolish to just spam attacks on someones block hoping that they may randomly drop their guard.


#13

Except that its not. Plus its better to separate between the deep j.mk and the early j.mk since both are different… from my experience if your j.mk is blocked, lets say against a good ryu, since you can only WISH that you’ll ever land a j.mk crossup - its not reliable at all in the matchup imo(sure you can try it every now and then but ambiguous rolls are way better), anyway from my experience a blocked j.mk against ryu, if you press ANY button after that… you can get SRK’d… be it c.lp or s.hp(abel’s fastest normal)… thats how gdlike srk is :rofl:

and thats why j.mk crossup is only actually good in certain matchups… in intermediate to high level matches, very unlikely to see an abel to j.mk crossup against shotos, char with good reversals (blanka upball, honda headbutt etc), char with good reversal with meter(chun etc) and character with a move called lariat LOL


#14

Yea, thats the conclusion I came to. Doing it without the shorts seems impossible to me. Already my success rate is jumping. Now its just time to master those hit confirm combos!

Hfz, I appreciate your attention to detail, haha. I’ve been referring to (without explicity stating it which is whats causing some confusion) late cross ups, so I’m tying to hit the cross up at the last point possible because I saw that vid about how late cross ups work on Shotos. I know you said that they’re unreliable, but in my experience, and it could be because I play sucky people, they work great, and probably fail 1 out of 10 times.

My only problem currently right now, and thats maybe because I’ve only tested it against Ryu while hes just standing (not wake up, just standing), but when I late cross up mk, and do c.lp or c.lk into s.hp or s.mp, I get the far versions of those two normals.


#15

Anyway you should go to training mode and record abel TT and then dash j.mk crossup (play around with the timing to your liking) while you control Ryu… you’ll be amazed how srk can beat everything(actually it beats everything lol)… although there are certain setups you can do to make it harder for them to srk you but like i said, against a player who knows ryu and good execution… you can only wish to land a crossup j.mk combo… since you said that its workin great for you, i guess good for you :smile:, maybe one day you’ll fight a good ryu and then you’ll learn the hard way(like i did :sad:), but for now, enjoy the good times! haha


#16

fw. mk, dash, cr. lk, cr. lp, st. mp is character specific:


#17

thanks ahdee, yeah i wasn’t positive on that one, good to know


#18

Well what do most of you guys do on jump ins then? Hfz you make it sound like nothing is safe besides going straight to s.hp which sounds insane to hit confirm.

Whats the Abel 101 on jump ins (cross up or regular)?

Thanks ahdee for the link.I’m going to study Bustas blog.

EDIT: Just tried it but with Auto block I cant get that first lk to connect after the f+mk(against Ryu) :frowning:
EDIT AGAIN: Just to mess around with it, I was able to reverse it no prob with Ryu’s SRK. Whats the point if that shit aint safe? Am I doing something wrong? :frowning:


#19

Ok, if you want to jump in on Ryu’s wake up, you have to do a late cross up.
Say after you normal throw him, you could wiff a st.lp(or just imagining doing a wiff st.lp), then you go cross up jump in. That will stuff Ryu’s reversal DP.
Also after TT, you dash in right away, wait for about 0.2s, then you go cross up jump in. That will stuff Ryu’s reversal DP.
Here’s the vid and you can watch for the timing: http://tinypic.com/player.php?v=168zh2x&s=6
After couple of the late cross ups and stuff his reversal DPs, he’ll get frustrated, and that’s when you can just go for the normal cross up, cuz he prolly won’t reversal DP again.


#20

lol because hardly anything is safe with abel, the earlier you realize that the better :rofl: ( after a blocked f.mk you can always get srks unless you block, on hit f.mk(non counter hit) only s.hp/lp can be combod and they are 1 frame links, missed the link, you get shoryud) lol

and ahdee, if you delayed the cross up, it will beat reversal dp but not a non reversal dp iirc… sure you can try against a ryu to see if he’s able to dp you or not, if he can, then just forget about j.mk (except when you can afford to eat a j.mk or in the corner(theory in process))…

oh and my bad if im making it sound easy to “hit confirm” via j.mk, either you have to react really quick or just commit to a followup, and pick the safest based on the matchup… in ryu’s case or any shotos with 3 frames dp, nothing is really safe but your best bet(hoping the player execution isnt so good) are either j.mk st.hp(since its abels fastest move)/s.mp(hits on crouchers)… or really, just stop doing j.mk at all LOL… youre startin to make it sound like thats the only tool abel has…

and uh, of course the cr.lk will be blocked after a f.mk, only s.hp/lp can combo off a normal f.mk, ONLY. The rest have to be on Counter Hit.