Here is a thread for useful links http://shoryuken.com/showthread.php?t=238002
If you do not understand the explanations or need a visual for the Guaranteed Supers/Ultras. You can click on “Super” or “Ultra” (They will be in PURPLE) and it will take you to a Youtube video that shows the move in action.
UPDATE:** Videos are being made and posted to show examples so no one misses the idea. Please bare with me as this is going to take some time.**
Please send all updates and info via PM. It would be best to keep this as clean as possible and only have posts for discussion only. Thanks in advance.
Crouching HP/Fierce: On Block - Mantis [media=youtube]UK-K1nr2p1c"]Super**[/b**[/media]** (Stand Block timing is tighter than Crouch Blocking. Crouch Fierce is a two hit move, as long as you Block one with out getting hit you can punish)**
Crouching HK/RH/Sweep: On Block - Mantis Ultra [media=youtube]uQJvtu6WQ2s"]2 (Sweep must be deep for U2) / [Super/color[/media] (Can be punished by Super even if it’s not a deep sweep)
[COLOR=green]Wheel Kick: On Block - Mantis Ultra [media=youtube]gMjCQmL07ik"]2[/media][/COLOR][media=youtube] / [COLOR=purple]Super (All Versions). On Reaction - Mantis Ultra 1 / Super (Time it so you don’t go under), Crane Ultra 1 (Psychic but HK is possible on reaction if spacing is correct) / Super. On Hit - Mantis [Super(‘http://www.youtube.com/watch?v=_wiOX6CIPeM’)][/COLOR][/media] (Only HK)[/COLOR]
[COLOR=green]Rolls: On Reaction - Mantis Super. (While this is possible it’s very hard to hit, as he is invincible for almost the whole roll. LK - 5~26Frames, MK - 5~29F, HK&EX - 5~31F)[/COLOR]
[COLOR=green]Soulless/Ultra 1: On Block - Mantis Ultra 1 & 2 (Ultra 2 must be deep) / Super. On Reaction - Mantis Ultra 1 (Must be done just before he’s about to strike you or it will hit).[/COLOR]
[COLOR=green]Breathless/Ultra 2: On Reaction - Mantis Ultra 1 / Super (Super must be done just before he’s about to grab or you will not get the Armor Break and he will grab you)[/COLOR]
Abel w/o Meter
-This is the best case scenario for Gen overall in this match. Gen’s footsie > Abel’s at both mid and long range. Even close range Gen’s pokes are better but smart Abel’s know the crazy range on LP TT. You can harrow the Abel player with MK xx Hands or any of the other go to pokes in your arsenal with in reason(Mantis: cFP, cMP, sFK). Abel only has four options here all of which you can exploit
**1. Jump: Lesser players tend to go with this option. His jump ins are not that great for this situation and you should be able to AA them easily with either Mantis cHP or sMP. However, Abel does have an underused jump in in cases like this with his jump LP. It has odd priority and from far ranges tends to beat a lot of normal AAs, think DJ in super turbo. If you see him use this and it stuffs your AA immediately jump back, n jump or back dash. While it has very little hit stun it actually sets up spacing for either LP or MP TTs. **
2. Roll: This isn’t really an option, more of a guess and if you see it you can breathe a sigh of relief because you are probably going to be handed the match. The easiest punish for roll is just a standard grab. But learn to punish the recovery with either cLK or cLP into a combo. If you see the Abel rolling adjust your footsie to the faster options just to be safe IE less Mantis cHK
3. Focus parry: Players with really good reaction can take advantage of slower pokes by focusing canceling into dash, without the hit and punishing thanks to the speed of Abel’s dash. You are going to have to feel out it your Opp can do this with any real accuracy. If you see them focus fishing a lot your fine. Just MK xx Hands or bait and punish. If you dont and the next sweep or cHP you do he “parries” and dashes in go for either standing grab, back dash, n jump or jump back. Able has no 3 frame poke, TT takes five frames to come out his reg grab is his best option which you want to avoid at all costs. Moving forward adjust all your pokes to something you can buffer hands into
4. Play Footsie: This is Abel’s smartest choice and also the one that works well for Gen. Gen’s footsie is better, and Abel’s walk speed is poor but his footsie is not as bad as most people think. He has 4 footsie options you have deal with
-sLK: This poke is fast and deceptive range. It actually hits a touch farther than step kick. The speed allows it to stuff many pokes on start up as well as whiff punish. You will want to make sure your pokes are hitting not whiffing especially MK xx Hands to push him back out. This poke is also a spacing tool because at max range and a step farther back he can surprise dash in and its faster than people think. Use your better walk speed to disrupt his spacing as much as possible. Thankfully this poke does little damage but I win more close matches with this than anything else when using him.
