Combo Notation Guide | Character Name Abbreviations | |||||||||
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Combo List
Midscreen
Combo | Damage | Self Damage | Meter Gain | Works on: | Difficulty | Notes |
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c.Lxx > 214L~4L~4L | 1900 | 0 | ??? | All | Very Easy | Adding 5U adds 600 damage at the cost of 500 health. Good corner carry regardless. 2500 damage with 5U. |
2L> f.5L 214L~4L~4L | 1820 | 0 | ??? | All | Easy | Your close range punish combo. Note that f.5l can whiff if you're at max range when 2L hits. If you're close you can use 2 2Ls before 5L. 2570 damage with 5U. |
c.H(2)xx > 214L~4L~4L > 5U | 3300 | -500 | ??? | All | Very Easy | The most basic BnB. Great corner carry and strong midscreen damage. Make sure to let c.H rock for both hits to get maximum dammage. |
c.Hxx > 623M | 2598 | 0 | 34% | All | Very Easy | Not a recommended ender unless trying to create distance from your opponent. Rekkas will provide better corner carry and damage over dp. |
c.Lxx > 214L~4L | 1550 | 0 | ??? | All | Very Easy | If you get a weak starter ending rekkas early will leave the opponent directly infront of you allowing you to go for a strike/throw/UOH/Fly/bait mix. |
22x > 5[U] > 5U | 2400-2600 | -500 | ??? | All | Easy | Basic fly laser into 5U confirm. Less damage if 5U is done at full screen. Works both charged and uncharged 5U versions. Important to confirm into 5U or you'll get punished on arrival. |
22x > 5M > Land > 2L > f.5L > 214L~4L~4L | 2590 | 0 | ??? | All | Hard | Fly divekick combo. Works anywhere but is somewhat height dependent. 3190 damage with 5U. |
22x > 5H > 5U | 3200 | -500 | ??? | All | Very Easy | Fly command grab cashout. Does extra mental damage to the opponent. |
(ch) 2H > 214L(whiff) > c.H(2) > 214L~4L~4L > 5U | 3970 | -500 | ??? | All | Easy | Basic counter hit anti air. |
2H > 236M > 5U | 2700-3000 | -500 | ??? | All | Easy | Non counterhit anti air. Damage variable is based on how many projectiles from 236M connect. |
Corner
Combo | Damage | Self Damage | Meter Gain | Works on: | Difficulty | Notes |
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c.Hxx > 214H~4H~4H > c.M > 236L > 8U > | 3590 | -1000 | Net Gain | who | Easy | Trading further damage for a hardknockdown. |
c.Hxx > 214H~4H~4H > c.M > 236H > c.H(2)HH > 623M | 3868 | -1000 | Net Gain | who | Easy | Soft knockdown corner combo sacrificing further damage or knockdowns for health management. |
c.Hxx > 214H~4H~4H > c.M > 236H > c.H(2) > 214H~4H~4H > c.H(2) > SBA | 4800 | -1500 | Net Gain | who | Easy | Must use technical input for SBA or lose 336 damage. Ending in technical SSBA = 5335 damage.
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c.Hxx > 214H~4H~4H > c.M > 236H > c.H(2) > 214H~4H~4H > c.H(2) > SBA | 4800 | -1500 | Net Gain | who | Easy | Must use technical input for SBA or lose 336 damage. Ending in technical SSBA = 5335 damage. |
c.Hxx > 236H > 5MM > 214H~4H~4H > c.M > 236H > c.H(2) > 214H~4H~4H > c.H(2) > SBA | 4984 | -2000 | Net Gain | who | Medium | Spend 500 extra health for 184 more damage. Only works at point blank range otherwise the 5MM will become f.5M and drop. Only use if you're not sure it's gonna kill. Ending in technical SSBA = 5519 damage. |
c.Hxx > 214L~4L~4L > 8U | 2980 | -500 | Net Gain | who | Easy | When you're in the corner and need a hardknockdown without spending a bunch of life. |
Combo Theory
Abel's combos revolve around deciding when to cashout using EX specials and 5U/58 enders vs. when to simply push an opponent to the corner and pressure with his fantastic normals.
The real value of his health spending specials is not in their damage output as much as they are always available with almost no cooldowns. This means that scoring three hits in quick succession will often lead to an immediate victory because his maximum damage combos are essentially always available.
Generally the difference between starting with a light starter vs. a heavy starter is around 800-950 damage. Because of this you may want to opt out of using a large number of EX specials if you started off of a wacky confirm. Jumpins add flat damage to his combos although attempting to combo into 5HHH if you hit deep enough is still preferred.
Regardless of when you cashout Abel still needs at least three touches to win a round. Dont overlook how valueable the damage you can get off of fly grabs, divekicks, and lasers anywhere on the screen, in addition to using his extended combos in the corner.
Important Links
- c.L, c.M/2M
- CH c.M, c.H
- Crouch c.M, c.L/2L
- 214H~4H~4H/236H, c.M
- CH 5U (Pact), c.M
Video Examples
Click [★] for character's full frame data
Essentials
• HUD •
Controls •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Attack Attributes •
Detailed & Advanced Information
• Damage/Combo •
Frame Data & System Data •
Misc •
Archived Information
• Patch Notes •