-Far sMP: This poke comes out relatively quickly (5 frames) and has a ton of active frames. Its best use is for stuffing any standing poke clean. It will loose to crouch pokes though. Thankfully Abel is going to have to predict when to use it to stuff you so if you see smart use of this a little more patience or crouch pokes and you should be fine
**-Sweep: Abel’s sweep has insane range and can be canceled into any of his specials. For either mix up (roll) or safe on block COD/lk Wheel kick. Thankfully its very easy to hit him out of this since his hit box is so big. MK should stuff it on start up with ease. **
-Step Kick: By far his best poke just because of what it leads into. The range is not that great and you can use your walk speed to stay out of danger and easily poke w/ MK. Work to stay at max distance or slightly farther out because CH step kick leads to hard knockdown with perfect spacing for him without meter. On block it sets up a guessing game but not really in his favor as you can
-Reg grab (Not OS tech): This beats all his pokes and will cause a tech to his reg grab. Looses to TT
-N Jump: Best used for causing TTs to whiff allowing you to punish or to dodge reg grabs. Looses to OH, sMP and sMK but the last two pokes are seldom used here by Abel unless he read you right. Also looses to frame perfect shorts
-Jump Back: Very safe option loosing only to OH or guess sMP, sMK or frame perfect shorts. This also resets space perfectly for you for footise if you get out
-Back Dash: Best option if you dont know what to do. Only looses to OH but otherwise you can get out safe and go back to poking
**-Gekiro: This is a guess and one you dont want to take too often but EX version will beat all his pokes and grabs but looses to bait hard. **
The main benefit of Abel playing footsie with you is you should be able to control space, and tempo of the fight.
Abel w/ 1 Bar
**This is basically the same as Abel with no bar save for random EX CODs through your non hands bufferable pokes. Decent Abels and up will not use this much if at all. The meter use to reward is small as even though it scores a hard knockdown it only sets up safe jump set ups to the front minimizing his mix up options. **
Abel w/ 2 Bars
**This boils down to if he has ultra or not and which one. If he has U2 dont worry about it as its garbage in this match. If he has U1 you need to be better with your poking and spacing because a landed step kick means you will eat either FADC into Falling Sky setting up his best mix ups on your wake up or FADC into ultra. **
Abel w/3 Bars
**This is very scary. You can no longer really use any poke outside of something buffered into Hands because EX COD, through a bad sweep for example, now nets FADC combos into perfect knockdowns or ultra. Step up your footsie game in general and avoid autopilot pokes and using the same timing of set ups. **
Abel w/ Super
This is as bad as the above but also gives him a real wake up option. His super can be made hit invulnerable or grab invulnerable depending on the button he uses. It also counts as a hit not a grab so it beats Gekiro. This also stops your jump in OS reg grab on his wake up if he wants to chance the meter
Pressuring Abel’s Wake Up
Contrary to popular belief Abel can be pressured very hard on his wake up with one simple option. Safe jump/Meaty attack OS into regular grab. This beats all of his wake up options (EX COD, TT, EX TT, Roll, EX Roll, Backdash) and only looses to U2. Once you get this down you can usually get Abel to waste meter trying to get away and punish him for it. His only real option is to block which is what you want. Because this lets you start your offense. Be sure you mix up what you are doing here if he has meter because EX TT and EX COD blow right through frame traps. Proper use of Gen’s kara throw can really mess with his game. Because at max kara throw range you can grab both EX TT and COD and Grab if he is jumpy. This can lead him into trying to os Tech which is also fine because Kara puts you outside his cLK range so you can punish him. When in doubt though dont be scared to just back up, reestablish a better range and go back to poking him to death. Abel has the health to guess wrong many times in this match before you kill him.
Waking up against Abel
Without a doubt this is where Abel does the most damage. Still his wake up options are nothing like Giefs and only 2 of them are that dangerous
**Landed Back Grab or regular Falling Sky **
-This is the most dangerous position to be in no matter what meter you or Abel has because he can force the situation far in his favor
*This set sup perfect distance for ambiguous rolls forcing you to guess on blocking low or high left to right. Also adding in reg grab and TT. Your options are
*Back Dash: From a numbers stand point this is the safest option. Your BD is good enough to evade all his attacks and grabs save for Abels OH kick. Even if that hits your going to be reset and put back into range of having to block a step kick again or try for a reversal. This is still better than eating other options. Abel can also OS here into either ultra but its very tight because he has to OS off a meaty cLK or cLP. (Note he may be able to OS falling Sky if it catches Gen’s BD. This does not work on everyone and has not been tested to know for sure in Super)
*N Jump or Jump Back: These options beat any grab attempts but loose to his crouch pokes, both of which can lead to big FADC combos with meter and also loose to the OH. Best to rely on these if he has one bar or less. Even if you eat a combo ending in COD his mix up is reduced to just your front side unless he threw you into the corner
***EX Gekiro: This beats any and all grabs but it is easily baited and will loose to OS EX falling sky. This should be done only as a read on the opp **
***Block: Sometimes you are going to have to just block. While you are going to eat a TT every now and then doing this its not too bad as outside of the corner his mix up is reduced to just your front side. If you make this choice crouch block on wake up, his OH kick takes forever to come out and can be easily blocked or better yet focus back dashed on reaction. Also be ready because if you block any of his low pokes look to BD or jump out right after because more than likely this is a tick throw attempt. If you blocked his cHP you can get away free or get a small punish. **
Abel can also choose to land safe jumpins in this situation to force some OS’es or tick set ups. Though he has a better risk/reward of ambiguous rolls so this should be less of an issue. Your options are basically the same though.
Landed TT or COD out of the corner
-This is dangerous but not nearly as bad as the above because there is no risk of cross up at all. If he tries a cross up jump in its not safe so reversal as you like, if he rolls it wont be able to be meaty anything because MK or HK roll are required to cross up and they have longer recovery. When is doubt back dash or jump back as this will beat the almost all of his attacks from his situation
-However, smart Abel’s will use this as a time to just safe jump you and start mix up. Your options are the same as before but you dont have to worry about what side to block on. You just have to make the correct read to get out of trouble
Most other set ups on your wake up are all gimmicks fishing for counter hit or trying to bait a reversal. Most commonly multiple rolls on wake up. Usually Abel will LK roll to one side then MK or HK roll to the other to bait for a poke and hit CH step kick. Knowing this just block or back dash to escape
Gimmick that works on even high level players including Wong and Tokido so be mindful
-Abel can combo multiple crouch jabs into standing strong. This is often used when his first crouch jab is too far away to link into sMP or sHP. The gimmick is FADCing the sMP into TT or reg grab. While this is a risk on Abel’s part it works when used sparingly especially since the active frames of sMP give him forever to adjust the timing. Best thing here is to just be looking for the flash and as soon as you see/hear it back dash or jump back. Chances are he is going for a grab or TT because even on hit he is not going to be able to combo into pokes and the OH would be a guess on his part
Gen: U1- This is our best option for getting big damage and punishing mistakes. U2 - No real use here. You should not be jumping at Abel anyway and as such there is no need to shut down his AA’s
Abel: U1: This is his best option as it does big damage and lets him punish as well. It makes him very scary with meter. U2 - Not much use here for him. He cant set up a situation where he can gimmick into landing it because of Hands and Oga both armor breaking. However, this ultra does stop you from OSing reg grabs on his wake up. Still not worth it to him really.
**Contributors: Tha Messiah, Warlike, Severin-X[/details]